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Messages - polyglot762

#31
Development / Re: New Enemy Features Code
July 28, 2015, 09:45:00 PM
I have implemented them but I still have some unresolved issues.
Such as slow response time after running away.
And having enemies spawn outside the map.

Both of these can be scripted but I haven't done that yet.
#32
Thank you. Now I don't have to sort through downloaded webpages when I want to work through the api.
#33
Development / New Enemy Features Code
July 28, 2015, 09:31:24 PM
Hi All,
I thought I would contribute to the scripting community.

Below are a number of scripts and features that I have been working on.

This particular has the following features that you will be able to tease out.
Life regen, Projectile shooting, Enemy spawning, Run away at half health, pathfinding.

I'd like to credit wrightmat with the projectile code.

local enemy = ...

-- ranged leader type
local properties = {}
local main_sprite = nil
local towards_hero = false
local away_hero = false
local attacked_hero = false
local towards_enemy = false
local timer, fire_timer

function enemy:set_properties(prop)
  properties = prop
  if properties.life == nil then
    properties.life = 2
  end
  if properties.damage == nil then
    properties.damage = 2
  end
  if properties.play_hero_seen_sound == nil then
    properties.play_hero_seen_sound = false
  end
  if properties.stopped_speed == nil then
    properties.stopped_speed = 0
  end
  if properties.normal_speed == nil then
    properties.normal_speed = 32
  end
  if properties.faster_speed == nil then
    properties.faster_speed = 64
  end
  if properties.hurt_style == nil then
    properties.hurt_style = "normal"
  end
    if properties.regen == nil then
    properties.regen = 0
  end
end

function enemy:on_created()
  self:set_life(properties.life)
  self:set_damage(properties.damage)
  self:set_hurt_style(properties.hurt_style)
  main_sprite = self:create_sprite(properties.main_sprite)
  self:set_size(16, 16)
  self:set_origin(8, 13)
  self:set_attack_consequence("sword", 1)
  self:begin()
end

function enemy:begin()
  local get_life = enemy:get_life()
  local ehalflife = .5 * properties.life
  local hero = self:get_map():get_entity("hero")
  local _, _, layer = self:get_position()
  local _, _, hero_layer = hero:get_position()
  local spawn_line = layer == hero_layer
     and self:get_distance(hero) > 200
  local sight_line = layer == hero_layer
     and self:get_distance(hero) < 100
  local life_recharge = enemy:get_life() < properties.life
  local life_low = enemy:get_life() < ehalflife
     and self:get_distance(hero) < 64
  if spawn_line then
    self:go_spawn()
  elseif not sight_line then
    self:go_random()
  elseif sight_line and not towards_hero and not away_hero then
    self:go_hero()
  elseif not sight_line and not towards_hero then
    self:go_random()
  elseif sight_line and towards_hero then
    if not fire_timer then self:fire()
  elseif life then
    self:go_away()
  else
    self:go_random()
    end
  if life_recharge then
    self:get_game():add_life(properties.regen)
  end
  timer = sol.timer.start(self, 1000, function() self:begin()
  return true
  end)
  end
end

function enemy:on_restarted()
  timer = sol.timer.start(self, 1000, function() self:begin()
  return true
  end)
end

function enemy:on_hurt()
  if timer ~= nil then
    timer:stop()
    timer = nil
  end
  self:begin()
end

function enemy:on_movement_changed(movement)
  local direction4 = movement:get_direction4()
  main_sprite:set_direction(direction4)
end

function enemy:go_spawn()
    local x, y, layer = self:get_position()
    local direction = self:get_sprite():get_direction()
   
  if self:get_map():get_entities_count("lizalfos") <= 3 then
     if direction == 0 then
     x = x + 32
     elseif direction == 1 then
     y = y - 32
     elseif direction == 2 then
     x = x - 32
     elseif direction == 3 then
     y = y + 32
     end

    local spawn = enemy:create_enemy{
      name = "lizalfos",
      breed = "lizalfos",
      x = x,
      y = y,
      layer = layer,
      direction = direction,
      treasure_name = "random"
    }
    spawn:set_position(x, y, layer)
    spawn:set_optimization_distance(0)
  end
end

function enemy:go_away()
  local x, y = self:get_map():get_entity("hero"):get_position()
  local direction = self:get_sprite():get_direction()
    if direction == 0 then
    x = x + 128
    elseif direction == 1 then
    y = y - 128
    elseif direction == 2 then
    x = x - 128
    elseif direction == 3 then
    y = y + 128
    end
 
