RPG Release v0.5.0 -Make your own RPG in Codea by Slashin8r
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RPG Tab Order Version: 0.5.0 | |
------------------------------ | |
This file should not be included in the Codea project. | |
#Characters | |
#Events | |
#Images | |
#Items | |
#Main | |
#Map1 | |
#Map2 | |
#Map3 | |
#Maps | |
#Menu01 | |
#Menu02 | |
#Menu03 | |
#Menu04 | |
#Menu05 | |
#Menu06 | |
#Menu07 | |
#Menu10 | |
#Menu11 | |
#Menus | |
#NPCs | |
#Objects | |
#Tiles |
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-- Characters | |
-- table of available characters | |
-- face: index of faceset to be used | |
-- faceX/faceY: location of face on the faceset | |
-- sheet: index of the charaset to use | |
function loadCharacters() | |
local characters = { | |
{ face = 1, faceX = 0, faceY = 0, sheet = 1 }, | |
{ face = 2, faceX = 2, faceY = 0, sheet = 2 }, | |
{ face = 1, faceX = 2, faceY = 0, sheet = 3 }, | |
{ face = 1, faceX = 3, faceY = 0, sheet = 4 }, | |
{ face = 1, faceX = 0, faceY = 0, sheet = 5 }, | |
{ face = 1, faceX = 0, faceY = 0, sheet = 6 } | |
} | |
return characters | |
end | |
function loadPartyMembers() | |
local partyMembers = { | |
{ id = 14, name = "Party Member 1", character = 5, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 99, exp = 999999999, nxtlvl = 999999999, | |
hp = 99999, maxHp = 99999, mp = 99999, maxMp = 99999, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
}, | |
{ id = 15, name = "Party Member 2", character = 4, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 1, exp = 0, nxtlvl = 100, | |
hp = 100, maxHp = 100, mp = 10, maxMp = 10, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
}, | |
{ id = 16, name = "Party Member 3", character = 3, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 1, exp = 0, nxtlvl = 100, | |
hp = 100, maxHp = 100, mp = 10, maxMp = 10, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
}, | |
{ id = 17, name = "Party Member 4", character = 2, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 1, exp = 0, nxtlvl = 100, | |
hp = 100, maxHp = 100, mp = 10, maxMp = 10, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
}, | |
{ id = 1, name = "Party Member 5", character = 1, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 1, exp = 0, nxtlvl = 100, | |
hp = 100, maxHp = 100, mp = 10, maxMp = 10, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
}, | |
{ id = 1, name = "Party Member 6", character = 6, equipment = { 2, 3, 4, 5, 6 }, | |
stats = { lvl = 1, exp = 0, nxtlvl = 100, | |
hp = 100, maxHp = 100, mp = 10, maxMp = 10, | |
str = 10, spd = 10, vit = 10, int = 10, mnd = 10, | |
atk = 10, acc = 10, eva = 10, def = 10, res = 10 | |
} | |
} | |
} | |
return partyMembers | |
end |
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-- Events | |
-- table of map events | |
-- teleport.map: the map the event will teleport the player to | |
-- teleport.x/y: the coordinates to teleport to | |
-- popup.text: the text to display as a popup | |
-- entrance: combination of teleport and popup events | |
function loadEvents() | |
local events = { | |
{ type = "teleport", map = 2, x = 10, y = 10 }, | |
{ type = "teleport", map = 1, x = 10, y = 10 }, | |
{ type = "popup", text = "Popup Event Example. Move left to teleport." }, | |
{ type = "entrance", text = "Tap the screen to enter this location.", map = 2, x = 10, y = 10 }, | |
{ type = "weather", weather = "rain", rate = 3, puddles = false }, | |
{ type = "weather", weather = "snow", rate = 4, puddles = false }, | |
{ type = "weather", weather = "rain", rate = 0, puddles = false }, | |
{ type = "teleport", map = 3, x = 20, y = 20 }, | |
} | |
return events | |
end |
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-- Images | |
-- downloads and/or initializes the images necessary for the project to run | |
-- sheet: determines the tileset/charaset to use | |
-- x: number of sheets/sprites per row | |
-- y: number of rows | |
-- m: character sprite move order (column ids) | |
-- d: character sprite direction order { up, right, left, down } (row ids) | |
function loadSheets() | |
local tilesets = { | |
{ sheet = readImage("Dropbox:Tilesheet-001"), x = 8, y = 8 }, | |
{ sheet = readImage("Dropbox:Tilesheet-002"), x = 8, y = 3 }, | |
{ sheet = readImage("Dropbox:Tilesheet-003"), x = 8, y = 2 }, | |
{ sheet = readImage("Dropbox:Tilesheet-004"), x = 32, y = 48 }, | |
--{ sheet = readImage("Dropbox:Puddles"), x = 5, y = 1 } | |
} | |
local charasets = { | |
{ sheet = readImage("Dropbox:Character-001"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- player | |
{ sheet = readImage("Dropbox:Character-002"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- male dwarf | |
{ sheet = readImage("Dropbox:Character-003"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- male guard | |
{ sheet = readImage("Dropbox:Character-004"), x = 4, y = 4, m = {0,1,2,3}, d = {0,1,2,3} }, -- frog from Chrono Trigger | |
{ sheet = readImage("Dropbox:Character-005"), x = 3, y = 4, m = {1,2,1,0}, d = {3,2,0,1} }, -- blonde female | |
{ sheet = readImage("Dropbox:Character-006"), x = 3, y = 4, m = {1,2,1,0}, d = {0,1,2,3} } -- death | |
} | |
local facesets = { | |
{ sheet = readImage("Dropbox:Facesets-001"), x = 4, y = 2 }, | |
{ sheet = readImage("Dropbox:Facesets-002"), x = 4, y = 2 }, | |
{ sheet = readImage("Dropbox:Facesets-003"), x = 4, y = 2 } | |
} | |
