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SpeakerType = {
NONE = 0,
MAN = 1,
WOMAN = 2,
BOY = 3,
GIRL = 4,
NONHUMAN = 5
}
Direction = {
UP = 0,
UP_RIGHT = 1,
RIGHT = 2,
DOWN_RIGHT = 3,
DOWN = 4,
DOWN_LEFT = 5,
LEFT = 6,
UP_LEFT = 7
}
CharacterState = {
STILL = 0,
WALKING = 1,
CROUCHING = 2,
RUNNING = 3
}
function StartCutscene()
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
playerSprite.controllable = false
character():halt(playerId)
end
function DisplayMessage(msg, name, type)
message():displayMessage(msg, name, type)
end
function ShowChoice(one, two)
message():showChoice(one, two)
end
function GetChoiceSelection()
return message():getChoiceSelection()
end
function WaitForEndOfMessage()
while (message().isMessageActive) do
coroutine.yield()
end
end
function HideCutsceneBars()
WaitForEndOfMessage()
message():hideCutsceneBars()
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
playerSprite.controllable = true
end
function SetDirection(spriteName, dir)
local spriteId = getSpriteByAlias(spriteName)
animation():setSpriteDirection(spriteId, dir)
end
function SetAnimation(spriteName, animName)
local spriteId = getSpriteByAlias(spriteName)
animation():setSpriteAnimation(spriteId, animName)
end
function WaitForAnimation(spriteName)
local spriteId = getSpriteByAlias(spriteName)
local sprite = getSprite(spriteId)
repeat
coroutine.yield()
until sprite.animFinished
end
function PlaySound(filename)
mixer():playSound("../res/sfx/" .. filename)
end
function LoopSound(filename)
return mixer():loopSound("../res/sfx/" .. filename)
end
function StopSound(soundId)
mixer():stopChannel(soundId)
end
function FadeToBlack(length)
local progress = 0.0
while progress < length do
progress = progress + coroutine.yield()
setFadeoutProgress(progress / length)
end
setFadeoutProgress(1.0)
end
function RemoveFadeout(length)
local progress = length
while progress > 0 do
progress = progress - coroutine.yield()
setFadeoutProgress(progress / length)
end
setFadeoutProgress(0.0)
end
function SetPartyDirection(spriteId, direction)
animation():setSpriteDirection(spriteId, direction)
local sprite = getSprite(spriteId)
for i=1,#sprite.followers do
animation():setSpriteDirection(sprite.followers[i], direction)
end
end
function ChangeMap(map, warp)
local playerId = getPlayerSprite()
local playerSprite = getSprite(playerId)
local direction = playerSprite.dir
local oldState = playerSprite.characterState
playerSprite.controllable = false
FadeToBlack(150)
loadMap(map, warp, direction)
local newPlayerId = getPlayerSprite()
local newPlayerSprite = getSprite(newPlayerId)
if oldState == CharacterState.RUNNING then
character():startRunning(newPlayerId)
end
coroutine.yield()
RemoveFadeout(150)
newPlayerSprite.controllable = true
end
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