  local m = sol.movement.create("target")
  m:set_speed(properties.faster_speed)
  m:set_target(x, y)
  m:set_ignore_obstacles(false)
  m:start(self)
  away_hero = true
  towards_hero = false
end

function enemy:go_random()
  self:get_sprite():set_animation("walking")
  local m = sol.movement.create("random_path")
  m:set_speed(properties.normal_speed)
  m:start(self)
  towards_hero = false
  away_hero = false
end

function enemy:go_hero()
  local m = sol.movement.create("target")
  m:set_speed(properties.normal_speed)
  m:start(self)
  towards_hero = true
  away_hero = false
end

function enemy:go_static()
  local m = sol.movement.create("target")
  m:set_speed(0)
  m:start(self)
  towards_hero = false
end

function enemy:fire()
  self:get_sprite():set_animation("firing")
  fire_timer = sol.timer.start(self, 100, function()
    local x, y, layer = self:get_position()
    local direction = self:get_sprite():get_direction()
   
    if direction == 0 then
      x = x + 16
    elseif direction == 1 then
      y = y - 16
    elseif direction == 2 then
      x = x - 16
    elseif direction == 3 then
      y = y + 16
    end
    if rock == nil or not rock:exists() then
    local rock = enemy:create_enemy{
      x = x,
      y = y,
      layer = layer,
      direction = direction,
      breed = "projectile"
    }
    self.created = true
    rock:set_position(x, y, layer)
    rock:set_optimization_distance(0)
    end
    end)
    sol.timer.start(self, 1000, function()
      fire_timer = nil
      self:begin()
    end)
  end


just use the generic format from solarus dx to make enemies like this.

good luck.
Comments and code corrections are welcome.
#34
Hi all,
I am having a new problem with the scripting of my custom_entities and enemies.
I have been attempting to get my custom entity to detect enemies when they are close... however...
I keep getting "Attempt to Index global 'enemy' (a nil value)" error.
I have put the same code into an enemy script but am still having trouble.

With custom_entities is there a unique syntax?
How do I get enemy:get_position() to function?
Any ideas? Thanks for the comments and help.


The code below are my present attempts...
  local enemy_x, enemy_y, enemy_layer = enemy:get_position()
  local enemy = entity:get_map():get_entity("enemy")

#35
Fixed the issue with it... it just needed this at the bottom to get it to display correctly.

ally2:set_position(x, y, layer)

#36
 :o Yes... yes. I do...  :-\ gonna go fix it. thanks.
#37
Development / Re: Custom Entity: Companion
July 24, 2015, 01:09:22 AM
 :o Yes... yes. I do...  :-\ gonna go fix it. thanks.
#38
Development / Custom Entity: Ally Creation issue
July 22, 2015, 12:55:13 AM
Hi all,
I have been working on implementing code like this into my solarus game
though it works and the companions spawn I am having trouble getting
the companions to spawn near the hero.
The typical methods such as altering the x and y have not worked.
Any suggestions?

Code sample attached.
Code (lua) Select
  local hero = self:get_map():get_entity("hero")
  local x, y, layer = hero:get_position()
  local direction = hero:get_direction()

  if game:get_value("a1000") and game:get_value("a1006")
  then
  ally1 = map:create_custom_entity{
      name = "a_butterfly",
      x = x,
      y = x,
      layer = layer,
      direction = direction,
      sprite = "allies/a_butterfly",
      model = "ally_butterfly"
    }
  self.created = true
  local ally1 = true
  local allynumber = 1
  end
#39
Development / Re: Custom Entity: Companion
July 22, 2015, 12:42:23 AM
Hi all,
I have been working on implementing code like this into my solarus game
though it works and the companions spawn I am having trouble getting
the companions to spawn near the hero.
The typical methods such as altering the x and y have not worked.
Any suggestions.

Code sample attached.
  local hero = self:get_map():get_entity("hero")
  local x, y, layer = hero:get_position()
  local direction = hero:get_direction()

  if game:get_value("a1000") and game:get_value("a1006")
  then
  ally1 = map:create_custom_entity{
      name = "a_butterfly",
      x = x,
      y = x,
      layer = layer,
      direction = direction,
      sprite = "allies/a_butterfly",
      model = "ally_butterfly"
    }
  self.created = true
  local ally1 = true
  local allynumber = 1
  end
#40
Development / Re: Falling down animation
July 21, 2015, 11:40:09 PM
If you go to sprites
then to hero
then to tunic1,2,3 (any of those)
then select falling.
PG
#41
Hello Dev team,
I would like the ability to select the death animation for various enemies or custom entities.
As far as I have searched through the source code I haven't found anything exactly like this.
in the enemy.cpp there is a section kind of like what I am hoping to do but I would like to make it more customizable to the breed or custom entity.

