1. Cassiebsg
2. Klatuu
3. Tabata
2. Klatuu
3. Tabata
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// room script file
bool firstEnters, bookOnTable;
function room_FirstLoad() {
}
function room_Load() {
Ambient1.Stop(); // REPLACE THESE WITH AMBIENT TRACKS
Ambient2.Stop();
oTVglow.SetView(73, 0, 0); // ANIMATE THE TELEVISION
oTVglow.Animate(0, 5, eRepeat, eNoBlock);
}
function room_AfterFadeIn() {
player.Walk(399, 102, eBlock);
player.Walk(399, 107, eBlock);
if (firstEnters==false) {
firstEnters=true;
player.FaceDirection(eDirectionLeft, eBlock);
// SCROLL SCREEN LEFT
int viewX = GetViewportX();
int holdViewX = GetViewportX();
int viewY = GetViewportY();
while (viewX > 158) { // CAMERA IS TO THE RIGHT OF THE DESIRED POSITION
SetViewport(viewX, viewY);
Wait(1);
viewX--;
}
cJoce.Say("*snork* - Oh, hey %s.", player.Name);
cJoce.Say("Thanks for waking me up, I almost slept through Hoppy Pals!");
// JOCE TURNS ON TV
cAndre.Say("I thought you were only watching it with Cassie?");
cJoce.Say("I wish but she ends up watching with her mom during the week so I need to keep up!");
MusicChannel = aHoppyPals.Play(eAudioPriorityNormal, eOnce); // Theme starts playing
setMusicVolume = 30;
cJoce.Say("Shh! It's starting!");
// SCROLL SCREEN LEFT
while (viewX < holdViewX) {
SetViewport(viewX, viewY);
Wait(1);
viewX+=2;
}
ReleaseViewport();
}
}
function room_RepExec() {
if (player.Loop==0) oReflection.SetView(75, 3); // Mirror is Andre's back
if (player.Loop==1) oReflection.SetView(75, 1); // Mirror is Andre's left side
if (player.Loop==2) oReflection.SetView(75, 2); // Mirror is Andre's right side
if (player.Loop==3) oReflection.SetView(75, 0); // Mirror is Andre's front
}
function repeatedly_execute() {
//if (player.ActiveInventory
if (tipLatch==true) {
tipLatch=false;
tips_touch();
}
if (inFight==true) {
fightLatch=true;
d1_1 = 0; // MILLIE RESETS HER CUBBY DIAL
btnCub1d1.Text=String.Format("%d",d1_1);
d1_2 = 0;
btnCub1d2.Text=String.Format("%d",d1_2);
d1_3 = 0;
btnCub1d3.Text=String.Format("%d",d1_3);
d1_4 = 0;
btnCub1d4.Text=String.Format("%d",d1_4);
}
if ((fightLatch==true) && (inFight==false)) { // END OF ACT I, RESETS EVERYTHING FOR ACT II
fightLatch=false;
FadeOut(2);
Wait(30);
Ambient1.Volume=0;
Ambient2.Volume=0;
MusicChannel.Volume=0;
Wait(240);
timeline=11;
// Sandra on the beach, Kai away, Chris closer to water
cSandra.ChangeRoom(1, 1151, 134, eDirectionRight); // Make her sit down
cSandra.ChangeView(60);
cKai.ChangeRoom(4);
cChris.ChangeRoom(1, 1144, 124, eDirectionRight);
// Remove napper
cNapper.ChangeRoom(4);
// Place tanner
cTanner.ChangeRoom(1);
// Sit Ernie on the crate
cErnie.LockViewAligned(33, 1, eAlignCentre);
cErnie.SpeechView=63;
cErnie.ChangeRoom(3, 76, 126, eDirectionRight);
// SET UP MILLIE
cMillie.ChangeRoom(1, 1105, 108, eDirectionRight);
// Set up Andre
player.SpeechView=3;
player.ChangeView(3);
player.ChangeRoom(1, 876, 102);
}
relativeX = player.x -160; // Update coordinates for UI placement
//PLAYER OCEAN BOB EFFECT
if (player.Room==5) {
if (IsTimerExpired(5)) {
SetTimer(5, 15);
if ((playerBob<2) || (playerBob>5)) player.y++;
else player.y--;
playerBob++;
if (playerBob==3) player.x++;
if (playerBob==8) {
player.x++;
playerBob=0;
}
}
}
// BRING UP SET NAME
if (setName==true) {
gSetname.Visible=true;
setName=false;
}
}
// Clear inspector and active inventory
function scrub_ui() {
// clear the inspector and active inventory
}
function repeatedly_execute_always() {
if (player.Room==1) { // CALCULATE CLOUD PLACEMENT
