4630b7e403
There was a bug in the entity API, where getMotion() was pushing the origin instead of the motion. This has been corrected. Since this is an important bug, and because the features for this leg is finished, I'll merge this to master.
47 lines
1.4 KiB
Lua
47 lines
1.4 KiB
Lua
print("Lua script check")
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mapMaker = require("map_maker")
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mapSaver = require("map_saver")
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roomSystem = require("room_system")
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characterSystem = require("character_system")
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networkSystem = require("network")
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local function dumpTable(t)
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print(t)
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for k, v in pairs(t) do
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print("",k,v)
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end
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end
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--test the room hooks
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roomSystem.RoomManager.SetOnCreate(function(room, index)
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print("", "Creating room: ", roomSystem.Room.GetName(room), index)
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--called ~60 times per second
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roomSystem.Room.SetOnTick(room, function(room)
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--[[
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local character = characterSystem.CharacterManager.GetCharacter("handle")
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if character ~= nil then
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--debugging
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local originX, originY = characterSystem.Character.GetOrigin(character)
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local motionX, motionY = characterSystem.Character.GetMotion(character)
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if motionY < 0 then
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characterSystem.Character.SetMotion(character, motionX, 0)
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networkSystem.PumpCharacterUpdate(character)
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print("Sending: ", motionX, motionY)
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end
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end
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--]]
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end)
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end)
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roomSystem.RoomManager.SetOnUnload(function(room, index)
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print("", "Unloading room: ", roomSystem.Room.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, uid = roomSystem.RoomManager.CreateRoom("overworld", "overworld.bmp")
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roomSystem.Room.Initialize(overworld, mapSaver.Load, mapSaver.Save, mapMaker.DebugIsland, mapSaver.Save)
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print("Finished the lua script")
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