Modified frontend so that updating campaogn progress no longer changes current index of the mission combo box
Updated Animate.lua (forgot to copy it last time)
Mission 1: Fixed a bug where events would cause animations to stutter
Moved a crate
Made the princess and the elder pay attention to Leaks A Lot
Changed the name of the chief to Righteous Beard
Mission 2: -
Mission 3: Removed leftover debug lines
Solved a bug where Dense Cloud could not select weapons during final scene
Made the hogs fave each other during the final animation
Mission 4: Solved a bug where Dense Cloud would appear even if he's dead
local animPos, lastx, lasty, jumpTypes, jumpTimes, moveDirs, jumpStarted
local backJumped, jTimer, awTime, globalWait, stageEvents, seNum
local AnimList, AnimListNum
local FunctionList, FunctionListNum
local skipFuncList
local skipping
--------------------------------Animation---------------------------------
--------------------------(In-game cinematics)----------------------------
function AddSkipFunction(anim, func, args)
skipFuncList[anim] = {sfunc = func, sargs = args}
end
function RemoveSkipFunctin(anim)
skipFuncList[anim] = nil
end
function SetAnimSkip(bool)
skipping = bool
end
function AnimInProgress()
return AnimListNum ~= 0
end
function SkipAnimation(anim)
if skipFuncList[anim] == nil then
return
else
skipFuncList[anim].sfunc(unpack(skipFuncList[anim].sargs))
end
end
function AddFunction(element)
table.insert(FunctionList, element)
FunctionListNum = FunctionListNum + 1
end
function RemoveFunction()
table.remove(FunctionList, 1)
FunctionListNum = FunctionListNum - 1
end
function ExecuteAfterAnimations()
if FunctionListNum == 0 then
return
end
FunctionList[1].func(unpack(FunctionList[1].args))
RemoveFunction()
end
function AnimInit()
animPos = 1
lastx = 0
lasty = 0
jumpTypes = {long = gmLJump, high = gmHJump, back = gmHJump}
jumpTimes = {long = 500, high = 500, back = 300, backback = 500}
moveDirs = {Right = gmRight, Left = gmLeft}
jumpStarted = false
backJumped = false
jTimer = 0
awTime = 0
globalWait = 0
stageEvents = {}
seNum = 0
AnimList = {}
AnimListNum = 0
FunctionList = {}
FunctionListNum = 0
skipping = false
skipFuncList = {}
end
function AnimSwitchHog(gear)
SwitchHog(gear)
FollowGear(gear)
SetGearMessage(gear, 0)
return true
end
function AnimGiveState(gear, state)
SetState(gear, state)
return true
end
function AnimRemoveState(gear, state)
SetState(gear, band(GetState(gear), bnot(state)))
return true
end
function AnimGearWait(gear, time)
AnimWait(gear, time)
return true
end
function AnimUnWait()
if globalWait > 0 then
globalWait = globalWait - 1
end
end
function AnimWait(gear, time) -- gear is for compatibility with Animate
globalWait = globalWait + time
return true
end
function AnimWaitLeft()
return globalWait
end
function AnimSay(gear, text, manner, time)
HogSay(gear, text, manner, 2)
if time ~= nil then
AnimWait(gear, time)
end
return true
end
function AnimSound(gear, sound, time)
PlaySound(sound, gear)
AnimWait(gear, time)
return true
end
function AnimTurn(gear, dir)
if dir == "Right" then
HogTurnLeft(gear, false)
else
HogTurnLeft(gear, true)
end
return true
end
function AnimFollowGear(gear)
FollowGear(gear)
return true
end
function AnimMove(gear, dir, posx, posy)
dirr = moveDirs[dir]
SetGearMessage(gear, dirr)
if GetX(gear) == posx or GetY(gear) == posy then
SetGearMessage(gear, 0)
lastx = GetX(gear)
lasty = GetY(gear)
return true
end
return false
end
function AnimJump(gear, jumpType)
if jumpStarted == false then
lastx = GetX(gear)
lasty = GetY(gear)
backJumped = false
jumpStarted = true
SetGearMessage(gear, jumpTypes[jumpType])
AnimGearWait(gear, jumpTimes[jumpType])
elseif jumpType == "back" and backJumped == false then
backJumped = true
SetGearMessage(gear, jumpTypes[jumpType])
AnimGearWait(gear, jumpTimes["backback"])
else
curx = GetX(gear)
cury = GetY(gear)
