Author Topic: Question about Switches  (Read 1765 times)

Starlock

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Question about Switches
« on: October 30, 2015, 07:31:51 pm »
Hey I'm having a bit of trouble with arrow switches. 1)When I shoot an arrow, the arrow goes straight through the switch rather than activating it. 2) Is it possible to require more than one switch in order to activate a dynamic tile like a bridge?

the bread

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Re: Question about Switches
« Reply #1 on: October 30, 2015, 09:27:06 pm »
I haven't yet experimented with arrow switches, so I can't help you with 1). But maybe you should post your code...
About 2), it is certainly possible.
For example, with 2 switches it should work like this:
Code: ( lua) [Select]
function switch1:on_activated()
  if switch2:is_activated() then
    --activate the dynamic tile here
  end
end

function switch2:on_activated()
  if switch1:is_activated() then
    --activate the dynamic tile here
  end
end

If you have a lot of switches, you could also automatically add the on_activated() functions automatically in a for-loop. They just should be named with numbers to do this, e.g. thispuzzle_switch1, thispuzzle_switch2...

Starlock

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Re: Question about Switches
« Reply #2 on: October 31, 2015, 01:18:19 am »
Thanks the bread that works great  :)   As for the code about 1), I'm just using the custom bow/arrow code from zelda_roth...
Code: ( lua) [Select]
local arrow = ...
local game = arrow:get_game()
local map = arrow:get_map()
local hero = map:get_hero()
local direction = hero:get_direction()
local bow = game:get_item("bow")
local force
local sprite_id
local sprite
local enemies_touched = {}
local entity_reached
local entity_reached_dxy
local flying

-- Arrow shot by the bow. Replaces the built-in one to allow light arrows.

function arrow:on_created()
  local direction = arrow:get_direction()
  local horizontal = direction % 2 == 0
  if horizontal then
    arrow:set_size(16, 8)
    arrow:set_origin(8, 4)
  else
    arrow:set_size(8, 16)
    arrow:set_origin(4, 8)
  end

  arrow:set_can_traverse_ground("hole", true)  -- For cases of shooting arrow near a hole, so it's not destroyed right away.
  arrow:set_optimization_distance(0)  -- Make the arrow continue outside the screen until the max distance.

  local bow = game:get_item("bow")
  force = bow.get_force and bow:get_force() or 1
end

-- Traversable rules.
arrow:set_can_traverse("crystal", true)
arrow:set_can_traverse("crystal_block", true)
arrow:set_can_traverse("hero", true)
arrow:set_can_traverse("jumper", true)
arrow:set_can_traverse("stairs", false)
arrow:set_can_traverse("stream", true)
arrow:set_can_traverse("switch", true)
arrow:set_can_traverse("teletransporter", true)
arrow:set_can_traverse_ground("deep_water", true)
arrow:set_can_traverse_ground("shallow_water", true)
arrow:set_can_traverse_ground("hole", true)
arrow:set_can_traverse_ground("lava", true)
arrow:set_can_traverse_ground("prickles", true)
arrow:set_can_traverse_ground("low_wall", true)
arrow.apply_cliffs = true

-- Triggers the animation and sound of the arrow reaching something
-- and removes the arrow after some delay.
local function attach_to_obstacle()
  flying = false
  sprite:set_animation("reached_obstacle")
  sol.audio.play_sound("arrow_hit")
  arrow:stop_movement()

  -- Remove the arrow after a delay.
  sol.timer.start(map, 1500, function()
    arrow:remove()
  end)
end

-- Attaches the arrow to an entity and make it follow it.
local function attach_to_entity(entity)
  if entity_reached ~= nil then
    -- Already attached.
    return
  end

  -- Stop flying.
  attach_to_obstacle()

