LuaLibraryAnimate.wiki
author Wuzzy
Sat, 07 Dec 2019 11:23:22 +0000
changeset 2123 7df4304efaef
parent 2103 612f6f103787
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LuaGears: Explain heResurrected better

#summary Lua library documentation of Animate; for cinematics, cut-scenes and other nice animations
#labels !LuaLibrary

= Lua library: `Animate` =
<wiki:toc max_depth="2" />
This library provides functions that aid cinematic/cut-scene creation and functions for handling events.

In order to use its full potential, the following lines need to be at the beginning of `onGameTick`.

<code language="lua">function onGameTick()
    AnimUnWait()
    if ShowAnimation() == false then
        return
    end
    ExecuteAfterAnimations()
    CheckEvents()
end</code>

Also, `AnimInit()` needs to be called in `onGameInit()`.
Each of these functions will be explained below.

Note: The Animate library will direclty overwrite the input mask with `SetInputMask`. If you already use this function in your script, it might lead to conflicts. Use `AnimSetInputMask` to set the input mask in a manner that is compatible with the Animate library.

== Cinematic handling ==

=== `AnimInit([startAnimating])` ===
Initializes variables used by the other functions. Needs to be called in `onGameInit`.

An optional convenience parameter `startAnimating` is available; if set to `true`, the game will start in “animation” mode which enables cinematic mode and disables all controls except precise for skipping. This is useful if you want to indicate that an animation will be played right at the start and the player must not be allowed to use any controls before the animation is over. If you set this parameter to `true`, you also *must* play at least one animation after this, otherwise the game will be stuck.

=== `AnimInsertStepNext(step)` ===
Inserts `step` after the current step (read: action) in the cinematic array. Useful when an action depends on variables (e.g. positions). It can be used mostly with `AnimCustomFunction`. Note: In case of multiple consecutive calls, steps need to be added in reverse order.

Example:
<code language="lua">function BlowHog(deadHog)
  AnimInsertStepNext({func = DeleteGear, args = {deadHog}, swh = false})
  AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog), GetY(deadHog), vgtBigExplosion, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {deadHog, 1200}})
  AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
  AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) + 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
  AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 10, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
  AnimInsertStepNext({func = AnimWait, args = {deadHog, 100}})
  AnimInsertStepNext({func = AnimVisualGear, args = {deadHog, GetX(deadHog) - 20, GetY(deadHog), vgtExplosion, 0, true}, swh = false})
end
cinem = {{func = AnimCustomFunction, args = {liveHog, BlowHog, {deadHog}}}}</code>

=== `ShowAnimation()` ===
Performs the current action in the cinematic and returns `true` if finished, otherwise `false`. It needs to be used in `onGameTick`. Cut-scenes need to be added with `AddAnim(steps)`.

=== `Animate(steps)` ===
*THIS FUNCTION IS UNDOCUMENTED!*

=== `AddAnim(steps)` ===
Adds `steps` to the array of animations, where `steps` is a table with numbers as keys and elements of the following form. Each step is a table having the following keys: `func`, `args`, `swh`.

  * `func` is the function to be executed. It can be any function that returns false when it needs to be called again in following game ticks (e.g. `AnimMove`). It can be one of the cinematic functions.

  * `args` is a table containing the arguments that need to be passed to the function given

  * `swh` is an optional boolean value that defaults to `true` and denotes whether the current hedgehog should be switched to the hog given as argument.
Example:
<code language="lua">cinem = {
    {func = AnimSay, args = {myHog, "Snails! SNAILS!", SAY_SAY, 3000}},
    {func = AnimMove, args = {myhog, "Left", 2000, 0}},
    {func = AddCaption, swh = false, args = {"But he found no more snails..."}}
    }
AddAnim(cinem)</code>

=== `RemoveAnim(steps)` ===
Removes `steps` from the animations array.

=== `AddSkipFunction(anim, func, args)` ===
Adds `func` to the array of functions used to skip animations, associating it with `anim`. When the animation is skipped (see below), the function is called with `args` as arguments.
Example:
<code language="lua">AddSkipFunc(cinem, SkipCinem, {})</code>

=== `RemoveSkipFunction(anim)` ===
Removes the skip function associated with `anim`.

=== `SetAnimSkip(bool)` ===
Sets the state of animation skipping to `bool`. It is useful in case the player is allowed to skip the animation.

By convention, a cut scene in a singleplayer mission should be skipped when the player presses the Precise key. In this case, use the `onPreciseLocal` callback for this.

Example:
<code language="lua">function onPreciseLocal()
    if AnimInProgress() then
        SetAnimSkip(true)
    end
end</code>

=== `AnimInProgress()` ===
Returns `true` if a cinematic is currently taking place, `false` otherwise.

=== `ExecuteAfterAnimations()` ===
Calls the functions (added with `AddFunction`) that need to be executed after the cinematic. The best location for this function call is in `onGameTick`.

=== `AddFunction(element)` ===
Adds `element` to the functions array that are to be called after the cinematic. `element` is a table with the keys: `func`, `args`.

Example:
<code language="lua">AddFunction({func = AfterCinem, args = {2}})</code>

=== `RemoveFunction()` ===
Removes the first function from the aforementioned list.

=== `AnimUnWait()` ===
Decreases the wait time used by cinematics. It is best called in `onGameTick`.

=== `AnimSetInputMask(inputMask)` ===
Call this function instead of `SetInputMask` if you want to set the input mask in a way that does not conflict with the Animate library.

Internally, the input mask you provide is simply AND-ed with the input mask used by the Animate library. Otherwise, this function works lik `SetInputMask`.

If you call `SetInputMask` directly, note that it might get quickly overwritten by the Animatel library!