float playerAdjust = IntToFloat(player.x);
float cloudCalc = playerAdjust / 6.0;
cloudPos = FloatToInt(cloudCalc, eRoundUp);
}
if (player.Room==5) wet=true; // Player is in the ocean
// CHANGE CURSOR GRAPHIC
LocationType loc_type = GetLocationType(mouse.x, mouse.y);
if ((loc_type != eLocationNothing) && (player.ActiveInventory==null)) {
if (loc_type == eLocationCharacter) Mouse.UseModeGraphic(eModeTalkto);
else if ((loc_type == eLocationObject) && (lblInspector.Text == "Hotrod")) Mouse.UseModeGraphic(eModeTalkto); //HOVER OVER GILDA'S CAR
}
// FIND A WAY TO MAKE THE GAME SHOW A DIALOG WHEN LOOKING AT THE HOTROD WHILE IT'S RUNNING
else if (player.ActiveInventory==null) Mouse.UseModeGraphic(eModeInteract);
// UI hiding
if ((gPause.Visible==false) && (IsInterfaceEnabled())) hideUI=false;
else hideUI=true;
// UI HIDING & STATES
// FANNYPACK
if ((hideUI==false) && (gCubbies.Visible==false) && (gStartmenu.Visible==false) && (hideInv==false)) {
if ((mouse.x>103) && (mouse.x<225) && (mouse.y>135)) {
if (zipLatch==false) {
aZipDown.Play();
zipLatch=true;
}
gFanny.Visible=false;
gInventory.Visible=true;
}
else if (game.in_cutscene==false) {
if (zipLatch==true) {
aZipUp.Play();
zipLatch=false;
}
gInventory.Visible=false;
gFanny.Visible=true;
}
}
else {
gFanny.Visible=false;
gInventory.Visible=false;
}
// MENU BUTTON VISIBILITY
if (hideUI==false) gMenubutton.Visible=true;
else gMenubutton.Visible=false;
// ANDRE FOOTSTEPS
if (player.Moving==false) footLatch=false;
if ((player.Moving==true) && (player.Room==5)) { // ANDRE IS IN THE OCEAN
int foot = Random(2);
if ((player.Frame==2) && (frameCheck==false)) {
frameCheck=true;
if (stroke==false) {
if (foot==0) Swim1 = aSplash1.Play(eAudioPriorityNormal);
if (foot==1) Swim1 = aSplash2.Play(eAudioPriorityNormal);
if (foot==2) Swim1 = aSplash3.Play(eAudioPriorityNormal);
stroke=true;
}
else {
if (foot==0) Swim2 = aSplash1.Play(eAudioPriorityNormal);
if (foot==1) Swim2 = aSplash2.Play(eAudioPriorityNormal);
if (foot==2) Swim2 = aSplash3.Play(eAudioPriorityNormal);
stroke=false;
}
}
else if (player.Frame!=2) frameCheck=false;
return;
}
if ((player.Moving==true) && (player.Frame==2) && (footLatch==false)) { // Left foot
int foot = Random(2);
footLatch=true;
if (player.Room!=2) {
if (foot==0) aLfoot1.Play(eAudioPriorityNormal);
if (foot==1) aLfoot2.Play(eAudioPriorityNormal);
if (foot==2) aLfoot3.Play(eAudioPriorityNormal);
}
else {
if (foot==0) aLfoot1hut.Play(eAudioPriorityNormal);
if (foot==1) aLfoot2hut.Play(eAudioPriorityNormal);
if (foot==2) aLfoot3hut.Play(eAudioPriorityNormal);
}
}
if ((player.Moving==true) && (player.Frame==7) && (footLatch==true)) { // Right foot
int foot = Random(2);
footLatch=false;
if (player.Room!=2) {
if (foot==0) aRfoot1.Play(eAudioPriorityNormal);
if (foot==1) aRfoot2.Play(eAudioPriorityNormal);
if (foot==2) aRfoot3.Play(eAudioPriorityNormal);
}
else { // Andre is inside the hut
if (foot==0) aRfoot1hut.Play(eAudioPriorityNormal);
if (foot==1) aRfoot2hut.Play(eAudioPriorityNormal);
if (foot==2) aRfoot3hut.Play(eAudioPriorityNormal);
}
}
// SOUND MIX
// Volume adjusters *THESE SEEM TO BE WORKING FINE*
if (setMusicVolume!=MusicChannel.Volume) {
if (setMusicVolume>MusicChannel.Volume) MusicChannel.Volume ++;
else if (setMusicVolume<MusicChannel.Volume) MusicChannel.Volume --;
else if (setMusicVolume<=1) {
MusicChannel.Stop();
setMusicVolume=saveUserMusicVol;
}
}
if ((nGameLatch==true) && (player.Room==1) && (MusicChannel.IsPlaying==true)) { // THIS IS USEFUL!
