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Topics - wizard_wizzle (aka ZeldaHistorian)

Pages: 1 2 [3]
31
Development / Particle system
« on: June 07, 2014, 07:55:06 AM »
I've been playing around with the idea of creating a particle system in pure Lua that can run on the Solarus engine. Unfortunately, I'm pretty new to Lua and the draft that I'm working on now doesn't appear to be working. I think the idea behind it is sound, but I can't get it to display correctly so I can test it!

particles.lua (based off of a Love engine particle system, found at https://github.com/SimonLarsen/sienna/blob/master/particles.lua)
Code: [Select]
local particle_system = {}

function particle_system:new(game)
  local object = {}
  setmetatable(object, self)
  self.__index = self
  object:initialize(game)
  return object
end

function particle_system:initialize(game)
  self.game = game
  if not self.time then self.time = 1 end
  if not self.count then self.count = 5 end
  if not self.color then self.color = {255, 255, 255} end

  if self.type == "sparkle" then
    self.alive = true
    self.particles = {}
    for i=1, self.count do
      self.particles[i] = {}
      self.particles[i].x = x
      self.particles[i].xspeed = math.random(-100,100)
      self.particles[i].y = y
      self.particles[i].yspeed = math.random(-200,50) + (self.ysp or 0)
    end
    return self
  elseif self.type == "dust" then
    self.alive = true
    self.time = 0
    self.x = x
    self.y = y
    return self
  end
end

function particle_system:on_update()
  self.time = self.time - 1

  if self.type == "sparkle" then
    if self.time < 0 then
      self.alive = false
      return
    end
    for i,v in ipairs(self.particles) do
      v.x = v.x + v.xspeed*dt
      v.yspeed = v.yspeed + 500*dt
      v.y = v.y + v.yspeed*dt
    end
  elseif self.type == "dust" then
    if self.time > 0.25 then
      self.alive = false
      return
    end
  end
end

function particle_system:on_draw(dst_surface)
  if self.type == "sparkle" then
    for i,v in ipairs(self.particles) do
      dst_surface:fill_color(self.color, 0.5+v.x, 0.5+v.y, 1, 1)
    end
  elseif self.type == "dust" then
    dst_surface:fill_color(self.color, self.x-self.time*16, self.y-self.time*16, 1, 1)
    dst_surface:fill_color(self.color, self.x+self.time*16, self.y-self.time*16, 1, 1)
    dst_surface:fill_color(self.color, self.x-self.time*16, self.y+self.time*16, 1, 1)
    dst_surface:fill_color(self.color, self.x+self.time*16, self.y+self.time*16, 1, 1)
  else
    dst_surface:clear()
  end
end

function particle_system:set_type(type)
  self.type = type
end

function particle_system:set_position(x, y, layer)
  self.x = x
  self.y = y
  self.layer = layer or 1
end

function particle_system:set_particle_count(count)
  self.count = count
end

function particle_system:set_particle_color(color)
  self.color = color
end

function particle_system:set_decay_time(time)
  self.time = time
end

function particle_system:set_y_speed(ysp)
  self.ysp = ysp
end

return particle_system

An example map script:
Code: [Select]
local map = ...
local game = map:get_game()
local particle_system = require("particles")

function sensor:on_activated()
  local emitter = particle_system:new(game)
  emitter:set_type("sparkle")
  emitter:set_position(100, 100)
end

function map:on_update()
  if emitter ~= nil then emitter:on_update() end
end

function map:on_draw(dst_surface)
  if emitter ~= nil then emitter:on_draw(dst_surface) end
end

Any thoughts? Is this a lost cause or am I just way off base?

32
Development / Referencing global timers
« on: May 18, 2014, 09:07:11 PM »
If I have a timer that I've declared in the "game" context, and my character moves to a different map while the timer is still active, I can't figure out how to reference that timer.

Code: [Select]
race_timer = sol.timer.start(game, 140000, end_race_lost)
race_timer:set_with_sound(true)

Timer declared as above. I know the timer is still active when the map changes because the sound still plays. I also have the time displayed on screen using race_timer:get_remaining_time(). When the hero changes maps, the timer display disappears.

