4d71d4cc40
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.
93 lines
2.5 KiB
Lua
93 lines
2.5 KiB
Lua
print("Lua script check")
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--requirements
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roomManagerAPI = require("room_manager")
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roomAPI = require("room")
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mapMaker = require("map_maker")
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mapSaver = require("map_saver")
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characterAPI = require("character")
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entityAPI = require("entity")
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networkAPI = require("network")
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--test the room hooks
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roomManagerAPI.SetOnCreate(function(room, index)
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print("", "Creating room: ", roomAPI.GetName(room), index)
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roomAPI.SetOnTick(room, function(room)
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roomAPI.ForEachCharacter(room, function(character)
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--
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end)
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end)
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end)
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roomManagerAPI.SetOnUnload(function(room, index)
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print("", "Unloading room: ", roomAPI.GetName(room), index)
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end)
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--NOTE: room 0 is the first that the client asks for, therefore it must exist
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local overworld, uidOne = roomManagerAPI.CreateRoom("overworld", "overworld.bmp")
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roomAPI.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland, mapSaver.Save)
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local underworld, uidTwo = roomManagerAPI.CreateRoom("underworld", "overworld.bmp")
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roomAPI.Initialize(underworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugGrassland, mapSaver.Save)
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--debug: test the trigger system
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regionPagerAPI = require("region_pager")
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triggerManagerAPI = require("trigger_manager")
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function createTrigger(handle, room, x, y, script)
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local pager = roomAPI.GetPager(room)
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--place the indicator tile
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regionPagerAPI.SetTile(pager, x / 32, y / 32, 0, mapMaker.dirt)
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regionPagerAPI.SetTile(pager, x / 32, y / 32, 1, mapMaker.blank)
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regionPagerAPI.SetTile(pager, x / 32, y / 32, 2, mapMaker.blank)
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--create the trigger object
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triggerManagerAPI.Create(
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roomAPI.GetTriggerMgr(room), handle, x, y,
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0, 0, 32, 32, --size of the tiles
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script
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)
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end
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--simple door pair
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createTrigger("door 1", overworld, 128, -128, function(entity)
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if entityAPI.GetType(entity) ~= "character" then
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return
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end
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print("mark 1")
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local x, y = characterAPI.GetOrigin(entity)
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print("mark 2")
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characterAPI.SetRoomIndex(entity, uidTwo) --TODO: (1) take exit coordinates as a parameter
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print("mark 3")
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characterAPI.SetOrigin(entity, 0, 0)
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print("mark 4")
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networkAPI.PumpCharacterUpdate(entity)
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print("mark 5")
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return false
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end)
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createTrigger("door 1", underworld, 128, -128, function(entity)
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if entityAPI.GetType(entity) ~= "character" then
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return
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end
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print("mark 6")
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local x, y = characterAPI.GetOrigin(entity)
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print("mark 7")
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characterAPI.SetRoomIndex(entity, uidOne)
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print("mark 8")
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characterAPI.SetOrigin(entity, 0, 0)
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print("mark 9")
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networkAPI.PumpCharacterUpdate(entity)
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print("mark 10")
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return false
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end)
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print("Finished the lua script")
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