  -- Make the arrow follow the entity reached when it moves.
  entity_reached = entity
  local entity_reached_x, entity_reached_y = entity_reached:get_position()
  local x, y = arrow:get_position()
  entity_reached_dxy = { entity_reached_x - x, entity_reached_y - y }
 
  sol.timer.start(arrow, 10, function()
    if not entity_reached:exists() then
      arrow:remove()
      return false
    end

    if entity_reached:get_type() == "enemy" then
      local enemy_sprite = entity_reached:get_sprite()
      if entity_reached:get_life() <= 0 and
          enemy_sprite ~= nil and
          enemy_sprite:get_animation() ~= "hurt" then
        -- Dying animation of an enemy: don't keep the arrow.
        arrow:remove()
        return false
      end
    end

    x, y = entity_reached:get_position()
    x, y = x - entity_reached_dxy[1], y - entity_reached_dxy[2]
    arrow:set_position(x, y)
   
    return true
  end)
end

-- Hurt enemies.
arrow:add_collision_test("sprite", function(arrow, entity)
  if entity:get_type() == "enemy" then
    local enemy = entity
    if enemies_touched[enemy] then
      -- If protected we don't want to play the sound repeatedly.
      return
    end
    enemies_touched[enemy] = true
    local reaction = enemy:get_attack_arrow(enemy_sprite)
    enemy:receive_attack_consequence("arrow", reaction)
    attach_to_entity(enemy)
  end
end)

-- Activate crystals and solid switches.
arrow:add_collision_test("overlapping", function(arrow, entity)
  local entity_type = entity:get_type()
  if entity_type == "crystal" then
    -- Activate crystals.
    if flying then
      sol.audio.play_sound("switch")
      map:change_crystal_state()
      attach_to_entity(entity)
    end
  elseif entity_type == "switch" then
    -- Activate solid switches.
    local switch = entity
    local sprite = switch:get_sprite()
    if flying and sprite ~= nil and
         (sprite:get_animation_set() == "entities/switch_crystal" or
         sprite:get_animation_set() == "entities/switch_eye_down" or
         sprite:get_animation_set() == "entities/switch_eye_left" or
         sprite:get_animation_set() == "entities/switch_eye_right" or
         sprite:get_animation_set() == "entities/switch_eye_up" or
         sprite:get_animation_set() == "entities/switch_eye_invisible") then
      if not switch:is_activated() then
        sol.audio.play_sound("switch")
        switch:set_activated(true)
        if switch:on_activated() ~= nil then switch:on_activated() end
      end
      attach_to_entity(entity)
    end
  end
end)

function arrow:get_sprite_id()
  return sprite_id
end

function arrow:set_sprite_id(id)
  sprite_id = id
end

function arrow:get_force()
  return force
end

function arrow:set_force(f)
  force = f
end

function arrow:go()
  local sprite_id = arrow:get_sprite_id()
  sprite = arrow:create_sprite(sprite_id)
  sprite:set_animation("flying")
  sprite:set_direction(direction)

  local movement = sol.movement.create("straight")
  local angle = direction * math.pi / 2
  movement:set_speed(192)
  movement:set_angle(angle)
  movement:set_smooth(false)
  movement:set_max_distance(500)
  movement:start(arrow)
  flying = true
end

function arrow:on_obstacle_reached()
  attach_to_obstacle()
end

The arrows always just go through the switches and enemies...

Christopho

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Re: Question about Switches
« Reply #3 on: October 31, 2015, 08:37:35 am »
Switches of type "arrow target" only work with built-in arrows. They exist for historical reasons because at that time there were no custom entities and I needed that feature.

It is better indeed to use custom bow and arrows like the ones of Zelda Roth. They should work on enemies. If they don't, do you have an error message? Maybe you forgot to install necessary code in the metatable of enemies, this is done in scripts/quest_manager.lua.

Starlock

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Re: Question about Switches
« Reply #4 on: October 31, 2015, 02:39:14 pm »
That seems to have been the problem as far as enemies go. For switches however, I tried switching to solid switches yet it still doesn't work. Do I need to create a custom entity that activates when hit with an arrow?

Christopho

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Re: Question about Switches
« Reply #5 on: October 31, 2015, 03:51:06 pm »
Normally, custom arrows from Zelda Roth are supposed to work on crystals and solid switches. See line 140 of https://github.com/christopho/zelda_roth_se/blob/master/data/entities/arrow.lua