Code: [Select]
  if race_timer ~= nil then
    function map:on_draw(dst_surface)
      local timer_icon = sol.surface.create("hud/timer.png")
      local timer_time = race_timer:get_remaining_time() / 1000
      local timer_text = sol.text_surface.create{
        font = "white_digits",
        horizontal_alignment = "left",
        vertical_alignment = "top",
      }
      timer_icon:draw(dst_surface, 20, 55)
      timer_text:set_text(timer_time)
      timer_text:draw(dst_surface, 40, 60)
    end
  end

The display is disappearing because the timer reference goes to nil, which I'm intentionally checking for. If I comment out the check, I get an error message of "attempt to index global 'race_timer' (a nil value), but the value shouldn't be nil since the timer is in a "game" context, right? Should I be referencing it a different way, or is this a bug in the engine?

33
Development / Tips for cutscenes
« on: April 23, 2014, 01:24:51 AM »
I'm wondering if anyone has ideas on how to implement cutscenes in Solarus?

Unless I'm missing something in the documentation, it appears that the only option for moving the camera is with map:move_camera which always returns to the hero after the delay is completed - otherwise the engine always centers the camera on the hero.

Is there some trick to center the camera on a different entity, such as an NPC, so RPG-like cutscenes could be created? I even tried making the hero invisible, moving him to the area where the action was taking place and then moving him back and making him visible again after the scene was over, but I couldn't get it to work correctly.

34
Development / HUD Script: Small Keys (ALBW Style)
« on: March 19, 2014, 02:18:49 AM »
If anyone's interested, I modified the small keys script provided by christopho in zsdx to display the keys in a manner more consistent with A Link Between Worlds rather than A Link to the Past. By that, I mean that keys are displayed as a number of small icons (consistent with the number of keys obtained) rather than a small key icon and a number.

Code: [Select]
-- Allows small keys to be displayed on maps with small keys enabled.
-- Done in ALBW style, a key icon is shown for each key obtained (no counter or icon)

local small_keys = {}

function small_keys:new(game)
  local object = {}
  setmetatable(object, self)
  self.__index = self

  object:initialize(game)
  return object
end

function small_keys:initialize(game)
  local nb_keys_displayed = 0

  self.game = game
  self.visible = false
  self.surface = sol.surface.create(80, 16)

  self:check()
  self:rebuild_surface()
end

function small_keys:check()
  local need_rebuild = false

  -- Check the number of small keys.
  if self.game:are_small_keys_enabled() then
    local nb_keys = self.game:get_num_small_keys()
    if nb_keys_displayed ~= nb_keys then
      need_rebuild = true
    end
  end

  local visible = self.game:are_small_keys_enabled()
  if visible ~= self.visible then
    self.visible = visible
    need_rebuild = true
  end

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

  -- Schedule the next check.
  sol.timer.start(self.game, 40, function()
    self:check()
  end)
end

function small_keys:rebuild_surface()
  self.surface:clear()
  if self.game:are_small_keys_enabled() then
    for i=0,self.game:get_num_small_keys()-1 do
      self.icon_img = sol.surface.create("hud/small_key.png")
      self.icon_img:draw(self.surface,i*14)
      if nb_keys_displayed ~= nil then
        nb_keys_displayed = nb_keys_displayed + 1
      else
        nb_keys_displayed = 1
      end
    end
  end
end

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

function small_keys:on_draw(dst_surface)
  if self.visible 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 small_keys

Feel free to use as you wish! I also modified hud/hud.lua to display the small keys at the bottom left above the rupees like they are in ALBW. The script also uses a small key icon of your choice in sprites/hud/small_key.png

35
Development / Help: Enemy disappearing
« on: March 19, 2014, 02:13:40 AM »
Hoping for a little help on one of my bosses. For some reason he keeps disappearing when that's not what I'm intending with my script, so I must be missing something. It seems to happen primarily as he's finishing the "opening" phase.

Enemy script:
Code: [Select]
local enemy = ...