Some solutions... (I thought of in lieu of the feature)
remove the general death animation...
then create items for each enemy that are looped after the item death animation.
I am not sure though how well this type of jerryrigging would affect performance.

Observation... looping the death animation creates some hilarious results.

Thanks for the consideration,
PG
#42
Hi Christopho and Diarandor!

Diarandor, The fix worked great.

I now have a working allies menu with selectable allies that doesn't appear irratically.

I had looked all through the pause.lua and other files in the menu folder I just don't yet have enough experience with lua to know what everything means yet.

Thank you so much for your help.
PG

POST TEXT: I needed to create a new menu via the pausesubmenu.png I just put it in the right most position to have the new menu surface display. With out it... it allows for a nice unlabled screen with icons hanging across the screen. Still selectable also.
Cheers.
#43
While creating the new pause menu panel...
I found that the new menu panel doesn't move in sequence from inventory to quest to allies etc...
I checked my code but haven't found a solution or explanation as to why the menus are displaying out of order, erratically.
Only the new allies menu though.
Any suggestions?
#44
Found the solution in the Surface API at least for the color...
http://www.solarus-games.org/doc/latest/lua_api_surface.html
About the functionality though...
#45
Hi all,
I have been working on creating a new pause inventory screen dealing with allies.
I have gotten the pause screen working but I haven't figured out how to create a colored surface
for the icons to rest on.
I was also wondering about adding a new Ally Icon system with a custom key binding.
Any help and comments to help get this working.
Thanks.

The Allies Pause Inventory.
local submenu = require("menus/pause_submenu")
local allies_status_submenu = submenu:new()
--

local item_names = {

  "ally_butterfly",

}

function allies_status_submenu:on_started()

  submenu.on_started(self)

  self.cursor_sprite = sol.sprite.create("menus/pause_cursor")
  self.sprites = {}
  self.counters = {}
  self.captions = {}

  for k = 1, #item_names do
    -- Get the item, its possession state and amount.
    local item = self.game:get_item(item_names[k])
    local variant = item:get_variant()

    if variant > 0 then
      if item:has_amount() then
        -- Show a counter in this case.
        local amount = item:get_amount()
        local maximum = item:get_max_amount()

        self.counters[k] = sol.text_surface.create{
          horizontal_alignment = "center",
          vertical_alignment = "top",
          text = item:get_amount(),
          font = (amount == maximum) and "green_digits" or "white_digits",
        }
      end

      -- Initialize the sprite and the caption string.
      self.sprites[k] = sol.sprite.create("entities/items")
      self.sprites[k]:set_animation(item_names[k])
      self.sprites[k]:set_direction(variant - 1)
    end
  end

  -- Initialize the cursor
  local index = self.game:get_value("pause_inventory_last_item_index") or 0
  local row = math.floor(index / 8)
  local column = index % 8
  self:set_cursor_position(row, column)
end

function allies_status_submenu:on_finished()

  if submenu.on_finished then
    submenu.on_finished(self)
  end

  if self:is_assigning_item() then
    self:finish_assigning_item()
  end

  if self.game.hud ~= nil then
    self.game.hud.allies_icon_1.surface:set_opacity(255)
  end
end

function allies_status_submenu:set_cursor_position(row, column)

  self.cursor_row = row
  self.cursor_column = column

  local index = row * 8 + column
  self.game:set_value("pause_inventory_last_item_index", index)

  -- Update the caption text and the action icon.
  local item_name = item_names[index + 1]
  local item = item_name and self.game:get_item(item_name) or nil
  local variant = item and item:get_variant() or 0

  local item_icon_opacity = 128
  if variant > 0 then
    self:set_caption("inventory.caption.item." .. item_name .. "." .. variant)
    self.game:set_custom_command_effect("action", "info")
    if item:is_assignable() then
      item_icon_opacity = 255
    end
  else
    self:set_caption(nil)
    self.game:set_custom_command_effect("action", nil)
  end
  self.game.hud.allies_icon_1.surface:set_opacity(item_icon_opacity)
end

function allies_status_submenu:get_selected_index()

  return self.cursor_row * 7 + self.cursor_column
end

function allies_status_submenu:is_item_selected()

  local item_name = item_names[self:get_selected_index() + 1]
  return self.game:get_item(item_name):get_variant() > 0
end

function allies_status_submenu:on_command_pressed(command)
 