if curx == lastx and cury == lasty then
jumpStarted = false
backJumped = false
AnimGearWait(gear, 100)
return true
else
lastx = curx
lasty = cury
AnimGearWait(gear, 100)
end
end
return false
end
function AnimDisappear(gear, destX, destY)
AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
PlaySound(sndExplosion)
SetGearPosition(gear, destX, destY)
return true
end
function AnimOutOfNowhere(gear, destX, destY)
SetGearPosition(gear, destX, destY)
AddVisualGear(destX, destY, vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
AnimGearWait(gear, 50)
return true
end
function AnimTeleportGear(gear, destX, destY)
AddVisualGear(GetX(gear)-5, GetY(gear)-5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)-5, GetY(gear)+5, vgtSmoke, 0, false)
AddVisualGear(GetX(gear)+5, GetY(gear)-5, vgtSmoke, 0, false)
SetGearPosition(gear, destX, destY)
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
PlaySound(sndExplosion)
FollowGear(gear)
AnimGearWait(gear, 50)
return true
end
function AnimSetGearPosition(gear, x, y)
SetGearPosition(gear, x, y)
return true
end
function AnimVisualGear(gear, x, y, vgType, state, critical)
AddVisualGear(x, y, vgType, state, critical)
return true
end
function AnimCaption(gear, text, time)
AddCaption(text)
if time == nil then
return true
end
AnimWait(gear, time)
return true
end
function AnimCustomFunction(gear, func, args)
if args == nil then
args = {}
end
retval = func(unpack(args))
if retval == false then
return false
else
return true
end
end
function AnimInsertStepNext(step)
table.insert(AnimList[1], animPos + 1, step)
return true
end
function AnimShowMission(gear, caption, subcaption, text, icon, time)
ShowMission(caption, subcaption, text, icon, time)
return true
end
function RemoveAnim()
table.remove(AnimList, 1)
AnimListNum = AnimListNum - 1
end
function AddAnim(animation)
table.insert(AnimList, animation)
AnimListNum = AnimListNum + 1
if AnimListNum == 1 then
skipping = false
end
end
function ShowAnimation()
if AnimListNum == 0 then
skipping = false
return true
else
TurnTimeLeft = -1
if Animate(AnimList[1]) == true then
RemoveAnim()
end
end
return false
end
function Animate(steps)
if skipping == true then
animPos = 1
SetInputMask(0xFFFFFFFF)
SkipAnimation(steps)
return true
end
if globalWait ~= 0 then
return false
end
if steps[animPos] == nil then
animPos = 1
SetInputMask(0xFFFFFFFF)
return true
end
if steps[animPos].args[1] ~= CurrentHedgehog and steps[animPos].func ~= AnimWait
and (steps[animPos].swh == nil or steps[animPos].swh == true) then
AnimSwitchHog(steps[animPos].args[1])
end
SetInputMask(band(0xFFFFFFFF, bnot(gmAnimate+gmAttack+gmDown+gmHJump+gmLeft+gmLJump+gmRight+gmSlot+gmSwitch+gmTimer+gmUp+gmWeapon)))
retVal = steps[animPos].func(unpack(steps[animPos].args))
if (retVal ~= false) then
animPos = animPos + 1
end
return false
end
------------------------------Event Handling------------------------------
function AddEvent(condFunc, condArgs, doFunc, doArgs, evType)
seNum = seNum + 1
stageEvents[seNum] = {}
stageEvents[seNum].cFunc = condFunc
stageEvents[seNum].cArgs = condArgs
stageEvents[seNum].dFunc = doFunc
stageEvents[seNum].dArgs = doArgs
stageEvents[seNum].evType = evType
end
function RemoveEvent(evNum)
if stageEvents[evNum] ~= nil then
seNum = seNum - 1
table.remove(stageEvents, evNum)
end
end
function RemoveEventFunc(cFunc)
local i = 1
while i <= seNum do
if stageEvents[i].cFunc == cFunc then
RemoveEvent(i)
i = i - 1
end
i = i + 1
end
end
function CheckEvents()
local i = 1
while i <= seNum do
if stageEvents[i].cFunc(unpack(stageEvents[i].cArgs)) then
stageEvents[i].dFunc(unpack(stageEvents[i].dArgs))
if stageEvents[i].evType ~= 1 then
RemoveEvent(i)
i = i - 1
end
end
i = i + 1
end
end
-------------------------------------Misc---------------------------------
function StoppedGear(gear)
dx,dy = GetGearVelocity(gear)
return math.abs(dx) <= 1 and math.abs(dy) <= 1
end