-- Gohma: Boss who has to be shot in the eye with an arrow to be hurt

function enemy:on_created()
  self:set_life(9)
  self:set_damage(2)
  self:create_sprite("enemies/gohma")
  self:set_hurt_style("boss")
  self:set_size(64, 32)
  self:set_origin(32, 29)
  self:set_attack_consequence("sword", "protected")
  self:get_sprite():set_animation("walking")
end

function enemy:check_action()
  local action = math.random(10)
  if self:get_life() > 6 then
    -- first phase: if less than three hits then mostly just move around (slowly), and create tektites
    local son_name = self:get_name().."_son"
    self:create_enemy{
      name = son_name,
      breed = "tektite_green",
      treasure_name = "heart"
    }
    if action >= 1 and action <= 7 then self:go(96) else self:blink() end
  elseif self:get_life() > 3 and self:get_life() <= 6 then
    -- second phase: if more than 3 but less than 6 hits then blink a lot more, and create tektites
    if action >= 1 and action <= 7 then self:blink() else self:go(96) end
    local son_name = self:get_name().."_son"
    self:create_enemy{
      name = son_name,
      breed = "tektite_green"
    }
  elseif self:get_life() < 3 and self:get_life() > 0 then
    -- final phase: if more than 6 hits then move a lot faster, and create tektites!
    if action >= 1 and action <= 6 then self:blink() else self:go(128) end
    local son_name = self:get_name().."_son"
    self:create_enemy{
      name = son_name,
      breed = "tektite_green"
    }
  end
  sol.timer.start(self, 100, function() self:open() end)
end

function enemy:go(speed)
  self:get_sprite():set_animation("walking")
  self:set_attack_consequence("arrow", 1)
  local m = sol.movement.create("random")
  m:set_speed(speed)
  m:set_max_distance(24)
  m:start(self)
end

function enemy:blink()
  self:set_attack_consequence("arrow", "protected")
  self:get_sprite():set_animation("blinking")
end

function enemy:open()
  self:set_attack_consequence("arrow", 1)
  self:get_sprite():set_animation("opening")
end

function enemy:on_restarted()
  self:get_sprite():set_animation("walking")
  self:check_action()
end

function enemy:on_obstacle_reached()
  self:check_action()
end

function enemy:on_animation_finished(sprite, animation)
  self:set_attack_consequence("arrow", "protected")
  if animation == "blinking" then
    self:get_sprite():set_animation("closed")
    sol.timer.start(self, random(6)*1000, function() self:open() end)
    self:go(64)
  elseif animation == "opening" then
    self:get_sprite():set_animation("walking")
    sol.timer.start(self, 1000, function() self:check_action() end)
  end
end

Sprite file:
Code: [Select]
animation{
  name = "walking",
  src_image = "enemies/gohma.png",
  frame_delay = 200,
  frame_to_loop_on = 0,
  directions = {
    { x = 0, y = 128, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 0, y = 64, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 0, y = 96, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 0, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
  },
}

animation{
  name = "shaking",
  src_image = "enemies/gohma.png",
  frame_delay = 100,
  frame_to_loop_on = 0,
  directions = {
    { x = 64, y = 128, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 64, y = 64, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 64, y = 96, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 64, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
  },
}

animation{
  name = "hurt",
  src_image = "enemies/gohma.png",
  frame_delay = 100,
  frame_to_loop_on = 0,
  directions = {
    { x = 256, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
  },
}

animation{
  name = "closed",
  src_image = "enemies/gohma.png",
  frame_delay = 200,
  frame_to_loop_on = 0,
  directions = {
    { x = 256, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
    { x = 256, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 4 },
  },
}

animation{
  name = "blinking",
  src_image = "enemies/gohma.png",
  frame_delay = 150,
  directions = {
    { x = 0, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 3 },
    { x = 0, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 3 },
    { x = 0, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 3 },
    { x = 0, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 3 },
  },
}

animation{
  name = "opening",
  src_image = "enemies/gohma.png",
  frame_delay = 150,
  directions = {
    { x = 128, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 128, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 128, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
    { x = 128, y = 0, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29, num_frames = 2 },
  },
}

animation{
  name = "immobilized",
  src_image = "enemies/gohma.png",
  directions = {
    { x = 0, y = 128, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29 },
    { x = 0, y = 64, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29 },
    { x = 0, y = 96, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29 },
    { x = 0, y = 32, frame_width = 64, frame_height = 32, origin_x = 32, origin_y = 29 },
  },
}

36
Bugs & Feature requests / Fatal: Non-empty stack after LuaContext::update()
« on: February 16, 2014, 07:45:22 PM »
Not sure if this is a bug in the engine or the fault of my script, but I get the error "Fatal: Non-empty stack after LuaContext::update()" when one of my enemies is on the screen after a few seconds. The enemy script is below:

Code: [Select]
local enemy = ...