  local handled = submenu.on_command_pressed(self, command)

  if not handled then

    if command == "action" then
      if self.game:get_command_effect("action") == nil
            and self.game:get_custom_command_effect("action") == "info" then
        self:show_info_message()
        handled = true
      end

    elseif command == "ally_1" then
      if self:is_item_selected() then
        self:assign_item(1)
        handled = true
      end

    elseif command == "left" then
      if self.cursor_column == 0 then
        self:previous_submenu()
      else
        sol.audio.play_sound("cursor")
        self:set_cursor_position(self.cursor_row, self.cursor_column - 1)
      end
      handled = true

    elseif command == "right" then
      if self.cursor_column == 6 then
        self:next_submenu()
      else
        sol.audio.play_sound("cursor")
        self:set_cursor_position(self.cursor_row, self.cursor_column + 1)
      end
      handled = true

    elseif command == "up" then
      sol.audio.play_sound("cursor")
      self:set_cursor_position((self.cursor_row + 3) % 4, self.cursor_column)
      handled = true

    elseif command == "down" then
      sol.audio.play_sound("cursor")
      self:set_cursor_position((self.cursor_row + 1) % 4, self.cursor_column)
      handled = true

    end
  end

  return handled
end

function allies_status_submenu:on_draw(dst_surface)

  self:draw_background(dst_surface)
  self:draw_caption(dst_surface)

  -- Draw each inventory item.
  local quest_width, quest_height = dst_surface:get_size()
  local initial_x = quest_width / 2 - 96
  local initial_y = quest_height / 2 - 38
  local y = initial_y
  local k = 0

  for i = 0, 3 do
    local x = initial_x

    for j = 0, 6 do
      k = k + 1
      if item_names[k] ~= nil then
        local item = self.game:get_item(item_names[k])
        if item:get_variant() > 0 then
          -- The player has this item: draw it.
          self.sprites[k]:draw(dst_surface, x, y)
          if self.counters[k] ~= nil then
            self.counters[k]:draw(dst_surface, x + 8, y)
          end
        end
      end
      x = x + 32
    end
    y = y + 32
  end

  -- Draw the cursor.
  self.cursor_sprite:draw(dst_surface, initial_x + 32 * self.cursor_column, initial_y - 5 + 32 * self.cursor_row)

  -- Draw the item being assigned if any.
  if self:is_assigning_item() then
    self.item_assigned_sprite:draw(dst_surface)
  end

  self:draw_save_dialog_if_any(dst_surface)
end

-- Shows a message describing the item currently selected.
-- The player is supposed to have this item.
function allies_status_submenu:show_info_message()

  local item_name = item_names[self:get_selected_index() + 1]
  local variant = self.game:get_item(item_name):get_variant()
  local map = self.game:get_map()

  -- Position of the dialog (top or bottom).
  if self.cursor_row >= 2 then
    self.game:set_dialog_position("top")  -- Top of the screen.
  else
    self.game:set_dialog_position("bottom")  -- Bottom of the screen.
  end

  self.game:set_custom_command_effect("action", nil)
  self.game:set_custom_command_effect("attack", nil)
  self.game:start_dialog("_item_description." .. item_name .. "." .. variant, function()
    self.game:set_custom_command_effect("action", "info")
    self.game:set_custom_command_effect("attack", "save")
    self.game:set_dialog_position("auto")  -- Back to automatic position.
  end)

end

-- Assigns the selected item to a slot (1 or 2).
-- The operation does not take effect immediately: the item picture is thrown to
-- its destination icon, then the assignment is done.
-- Nothing is done if the item is not assignable.
function allies_status_submenu:assign_item(slot)

  local index = self:get_selected_index() + 1
  local item_name = item_names[index]
  local item = self.game:get_item(item_name)

  -- If this item is not assignable, do nothing.
  if not item:is_assignable() then
    return
  end

  -- If another item is being assigned, finish it immediately.
  if self:is_assigning_item() then
    self:finish_assigning_item()
  end

  -- Memorize this item.
  self.item_assigned = item
  self.item_assigned_sprite = sol.sprite.create("entities/items")
  self.item_assigned_sprite:set_animation(item_name)
  self.item_assigned_sprite:set_direction(item:get_variant() - 1)
  self.item_assigned_destination = slot

  -- Play the sound.
  sol.audio.play_sound("throw")

  -- Compute the movement.
  local x1 = 60 + 32 * self.cursor_column
  local y1 = 75 + 32 * self.cursor_row
  local x2 = (slot == 1) and 20 or 72
  local y2 = 46

  self.item_assigned_sprite:set_xy(x1, y1)
  local movement = sol.movement.create("target")
  movement:set_target(x2, y2)
  movement:set_speed(500)
  movement:start(self.item_assigned_sprite, function()
    self:finish_assigning_item()
  end)
end

