Author Topic: Creating new pause inventory screens and item icons and allies  (Read 4720 times)

polyglot762

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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.
Code: [Select]
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
Code: [Select]
-- 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

 

polyglot762

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Re: Creating new pause inventory screens and item icons and allies
« Reply #1 on: July 10, 2015, 05:34:37 pm »
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...

polyglot762

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Re: Creating new pause inventory screens and item icons and allies
« Reply #2 on: July 14, 2015, 06:25:37 pm »
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?

Christopho

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Re: Creating new pause inventory screens and item icons and allies
« Reply #3 on: July 14, 2015, 07:45:06 pm »
Hi,
I you use the same pause system as Zelda Mystery of Solarus DX, the order of pause submenus in pause.lua, in game:start_pause_menu().
If this is correct, maybe there is something wrong in your allies menu that make it stop too soon?

Diarandor

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Re: Creating new pause inventory screens and item icons and allies
« Reply #4 on: July 14, 2015, 09:37:23 pm »
I am not sure, but this could be the problem:

In the pause_submenu.lua file of Zelda Mystery of Solarus DX, in submenu:previous_submenu(), in line 125 you have
Code: [Select]
submenu_index = (submenu_index + 2) % #submenus + 1
which works fine only for 4 menus I think, but not in other cases. Try to change that line by:
Code: [Select]
submenu_index = (submenu_index + #submenus - 2) % #submenus + 1
But I am not sure at all if that will fix your problem.

EDIT: I suggest changing that line in the repository of Zelda Mystery of Solarus DX, to avoid more people having the same problem with the menus in case they copy the script. (But before we need confirmation that it works fine.)
« Last Edit: July 14, 2015, 10:22:14 pm by Diarandor »
“If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you.”

polyglot762

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Re: Creating new pause inventory screens and item icons and allies
« Reply #5 on: July 17, 2015, 08:16:40 pm »
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.

Christopho

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Re: Creating new pause inventory screens and item icons and allies
« Reply #6 on: July 19, 2015, 02:10:41 pm »
There was indeed an error in the code. I think this also works, and is shorter:
Code: [Select]
submenu_index = (submenu_index - 2) % #submenus + 1

Diarandor

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Re: Creating new pause inventory screens and item icons and allies
« Reply #7 on: July 19, 2015, 05:41:05 pm »
Yes, I think you are right. (I wasn't sure how the mod (%) operator works with a negative numerator, so I added that #submenus term. I think your code works fine too.)
“If you make people think they're thinking, they'll love you. But if you really make them think, they'll hate you.”