MusicChannel.Volume--;
if (MusicChannel.Volume==1) {
MusicChannel.Stop();
nGameLatch=false;
}
}
// AMBIENT CHANNEL 1
if (player.Room!=4) {
if (player.Room==1) { // Is playing ocean ambient, mix based on distance
// RC plane mixer
RCx=oRCplane.x;
if (RCx!=0) {
int RCcalc;
int RCpancalc;
if (RCx<player.x) {
RCcalc=player.x-RCx;
RCpancalc=RCx-player.x;
if (RCpancalc<-100) RCpancalc=-100;
if (RCpancalc>100) RCpancalc=100;
RCchannel.Panning=RCpancalc; // PAN LEFT
}
if (RCx>player.x) {
RCcalc=RCx-player.x;
RCchannel.Panning=RCpancalc; // PAN RIGHT
}
if (RCcalc>98) RCcalc=98;
if (RCcalc<1) RCcalc=1;
if (RCchannel.IsPlaying==true) RCchannel.Volume=100-RCcalc;
}
// Ocean ambient
// PAN THE OCEAN LOOP
int Amb1PanCalc = 1297 - player.x;
float Amb1PanHold = IntToFloat(Amb1PanCalc / 2);
Amb1PanCalc = FloatToInt(Amb1PanHold, eRoundUp);
if (player.x<1097) Ambient1.Panning=98;
else if (player.x>1297) Ambient1.Panning=0;
else Ambient1.Panning=Amb1PanCalc;
// Mix the ocean loop
if (player.x<333) Amb1Mixer=1570-333;
else if (player.x<1570) Amb1Mixer=1570-player.x;
else Amb1Mixer=1570;
AmbCalc=IntToFloat(Amb1Mixer)*0.1034;
Amb1Mixer=FloatToInt(AmbCalc, eRoundDown);
if (Amb1Mixer>99) Amb1Mixer=99;
Ambient1.Volume=100-Amb1Mixer;
}
else if (Ambient1.Volume!=2) {
Ambient1.Volume=6; // Player is not on beach
if (player.Room==2) Ambient1.Panning=-98;
else if (player.Room==3) Ambient1.Panning=60;
}
// AMBIENT CHANNEL 2
if (timeline<6) Amb2Adjust = 390; // Hot rod ambient
if (timeline>6) Amb2Adjust = 330; // Food truck ambient
if (player.Room==1) { // Is playing truck area ambient
if (player.x>Amb2Adjust) { // East of the food truc
Amb2Mixer=player.x-Amb2Adjust;
float Amb2IntFlo = IntToFloat(Amb2Mixer / 3);
Amb2Mixer = FloatToInt(Amb2IntFlo, eRoundUp);
if (Amb2Mixer>90) Amb2Mixer=90; // 0 = Loud, 100 = Quiet
if (Amb2Mixer<1) Amb2Mixer= 1; // Stand in front of sound
Ambient2.Volume=100-Amb2Mixer;
}
else { // West of the food truck
Amb2Mixer=Amb2Adjust-player.x;
float Amb2IntFlo = IntToFloat(Amb2Mixer / 13);
Amb2Mixer = FloatToInt(Amb2IntFlo, eRoundUp);
if (Amb2Mixer>65) Amb2Mixer=65; // 0 = Loud, 100 = Quiet
if (Amb2Mixer<1) Amb2Mixer=1;
Ambient2.Volume=100-Amb2Mixer;
}
// Pan the hot-rod
int Amb2PanCalc = Amb2Adjust - player.x;
float Amb2PanHold = IntToFloat(Amb2PanCalc / 2);
Amb2PanCalc = FloatToInt(Amb2PanHold, eRoundUp);
if (player.x< Amb2Adjust - 194) Ambient2.Panning=98;
else if (player.x> Amb2Adjust + 194) Ambient2.Panning=-98;
else Ambient2.Panning=Amb2PanCalc;
}
else Ambient2.Volume=100; // Player is not on beach
}
//
if (player.Room!=2) player.Baseline=player.y;
/* DEBUG SHITS */
lblPlayerX.Text=String.Format("x: %d",player.x);
lblPlayerY.Text=String.Format("y: %d",player.y);
lblTime.Text=String.Format("%d",timeline);
if (blowing==true) lblDblow.Text=String.Format("blowing = 1");
else lblDblow.Text=String.Format("blowing = 0");
if (nearCar==true) lblDcar.Text=String.Format("nearCar = 1");
else lblDcar.Text=String.Format("nearCar = 0");
if (gildaTalking==true) lblDgil.Text=String.Format("gildaTalking = 1");
else lblDgil.Text=String.Format("gildaTalking = 0");
}
Quote from: Eggie on Tue 18/07/2017 23:37:56I don't know if everyone else is having this thought a lot as a result of this contest but this game engine and community we like... it's still pretty hecking good, right???Damn right!
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