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Messages - D MAS

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1
Development / Re: Side scrolling functionality
« on: January 18, 2021, 11:02:23 AM »
thanks for the help, i'll see if i can do anything about the slopes

may as well download LttD as well, might have more things i wanna steal draw inspiration from and i might give feedback

2
Your scripts / Re: Level and Experience system -- V1.6
« on: January 16, 2021, 07:31:23 PM »
my edit to the thing

Code: [Select]
-- LEVEL (LVL) and EXPERIENCE (EXP) counters shown on the game screen.

-- LVL AND EXP  version 1.6
-- from a script (for rupees) by christopho
-- Modified by froGgy for a Zelda-like (ZL) project.
-- v 1.0:  First version posted. It is just a draft.
-- Modified by Kamigousu on 18/07/19.
-- v 1.6:  Updated for use with Solarus 1.6; basic with lots of potential, mostly just froggy44's original draft.
-- v 1.6.1: D MAS: Fixed game over preventing exp gain, changed delay to 20ms, slight example edits

--Additional code and notes are included at the bottom for convenience. Please read them before continuing.

local lvl_and_exp = {}

function lvl_and_exp:new(game)

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

  object:initialize(game)

  return object
end

  function lvl_and_exp:on_started()

    -- This function is called when the HUD starts or
    -- was disabled and gets enabled again.
    -- Unlike other HUD elements, the timers were canceled because they
    -- are attached to the menu and not to the game
    -- (this is because the hearts are also used in the savegame menu).

    -- After game-over don't show gradually getting the life back.
    self.current_lvl_displayed = self.game:get_level()
self.current_exp_displayed = self.game:get_exp()
    self:check()
    self:rebuild_surface()
  end

function lvl_and_exp:initialize(game)

  self.game = game
  self.surface = sol.surface.create(112, 12)
  self.digits_text_for_lvl = sol.text_surface.create{
    font = "green_digits",
    horizontal_alignment = "right",
  }
  self.digits_text_for_exp = sol.text_surface.create{
    font = "white_digits",
    horizontal_alignment = "right",
  }
  self.digits_text_for_exp_to_levelup = sol.text_surface.create{
    font = "white_digits",
    horizontal_alignment = "right",
  }
  self.digits_text_for_lvl:set_text(game:get_level())
  self.digits_text_for_exp:set_text(game:get_exp())
  self.lvl_icon_img = sol.surface.create("hud/lvl_and_exp_icon.png")
  self.exp_icon_img = sol.surface.create("hud/lvl_and_exp_icon.png")
  self.slash_icon_img = sol.surface.create("hud/lvl_and_exp_icon.png")
  self.current_lvl_displayed = self.game:get_level()
  self.current_exp_displayed = self.game:get_exp()
  self.current_exp_displayed_length = string.len(self.current_exp_displayed)
  self.t_exp_to_levelup = {30, 100, 250, 500, 800, 1400, 2000, 2800}
  self.max_level = #self.t_exp_to_levelup
  self.digits_text_for_exp_to_levelup:set_text(self.t_exp_to_levelup[self.current_lvl_displayed])
  self:check()
  self:rebuild_surface()
end

function lvl_and_exp:check()

  local need_rebuild = false
  local current_level = self.game:get_level()
  local current_exp = self.game:get_exp()
  local exp_to_levelup = self.t_exp_to_levelup[current_level]
  if exp_to_levelup == nil then
self.current_exp_displayed = self.t_exp_to_levelup[self.max_level]
self.current_exp_displayed_length = string.len(self.current_exp_displayed)
  exp_to_levelup = self.t_exp_to_levelup[self.max_level]
  end
  local difference = 0

-- Current LVL.
if current_level <= self.max_level + 1 then
  if current_level ~= self.current_lvl_displayed then
need_rebuild = true
local increment
if current_level > self.current_lvl_displayed then
  increment = 1
else
  increment = -1
end
self.current_lvl_displayed = self.current_lvl_displayed + increment
-- Play a sound if we have just reached the final value.
if self.current_lvl_displayed == current_level then
  if increment == 1 then
sol.audio.play_sound("victory")
sol.audio.play_sound("treasure")
  else
sol.audio.play_sound("switch")
sol.audio.play_sound("hero_falls")
  end
end
  end
end

-- Current XP.
if current_level <= self.max_level then
  if current_exp ~= self.current_exp_displayed then
need_rebuild = true
local increment
if current_exp > self.current_exp_displayed then
  increment = 1
else
  increment = -1
end
self.current_exp_displayed = self.current_exp_displayed + increment
self.current_exp_displayed_length = string.len(self.current_exp_displayed)
  end

