Room transitions are working smoothly, read more

Although the room transitions are working fairly well, it is still heavy
handed, and a number of optimizations can be done. On the whole, this
needs a review.
This commit is contained in:
Kayne Ruse
2015-03-09 23:26:37 +11:00
parent 81b3769188
commit 4d71d4cc40
7 changed files with 109 additions and 19 deletions
+37 -8
View File
@@ -17,7 +17,7 @@ roomManagerAPI.SetOnCreate(function(room, index)
roomAPI.SetOnTick(room, function(room)
roomAPI.ForEachCharacter(room, function(character)
characterAPI.SetRoomIndex(character, 0)
--
end)
end)
end)
@@ -27,8 +27,10 @@ roomManagerAPI.SetOnUnload(function(room, index)
end)
--NOTE: room 0 is the first that the client asks for, therefore it must exist
local overworld, uid = roomManagerAPI.CreateRoom("overworld", "overworld.bmp")
local overworld, uidOne = roomManagerAPI.CreateRoom("overworld", "overworld.bmp")
roomAPI.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland, mapSaver.Save)
local underworld, uidTwo = roomManagerAPI.CreateRoom("underworld", "overworld.bmp")
roomAPI.Initialize(underworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugGrassland, mapSaver.Save)
--debug: test the trigger system
regionPagerAPI = require("region_pager")
@@ -38,9 +40,9 @@ function createTrigger(handle, room, x, y, script)
local pager = roomAPI.GetPager(room)
--place the indicator tile
regionPagerAPI.SetTile(pager, x, y, 0, mapMaker.dirt)
regionPagerAPI.SetTile(pager, x, y, 1, mapMaker.blank)
regionPagerAPI.SetTile(pager, x, y, 2, mapMaker.blank)
regionPagerAPI.SetTile(pager, x / 32, y / 32, 0, mapMaker.dirt)
regionPagerAPI.SetTile(pager, x / 32, y / 32, 1, mapMaker.blank)
regionPagerAPI.SetTile(pager, x / 32, y / 32, 2, mapMaker.blank)
--create the trigger object
triggerManagerAPI.Create(
@@ -50,14 +52,41 @@ function createTrigger(handle, room, x, y, script)
)
end
--simple teleporter
createTrigger("trigger 1", overworld, 0, 0, function(entity)
--simple door pair
createTrigger("door 1", overworld, 128, -128, function(entity)
if entityAPI.GetType(entity) ~= "character" then
return
end
print("mark 1")
local x, y = characterAPI.GetOrigin(entity)
characterAPI.SetOrigin(entity, x, y + 128)
print("mark 2")
characterAPI.SetRoomIndex(entity, uidTwo) --TODO: (1) take exit coordinates as a parameter
print("mark 3")
characterAPI.SetOrigin(entity, 0, 0)
print("mark 4")
networkAPI.PumpCharacterUpdate(entity)
print("mark 5")
return false
end)
createTrigger("door 1", underworld, 128, -128, function(entity)
if entityAPI.GetType(entity) ~= "character" then
return
end
print("mark 6")
local x, y = characterAPI.GetOrigin(entity)
print("mark 7")
characterAPI.SetRoomIndex(entity, uidOne)
print("mark 8")
characterAPI.SetOrigin(entity, 0, 0)
print("mark 9")
networkAPI.PumpCharacterUpdate(entity)
print("mark 10")
return false
end)
print("Finished the lua script")