-- Octorok: simple enemy who wanders and shoots rocks

local going_hero = false
local awaken = false
local timer

function enemy:on_created()
  self:set_life(1)
  self:set_damage(2)
  self:create_sprite("enemies/octorok_red")
  self:set_hurt_style("monster")
  self:set_pushed_back_when_hurt(true)
  self:set_push_hero_on_sword(false)
  self:set_size(16, 16)
  self:set_origin(8, 13)
end

function enemy:on_movement_changed(movement)
  local direction4 = movement:get_direction4()
  local sprite = self:get_sprite()
  sprite:set_direction(direction4)
end

function enemy:on_obstacle_reached(movement)
  if awaken and not going_hero then
    self:check_hero()
  end
end

function enemy:on_restarted()
  if not awaken then
    self:go_random()
  else
    self:go_hero()
  end
  self:check_hero()
end

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

function enemy:check_hero()
  local hero = self:get_map():get_entity("hero")
  local _, _, layer = self:get_position()
  local _, _, hero_layer = hero:get_position()
  local near_hero = layer == hero_layer
    and self:get_distance(hero) < 100

  if awaken then
    if near_hero and not going_hero then
      self:go_hero()
    elseif not near_hero and going_hero then
      self:go_random()
    end
  elseif not awaken and near_hero then
    self:wake_up()
  end
  timer = sol.timer.start(self, 1000, function() self:check_hero() end)
end

function enemy:wake_up()
  self:stop_movement()
  local sprite = self:get_sprite()
  sprite:set_animation("shooting")
  local x, y, l = self:get_position()
  local sx, sy = 0
  if d == 0 then
    sx = x + 8
    sy = y
  end
  if d == 1 then
    sy = y - 8
    sx = x
  end
  if d == 2 then
    sx = x - 8
    sy = y
  end
  if d ==3 then
    sy = y +8
    sx = x
  end
  sol.timer.start(self, 1000, function()
    local rock = self:create_enemy{
      breed = "rock_small",
      x = sx,
      y = sy
    }
    rock:go(d)
    sol.timer.start(self, 2000, function()
      self:check_hero()
    end)
  end)
end

function enemy:go_random()
  local m = sol.movement.create("random")
  m:set_speed(32)
  m:start(self)
  d = m:get_direction4()
  going_hero = false
end

function enemy:go_hero()
  local m = sol.movement.create("target")
  m:set_speed(48)
  m:start(self)
  d = m:get_direction4()
  going_hero = true
end

37
Bugs & Feature requests / Editor improvements
« on: February 04, 2014, 05:34:36 AM »
Christopho- mad props on the recent improvements to the editor - there are some great things there that really speed up development. Using the improved editor got me thinking of additional improvement potential, so I thought I'd post some here rather than making a bunch of issues on github (I can do that if you prefer).
  • A small "x" on each tab (for maps or whatever) to close it would be a huge time savings when you have several tabs open.
  • It would be nice (if possible) to have a small "play" button next to any drop-down selector for music. Sometimes I forget which music I want and being able to listed to several in the editor would be a great help. Or at least allow us to listen to the music when selecting it from the left pane?
  • When changing the id of an item in the left selector pane, the current id could be the default in the dialog.
  • Holding "control" and using the mouse wheel could zoom the view.
  • Making some tweaks to make the editor more friendly to smaller resolutions would be helpful - I have a machine running at 1024x768 and there are times when I can't see everything in a dialog box. One example is the new "destructible" dialog - would it be possible to lay things out differently so the dialog isn't so big?

38
Development / Cryptic error
« on: February 04, 2014, 05:17:40 AM »
I was hoping I'd be able to get some help decrypting this error, because I don't understand why I'm getting one. I'm getting the following when I run my game:
Error: Failed to load script 'maps/1': [string "maps/1.lua"]:14: malformed number near '.0.shop_mushroom_done_dialog_finished'

The script around that line is:
Code: [Select]
  if destination == "main_entrance_shop" and game:get_value("i2021") == 10 then
    game:start_dialog("crista.0.shop_mushroom.7", crista.0.shop_mushroom_done_dialog_finished)
  end

And the function being called:
Code: [Select]
local function crista.0.shop_mushroom_done_dialog_finished()
  game:set_value("i3001", game:get_value("i3001")+1)
  hero:start_treasure("trading", 2)
end

I'm guessing it's related to changes in 1.2.0, since I don't recall having an error when running an earlier version.

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