-- Level up
  if self.current_exp_displayed >= exp_to_levelup then
self.game:set_value("current_level", current_level + 1)
difference = current_exp - exp_to_levelup
self.game:set_value("current_exp", difference)
current_exp = self.game:get_value("current_exp")
self.current_exp_displayed = 0
self.current_exp_displayed_length = string.len(self.current_exp_displayed)

  end
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, 20, function()
    self:check()
  end)
end

function lvl_and_exp:rebuild_surface()

  self.surface:clear()

  -- LVL (icon).
  self.lvl_icon_img:draw_region(0, 0, 12, 12, self.surface)

  -- XP (icon).
  self.exp_icon_img:draw_region(12, 0, 12, 12, self.surface, 24, 0)
 
  -- SLASH (icon).
  self.slash_icon_img:draw_region(24, 0, 12, 12, self.surface, 64, 0)

    -- Current LVL (counter).
  if self.current_lvl_displayed > self.max_level then
    self.digits_text_for_lvl:set_font("green_digits")
  else
    self.digits_text_for_lvl:set_font("white_digits")
  end
  self.digits_text_for_lvl:set_text(self.current_lvl_displayed)
  self.digits_text_for_lvl:draw(self.surface, 24, 6)
 
  -- Current XP (counter).
  if self.current_lvl_displayed <= self.max_level then
    self.digits_text_for_exp:set_font("white_digits")
    self.digits_text_for_exp:set_text(self.current_exp_displayed)
    self.digits_text_for_exp_to_levelup:set_font("white_digits")
self.digits_text_for_exp_to_levelup:set_text(self.t_exp_to_levelup[self.current_lvl_displayed])
  else
    self.digits_text_for_exp:set_font("green_digits")
    self.digits_text_for_exp:set_text(self.current_exp_displayed)
    self.digits_text_for_exp_to_levelup:set_font("green_digits")
self.digits_text_for_exp_to_levelup:set_text(self.t_exp_to_levelup[self.max_level])
  end
  self.digits_text_for_exp:draw(self.surface, 64, 6)
  self.digits_text_for_exp_to_levelup:draw(self.surface, 104, 6)

end

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

function lvl_and_exp:on_draw(dst_surface)

  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

return lvl_and_exp



--[[********************************NOTES and CODE********************************


--The segment of code below must go into your initial_game.lua in the initialise_new_savegame(game) function. Do not set the level to 0 or it will create a bug (it is my understanding that it is a bug). Also, you will need to add these values to any current savegame file you try to run the script on. Otherwise the script will not load properly

  --Initialise player experience system.
    game:set_level(1)      --Initialise the player level value for new game.
  game:set_exp(0)       --Initialise the player experience value for new game.


--The following must be put into your hud_config script, in the table with the rest of your hud elements; unless you are putting the exp and lvl display in an inventory screen or some other menu, in which case you will have to require it in the proper lua file.

  --Level and Experience Counter
  {
    menu_script = ("scripts/hud/lvl_and_exp"),
    x = -120,    --X and Y can be changed to wherever you would like the exp counter displayed.
    y = 16,
  },


Finally, you must also add the functions game:get_level/exp(), set_level/exp(), and add_level/exp().  In a seperate file named game.lua (or wherever you have a game metatable available) add the following functions. (This doesn't necessarily need to be in it's own file, but for the sake of organisation and tidy code, I find that defining all of my game_meta functions in one place makes things easier. (I do believe that is something I picked up from reading and learning from so many of the Solarus Team's scripts.)

--The following line can be omitted if you all ready have a file where you get the metatable.
local game_meta = sol.main.get_metatable("game")


function game_meta:get_level()
  return self:get_value("current_level")
end

function game_meta:set_level(level)
  return self:set_value("current_level", level)
end

function game_meta:add_level(level)
  local level = level
  local c_level = self:get_level()
  local level_up = c_level + level
  return self:set_value("current_level", level_up)
end

function game_meta:get_exp()
  return self:get_value("current_exp")
end

function game_meta:set_exp(exp)
  return self:set_value("current_exp", exp)
end

function game_meta:add_exp(exp)
  local exp = exp
  local c_exp = self:get_exp()
  local exp_up = c_exp + exp
  return self:set_value("current_exp", exp_up)
end

You may require this file in your main.lua somehow or use multi_events to call it. Whatever you prefer.
--]]

exactly what i changed
"scripts/hud/lvl_and_xp" -> "scripts/hud/lvl_and_exp"
x = 210 -> -112
the former is more consistent with typing, and the latter makes it right-aligned, i also made the text right-aligned as i believe it looks better, i also attached my garbage looking image which looks slightly better spacing-wise

possible future update to specify image dimensions

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