Working on night and day transition
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@ -616,6 +616,7 @@
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"cutscenes": [{
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"cutscenes": [{
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"id": "sleep_cutscene001",
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"id": "sleep_cutscene001",
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"background": "resources/test_cutscene001.png",
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"background": "resources/test_cutscene001.png",
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"onFadeInCallback": "on_sleep_cutscene",
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"durationMs": 5000,
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"durationMs": 5000,
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"fadeOutMs": 500,
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"fadeOutMs": 500,
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"fadeInMs": 500,
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"fadeInMs": 500,
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@ -99,6 +99,7 @@ else
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game_api.start_cutscene("sleep_cutscene001")
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game_api.start_cutscene("sleep_cutscene001")
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game_api.setIntValue("need_sleep", 0)
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game_api.setIntValue("need_sleep", 0)
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game_api.set_player_hp(200)
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game_api.set_player_hp(200)
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--game_api.set_day() - done in cutscene
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end
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end
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end
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end
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@ -110,6 +111,11 @@ function on_locked_door_click()
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game_api.start_dialogue("door_locked_dialog001")
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game_api.start_dialogue("door_locked_dialog001")
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end
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end
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function on_sleep_cutscene()
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print("Cutscene 2 done!")
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night_time = true
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game_api.set_day()
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end
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function on_alik_door_click()
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function on_alik_door_click()
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@ -468,6 +468,7 @@ end
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function on_sleep_cutscene()
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function on_sleep_cutscene()
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print("Cutscene 2 done!")
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print("Cutscene 2 done!")
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night_time = true
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night_time = true
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game_api.set_night()
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--game_api.set_trigger_zone_enabled(1, false)
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--game_api.set_trigger_zone_enabled(1, false)
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game_api.set_npc_enabled(0, false)
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game_api.set_npc_enabled(0, false)
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game_api.switch_navigation(5)
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game_api.switch_navigation(5)
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@ -271,6 +271,7 @@ namespace ZL
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locations["uni_interior"]->setup(uniInteriorParams, &menuManager.questJournal);
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locations["uni_interior"]->setup(uniInteriorParams, &menuManager.questJournal);
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locations["uni_interior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_interior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_interior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["uni_interior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["uni_interior"]->requestNightDayTransition = [this](bool isNight) { this->isNight = isNight; };
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locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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locations["uni_interior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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locations["uni_interior"]->requestAdvanceDarklandsHud = [this]() { menuManager.advanceUniIntDarklandsHud(); };
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locations["uni_interior"]->requestAdvanceDarklandsHud = [this]() { menuManager.advanceUniIntDarklandsHud(); };
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if (locations["uni_interior"]->player)
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if (locations["uni_interior"]->player)
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@ -299,6 +300,7 @@ namespace ZL
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locations["uni_exterior"]->setup(uniExteriorParams, &menuManager.questJournal);
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locations["uni_exterior"]->setup(uniExteriorParams, &menuManager.questJournal);
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locations["uni_exterior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_exterior"]->scriptEngine.setGlobalStore(&globalInts);
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locations["uni_exterior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["uni_exterior"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["uni_exterior"]->requestNightDayTransition = [this](bool isNight) { this->isNight = isNight; };
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locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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locations["uni_exterior"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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if (locations["uni_exterior"]->player)
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if (locations["uni_exterior"]->player)
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locations["uni_exterior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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locations["uni_exterior"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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@ -361,6 +363,7 @@ namespace ZL
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locations["location_dorm"]->setup(params_dorm, &menuManager.questJournal);
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locations["location_dorm"]->setup(params_dorm, &menuManager.questJournal);
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locations["location_dorm"]->scriptEngine.setGlobalStore(&globalInts);
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locations["location_dorm"]->scriptEngine.setGlobalStore(&globalInts);
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locations["location_dorm"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["location_dorm"]->scriptEngine.setGlobalFloatStore(&globalFloats);
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locations["location_dorm"]->requestNightDayTransition = [this](bool isNight) { this->isNight = isNight; };
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locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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locations["location_dorm"]->requestDarklandsTransition = [this]() { return startDarklandsTransition(); };
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if (locations["location_dorm"]->player)
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if (locations["location_dorm"]->player)
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locations["location_dorm"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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locations["location_dorm"]->player->onDeathAnimComplete = [this]() { startDarklandsTransition(); };
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@ -109,6 +109,8 @@ namespace ZL
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// request the transition without coupling Location to Game directly.
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// request the transition without coupling Location to Game directly.
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std::function<bool()> requestDarklandsTransition;
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std::function<bool()> requestDarklandsTransition;
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std::function<void(bool)> requestNightDayTransition;
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// Set by Game after setup(). Lua calls this to advance the uni_interior HUD
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// Set by Game after setup(). Lua calls this to advance the uni_interior HUD
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// from step12 to step13 (trigger-zone encounter hint).
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// from step12 to step13 (trigger-zone encounter hint).
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std::function<void()> requestAdvanceDarklandsHud;
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std::function<void()> requestAdvanceDarklandsHud;
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@ -204,6 +204,18 @@ namespace ZL {
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game->requestDarklandsTransition();
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game->requestDarklandsTransition();
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});
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});
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api.set_function("set_day",
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[game]() {
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game->requestNightDayTransition(false);
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});
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api.set_function("set_night",
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[game]() {
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game->requestNightDayTransition(true);
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std::cout << "Set night called" << std::endl;
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});
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// advance_darklands_hud()
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// advance_darklands_hud()
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// Advances the uni_interior darklands HUD from step12 to step13.
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// Advances the uni_interior darklands HUD from step12 to step13.
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// Call when the player enters the ghost trigger zone in darklands.
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// Call when the player enters the ghost trigger zone in darklands.
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