-- Returns whether an item is currently being thrown to an icon.
function allies_status_submenu:is_assigning_item()
  return self.item_assigned_sprite ~= nil
end

-- Stops assigning the item right now.
-- This function is called when we want to assign the item without
-- waiting for its throwing movement to end, for example when the inventory submenu
-- is being closed.
function allies_status_submenu:finish_assigning_item()

  -- If the item to assign is already assigned to the other icon, switch both items.
  local slot = self.item_assigned_destination
  local current_item = self.game:get_item_assigned(slot)
  local other_item = self.game:get_item_assigned(3 - slot)

  if other_item == self.item_assigned then
    self.game:set_item_assigned(3 - slot, current_item)
  end
  self.game:set_item_assigned(slot, self.item_assigned)

  self.item_assigned_sprite:stop_movement()
  self.item_assigned_sprite = nil
  self.item_assigned = nil
end


return allies_status_submenu




Allies Hud Icon
-- An icon that shows the inventory item assigned to a slot.

local allies_icon = {}

function allies_icon:new(game, slot)

  local object = {}
  setmetatable(object, self)
  self.__index = self

  object:initialize(game, slot)

  return object
end

function allies_icon:initialize(game, slot)

  self.game = game
  self.slot = slot
  self.surface = sol.surface.create(32, 28)
  self.background_img = sol.surface.create("hud/item_icon_" .. slot .. ".png")
  self.item_sprite = sol.sprite.create("entities/items")
  self.item_displayed = nil
  self.item_variant_displayed = 0
  self.amount_text = sol.text_surface.create{
    horizontal_alignment = "center",
    vertical_alignment = "top"
  }
  self.amount_displayed = nil
  self.max_amount_displayed = nil

  self:check()
  self:rebuild_surface()
end

function allies_icon:check()

  local need_rebuild = false

  -- Item assigned.
  local item = self.game:get_item_assigned(self.slot)
  if self.item_displayed ~= item then
    need_rebuild = true
    self.item_displayed = item
    self.item_variant_displayed = nil
    if item ~= nil then
      self.item_sprite:set_animation(item:get_name())
    end
  end

  if item ~= nil then
    -- Variant of the item.
    local item_variant = item:get_variant()
    if self.item_variant_displayed ~= item_variant then
      need_rebuild = true
      self.item_variant_displayed = item_variant
      self.item_sprite:set_direction(item_variant - 1)
    end

    -- Amount.
    if item:has_amount() then
      local amount = item:get_amount()
      local max_amount = item:get_max_amount()
      if self.amount_displayed ~= amount
          or self.max_amount_displayed ~= max_amount then
        need_rebuild = true
        self.amount_displayed = amount
        self.max_amount_displayed = max_amount
      end
    elseif self.amount_displayed ~= nil then
      need_rebuild = true
      self.amount_displayed = nil
      self.max_amount_displayed = nil
    end
  elseif self.amount_displayed ~= nil then
    need_rebuild = true
    self.amount_displayed = nil
    self.max_amount_displayed = nil
  end

  -- Redraw the surface only if something has changed.
  if need_rebuild then
    self:rebuild_surface()
  end

  -- Schedule the next check.
  sol.timer.start(self.game, 50, function()
    self:check()
  end)
end

function allies_icon:rebuild_surface()

  self.surface:clear()

  -- Background image.
  self.background_img:draw(self.surface)

  if self.item_displayed ~= nil then
    -- Item.
    self.item_sprite:draw(self.surface, 12, 17)
    if self.amount_displayed ~= nil then
      -- Amount.
      self.amount_text:set_text(tostring(self.amount_displayed))
      if self.amount_displayed == self.max_amount_displayed then
        self.amount_text:set_font("green_digits")
      else
        self.amount_text:set_font("white_digits")
      end
      self.amount_text:draw(self.surface, 18, 16)
    end
  end
end

function allies_icon:set_dst_position(x, y)
  self.dst_x = x
  self.dst_y = y
end

function allies_icon:on_draw(dst_surface)

  if not self.game:is_dialog_enabled() then
    local x, y = self.dst_x, self.dst_y
    local width, height = dst_surface:get_size()
    if x < 0 then
      x = width + x
    end
    if y < 0 then
      y = height + y
    end

    self.surface:draw(dst_surface, x, y)
  end
end

return allies_icon