feat: New graphics for room 7

This commit is contained in:
Balloonpopper
2022-02-15 21:33:37 +11:00
committed by Julian Murgia
parent 6b4c2cf873
commit 75a78f63e1
21 changed files with 1083 additions and 293 deletions

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@@ -0,0 +1,5 @@
:trigger_in
set_state r7_alarm_cone_floor_1 camera_triggered
:trigger_out
set_state r7_alarm_cone_floor_1 camera_not_triggered

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@@ -0,0 +1,5 @@
:trigger_in
:trigger_out
set_state r7_alarm_cone_floor_2 camera_triggered

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@@ -1,7 +0,0 @@
:look
say player "That button makes the camera target me."
:use
camera_set_limits 0
camera_set_target 0 player

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@@ -1,7 +1,11 @@
:look
say player "That button triggers a camera push effect."
say player "That button uses camera_push to point the camera at the object r7_lower_stairs."
:use
camera_push r7_object2 1 LINEAR
wait 3
camera_push player 1 LINEAR
# Disable input so all steps run without interruption
accept_input NONE
camera_push r7_lower_stairs 1 LINEAR
wait 2
camera_set_target 1 player
# Re-enable user input
accept_input ALL

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@@ -1,12 +1,17 @@
:look
say player "That button triggers a camera set_pos effect."
say player "That button uses camera_set_pos to point the camera at coordinates (1200,800)."
:use
camera_set_limits 2
camera_set_pos 500 150 150
wait 6
# Disable input so all steps run without interruption
accept_input NONE
# Note that camera_set_pos puts the camera centre at a different location depending on
# the camera's limits
camera_set_limits 1
camera_set_pos 0 1200 800
wait 2
camera_set_limits 0
camera_set_target 0 player
camera_set_pos 0 1200 800
wait 2
camera_set_target 1 player
# Re-enable user input
accept_input ALL

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@@ -1,7 +1,11 @@
:look
say player "That button triggers a camera shift effect."
say player "That button uses camera_shift to move the camera by (1000,-400) pixels."
:use
camera_shift 700 0 5 LINEAR
wait 1
# Disable input so all steps run without interruption
accept_input NONE
camera_shift 1000 -400 2 LINEAR
wait 3
camera_set_target 1 player
# Re-enable user input
accept_input ALL

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@@ -2,9 +2,13 @@
say player "That button triggers a camera zoom effect."
:use
camera_set_zoom 1.3 2
wait 3
camera_set_zoom 0.5 2
wait 3
camera_set_zoom 1 0
# Disable input so all steps run without interruption
accept_input NONE
camera_set_zoom 1.3 1
wait 2
camera_set_zoom 0.5 1
wait 2
camera_set_zoom 1 1
camera_set_target 0 player
# Re-enable user input
accept_input ALL

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@@ -0,0 +1,14 @@
:use
> [eq lift_floor 2]
say r7_lift_door_floor_2 "Ding!"
# Animate the lift changing floors
# Could use set_state for the animation, but then the 2nd "Ding" plays too early as
# the animation needs to block
anim_block r7_lift lift_floor_2_to_1_no_player
# This variable is used so the button knows whether to change the lift floor or not
set_global lift_floor 1
say r7_lift_door_floor_1 "Ding!"
stop
> [eq lift_floor 1]
say player "The lift is already on level 1."
stop

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@@ -0,0 +1,14 @@
:use
> [eq lift_floor 1]
say r7_lift_door_floor_1 "Ding!"
# Animate the lift changing floors
# Could use set_state for the animation, but then the 2nd "Ding" plays too early as
# the animation needs to block
anim_block r7_lift lift_floor_1_to_2_no_player
# This variable is used so the button knows whether to change the lift floor or not
set_global lift_floor 2
say r7_lift_door_floor_2 "Ding!"
stop
> [eq lift_floor 2]
say player "The lift is already on level 2."
stop

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@@ -0,0 +1,23 @@
:use
> [eq lift_floor 2]
say player "The lift is on another floor."
stop
> [eq lift_floor 1]
# Disable user input
accept_input NONE
# Move the player a long way as there isn't currently a "hide player" command
teleport_pos player 5000 5000
set_angle player 180
camera_set_limits 2
camera_push r7_lift_door_floor_2 3
anim_block r7_lift lift_floor_1_to_2_with_player
teleport player r7_lift_door_floor_2
say r7_lift_door_floor_2 "Ding!"
# Focus the camera on the player again
camera_set_target 0 player
enable_terrain upper_platform
# Enable user input again
accept_input ALL
# Keep track of the lift floor so the button can work out whether to summon the lift
set_global lift_floor 2
stop

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@@ -0,0 +1,23 @@
:use
> [eq lift_floor 1]
say player "The lift is on another floor."
stop
> [eq lift_floor 2]
# Disable user input
accept_input NONE
# Move the player a long way as there isn't currently a "hide player" command
teleport_pos player 5000 5000
set_angle player 180
camera_set_limits 2
camera_push r7_lift_door_floor_1 3
anim_block r7_lift lift_floor_2_to_1_with_player
teleport player r7_lift_door_floor_1
say r7_lift_door_floor_1 "Ding!"
# Focus the camera on the player again
camera_set_target 0 player
enable_terrain lower_platform
# Enable user input again
accept_input ALL
# Keep track of the lift floor so the button can work out whether to summon the lift
set_global lift_floor 1
stop

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@@ -1,13 +1,16 @@
:exit_scene
# Disable user input or else clicking while this is running might result in
# a floor change but the enable terrain command might not get run
accept_input NONE
say player "movin up"
teleport player r7_upper_stairs
set_angle player 270
camera_set_limits 2
camera_push r7_upper_stairs 1 LINEAR
wait 1
camera_set_target 0 player
wait 1
camera_set_limits 1
enable_terrain upper_platform
# Reenable player interaction
accept_input ALL

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@@ -1,10 +1,13 @@
:ready
# Set which floor the lift is open on for the first visit to the room only.
set_global lift_floor 1
:setup
set_state r7_button_push button_repaired true
set_state r7_button_shift button_repaired true
set_state r7_button_follow button_repaired true
set_state r7_button_zoom button_repaired true
set_state r7_alarm_cone_floor_1 camera_not_triggered true
set_state r7_alarm_cone_floor_2 camera_not_triggered true
set_state r7_lift lift_floor_2_to_1_no_player true
camera_set_target 0 player
camera_set_limits 0
> [eq ESC_LAST_SCENE room6]
teleport player r7_l_exit

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@@ -1,4 +0,0 @@
:trigger_in
set_state r7_light_left red
:trigger_out

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@@ -1,5 +0,0 @@
:trigger_in
set_state r7_light_right green
:trigger_out
set_state r7_light_right red

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@@ -1,23 +1,16 @@
:exit_scene
# Disable user input or else clicking while this is running might result in
# a floor change but the enable terrain command might not get run
accept_input NONE
say player "movin down"
#camera_push player 1 LINEAR
#camera_set_drag_margin_enabled bool bool
#camera_set_pos real int int
#camera_set_target real
#camera_set_zoom real
#camera_set_zoom_height int
#camera_shift int int
teleport player r7_lower_stairs
set_angle player 270
camera_set_limits 2
camera_push player 1 LINEAR
wait 1
camera_set_target 0 player
wait 1
camera_set_limits 0
enable_terrain lower_platform
# Reenable player interaction
accept_input ALL

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