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Topics - b0undarybreaker

#1
Development / Detecting when a pickable is picked up
August 05, 2017, 08:27:14 AM
I have two pickable items named card and gem and I want to be able to tell when they're picked up and make pointers over each item disappear. I'm using this script to do that:
Code (lua) Select
function map:on_update()
  if not map.card:exists() then
    cardpoint:remove()
    print("Card removed!")
  else if not map.gem:exists() then
    gempoint:remove()
    print("Gem removed!")
  end
  end
end

However, when I do that, it errors Error: In on_update: [string "maps/street_arspace.lua"]:79: attempt to index field 'card' (a nil value), line 79 being if not map.card:exists() then. Any suggestion for what I'm doing wrong?
It also for some reason doesn't work without that extra end there. I'm not sure what's up with that.
#2
I'm working on making a game with Solarus and I want the WASD keys to be usable for moving the character alongside the arrow keys, kinda like how you can use the demo mouse_control script and the arrow keys at the same time. Is this possible to do? I've tried making a script off of the mouse_control one but it isn't seeming to work. It doesn't help that d is a pause key, apparently. If anyone can point out where I messed up, I'd love to know. Thanks!

Code (lua) Select

require("scripts/multi_events")


local function initialize_wasd_control_features(game)

  local wasd_control = {}

  local is_key_pushed = false
  print("wasd control startup")

  -- Movement of the hero.
  local directions_pressed = {
      right = false,
      up = false,
      left = false,
      down = false
  }

  function wasd_control:on_key_pressed(key)
    is_key_pushed = true
   
  end

  function wasd_control:on_mouse_released(keu)

    is_key_pushed = false
    pressed_key = key
  end

  function wasd_control:on_update()

    local map = game:get_map()
    if map == nil then
      return
    end

    if is_key_pushed then

      pressed_right = sol.input.is_key_pressed("d")
      pressed_up = sol.input.is_key_pressed("w")
      pressed_left = sol.input.is_key_pressed("a")
      pressed_down = sol.input.is_key_pressed("s")

      self:update_direction("right", pressed_right)
      self:update_direction("up", pressed_up)
      self:update_direction("left", pressed_left)
      self:update_direction("down", pressed_down)
    else

      for direction, _ in pairs(directions_pressed) do
        self:stop_direction(direction)
      end
    end
    function wasd_control:start_direction(direction)

      if not directions_pressed[direction] then
        directions_pressed[direction] = true
        game:simulate_command_pressed(direction)
      end
    end

    function wasd_control:stop_direction(direction)

     if directions_pressed[direction] then
        directions_pressed[direction] = false
        game:simulate_command_released(direction)
      end
    end
  end
end
local game_meta = sol.main.get_metatable("game")
game_meta:register_event("on_started", initialize_wasd_control_features)
return true
#3
Bugs & Feature requests / More tile ground types
July 13, 2017, 10:00:48 AM
I'm making a road in my project and I want the sides of the road to be half-traversible, half-wall. However, the only half-traversible tile grounds are corners and low wall. I want something like low wall, but for the top, left, and right as well. Would that be possible to do, and do you think it might be possible to be able to make custom tile hitboxes in the engine as well? It'd be really neat to be able to craft your own ground types by polygon out of the basic types.