== Cinematic functions ==

=== `AnimSwitchHog(gear)` ===
Switches to `gear` and follows it.

=== `AnimGiveState(gear, state)` ===
Sets the [States gear state] of `gear` to `state` (full bitmask).

=== `AnimRemoveState(gear, state)` ===
Removes the [States gear state] `state` from `gear`.

=== `AnimWait(gear, time)` ===
Increases the wait time by `time`. `gear` is just for compatibility with `ShowAnimation`.

=== `AnimSay(gear, text, manner, time)` ===
Calls `HogSay` with the first three arguments and increses the wait time by `time`.

Example:
<code language="lua">cinem = {
    {func = AnimSay, args = {gear1, "You're so defensive!", SAY_SAY, 2500}},
    {func = AnimSay, args = {gear2, "No, I'm not!", SAY_SAY, 2000}}
   }</code>

=== `AnimSound(gear, sound, time)` ===
Plays the sound `sound` and increases the wait time by `time`.

=== `AnimTurn(hog, dir)` ===
Makes `hog` face in direction `dir`, where `dir` equals either `"Right"` or `"Left"`.

=== `AnimMove(hog, dir, x, y)` ===
Makes `hog` move in direction `dir` until either his horizontal coordinate is `x` or his vertical coordinate is `y`.

=== `AnimJump(hog, jumpType)` ===
Makes `hog` perform a jump of type `jumpType`, where `jumpType` equals either `"long"`, `"high"` or `"back"`.

=== `AnimSetGearPosition(gear, x, y, fall)` ===
Sets the position of `gear` to (`x`, `y`). If the optional argument `fall` does not equal `false` then the gear is given a small falling velocity in order to get around exact positioning.

=== `AnimDisappear(gear, x, y)` ===
Teleports the gear to (`x`, `y`), adding some effects at the previous position and sounds. Doesn’t follow the gear.

=== `AnimOutOfNowhere(gear [, x, y])` ===
Teleports the gear to (`x`, `y`), adding effects and sounds at the final position. Follows gear. If `x` and `y` are not specified, gear will not teleport, only the animation is played.

=== `AnimTeleportGear(gear, x, y)` ===
Teleports the gear to (`x`, `y`), adding effects and sounds both at the starting position and the final position. Follows gear.

=== `AnimVisualGear(gear, x, y, vgType, state, critical)` ===
Calls `AddVisualGear` with arguments second to sixth. `gear` is for compatibility only.

=== `AnimCaption(gear, text, time)` ===
Adds `text` as caption and increases wait time by `time`.

=== `AnimCustomFunction(gear, func, args)` ===
Calls the function `func` with `args` as arguments. This function is useful, for instance, when the cinematic uses the position of a gear at the moment of execution. If `func` needs to be called in following game ticks then it should return false.

Example:
<code language="lua">function NeedToTurn(hog1, hog2)
   if GetX(hog1) < GetX(hog2) then
      HogTurnLeft(hog1, false)
      HogTurnLeft(hog2, true)
   else
      HogTurnLeft(hog2, false)
      HogTurnLeft(hog1, true)
   end
end

cinem = {{func = AnimCustomFunction, args = {hog1, NeedToTurn, {hog1, hg2}}}}</code>

== Event handling ==

Events are pairs of functions that are used to check for various conditions. One of them is for verification and, if it returns `true`, the second function is called.

=== `AddEvent(condFunc, condArgs, doFunc, doArgs, evType)` ===
Adds the functions `condFunc` and `doFunc` to the events list. They get called with the respective args (`condArgs` and `doArgs`). `condFunc` will get called in every game tick until it returns `true` or is removed. Once it returns `true`, `doFunc` is called and they are or are not removed from the list, depending on `evType` (`0` for removal, `1` for keeping). An `evType` of `1` is useful for repeating actions (e.g. every time a hog gets damaged, do something).

Example:
<code language="lua">function CheckPos()
   return GetX(myHog) > 1500
end
function CheckAmmo()
   return GetAmmoCount(myHog, amGrenade) == 0
end
function DoPos()
   ShowMission("Scooter", "Mover", "Nice Work", 0, 0)
end
function DoAmmo()
   AddAmmo(myHog, amGrenade, 5)
end
AddEvent(CheckPos, {}, DoPos, {}, 0) -- Add event that gets removed on completion
AddEvent(CheckAmmo, {}, DoAmmo, {}, 1) -- Add repeating event</code>

=== `AddNewEvent(condFunc, condArgs, doFunc, doArgs, evType)` ===
Does the same as `AddEvent`, but first checks if the event is already in the list so that it isn’t added twice.

=== `RemoveEventFunc(cFunc, cArgs)` ===
Removes the event or events that have `cFunc` as the condition checking function. If `cArgs` does not equal `nil` then only those events get removed that have `cArgs` as arguments for `cFunc`, too.

Example:
<code language="lua">AddEvent(condFunc1, condArgs1, doFunc, doArgs)
AddEvent(condFunc1, condArgs2, doFunc, doArgs)
AddEvent(condFunc1, condArgs2, doFunc, doArgs)
AddEvent(condFunc2, condArgs1, doFunc, doArgs)
AddEvent(condFunc2, condArgs2, doFunc, doArgs)
RemoveEventFunc(condFunc1) --Removes all three events that have condFunc1
RemoveEventFunc(condFunc2, condArgs1) --Removes a single event</code>

=== `CheckEvents()` ===
Verifies all the condition functions in the events list and calls the respective ‘action’ functions if the conditions are met. If the `evType` of a completed event equals `0` then it is removed from the list. This function is best placed in `onGameTick`.

== Misc. ==

=== `StoppedGear(gear)` ===
Returns `true` if the gear is considered to be resting (not moving). (dX and dY are very small) or if the gear does not exist.