local iconsets = { | |
{ sheet = readImage("Dropbox:Itemset-001"), x = 16, y = 32 } | |
} | |
return tilesets, charasets, facesets, iconsets | |
end | |
function loadImages() | |
imageStatus = "Ready" | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Tilesheet-001", "https://dl.dropboxusercontent.com/s/wly1w95sb8dan3n/Tilesheet-001.png", 1) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Tilesheet-002", "https://dl.dropboxusercontent.com/s/6m5u6ddkge8aph9/Tilesheet-002.png", 2) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Tilesheet-003", "https://dl.dropboxusercontent.com/s/ory16n5tbdw6m2h/Tilesheet-003.png", 3) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-001", "https://dl.dropboxusercontent.com/s/5jcfknfrwj7gbpl/Character-001.png", 4) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-002", "https://dl.dropboxusercontent.com/s/lrytxiuqklhqknw/Character-002.png", 5) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-003", "https://dl.dropboxusercontent.com/s/7zaq49bawr4vy89/Character-003.png", 6) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-004", "https://dl.dropboxusercontent.com/s/g8m4h7wzdsr9aqn/Character-004.png", 7) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Facesets-001", "https://dl.dropboxusercontent.com/s/2osjogd0ixs91qv/Facesets-001.png", 8) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Facesets-002", "https://dl.dropboxusercontent.com/s/oh902oev1o3xp4v/Facesets-002.png", 9) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Facesets-003", "https://dl.dropboxusercontent.com/s/zs5tu4gw58wygph/Facesets-003.png", 10) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Tilesheet-004", "https://dl.dropboxusercontent.com/s/te3hr49tka856gp/Tilesheet-004.png", 11) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-005", "https://dl.dropboxusercontent.com/s/jsra04rcnjv0erx/Character-005.png", 17) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Itemset-001", "https://dl.dropboxusercontent.com/s/3fm97r8lirq0pb3/Itemset-001.png", 18) | |
end | |
if imageStatus == "Ready" then | |
loadImage("Dropbox:Character-006", "https://dl.dropboxusercontent.com/s/n07723kbdeugslm/Character-013.png", 19) | |
end | |
if imageStatus == "Ready" and imageTable == nil then | |
print("Finshed downloading all images. If game does not start, close Codea completely and restart.") | |
setup2() | |
end | |
end | |
function loadImage(fileName, url, index) | |
local i = readImage(fileName) | |
if i ~= nil or imageState[index] then | |
return | |
else | |
imageTable = { name = fileName, url = url } | |
imageStatus = "Loading" | |
http.request(imageTable.url, imageDownloaded) | |
end | |
end | |
function imageDownloaded(img, status) | |
saveImage(imageTable.name, img) | |
if status == 200 then | |
imageCount = imageCount + 1 | |
imageState[imageCount] = true | |
end | |
print(imageTable.name.." downloaded") | |
imageTable = nil | |
loadImages() | |
end |
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-- Items | |
-- table of items | |
-- name: name of the item | |
-- info1: item information to be displayed when item is selected (stat bonuses/short description) | |
-- info2: more detailed item information to be displayed when player selects info from item sub menu (history/long description) | |
-- set: determines the iconset to be used from the iconsets table in the Images tab | |
-- x/y: indicates the position of the item in the itemset with (0,0) being the bottom left item | |
-- type: 0=consumable, 1=1handed weapon, 2=2handed weapon, 3=shield, 4=helm, 5=armor, 6=accessory, 7=key item, 8=quest item | |
-- consumable: item is consumed (item count decreases) when used | |
-- 1handed weapon: weapon item that can be placed in right or left hand equipment slot | |
-- 2handed weapon: weapon item that can be placed in right or left hand equipment slot, cannot equip with shield | |
-- shield: shield item that can be placed in right or left hand equipment slot | |
-- helm: helmet item that can be placed in head equipment slot | |
-- armor: armor item that can be placed in body equipment slot | |
-- accessory: accessory item that can be placed in accessory equipment slot | |
-- key item: item that is required by the main story line | |
-- quest item: item that is required by a side quest | |
-- quest: determines what quest the item is for (if item id is 8, this is required) | |
function loadItems() | |
local items = { | |
{ id = 1, name = "Health Potion", info1 = "Restore 50 Health", info2 = "The first Health Potion was formulated by alchemists almost 2000 years ago. Its simple formula is still used today, however, we have also created more potent versions.", count = 999, set = 1, x = 0, y = 11, type = 0 }, | |
{ id = 2, name = "Mana Potion", info1 = "Restore 10 Mana", info2 = "The first Mana Potion was formulated by alchemists almost 2000 years ago. Its simple formula is still used today, however, we have also created more potent versions.", count = 10, set = 1, x = 1, y = 11, type = 0 }, | |
{ id = 3, name = "Dagger", info1 = "ATK +5", info2 = "A small blade.", count = 1, set = 1, x = 8, y = 15, type = 1 }, | |
{ id = 4, name = "Wooden Shield", info1 = "DEF +5", info2 = "A small flimsy shield.", count = 1, set = 1, x = 12, y = 30, type = 3 }, | |
{ id = 5, name = "Leather Cap", info1 = "DEF +2", info2 = "A hat made of leather.", count = 1, set = 1, x = 12, y = 23, type = 4 }, | |
{ id = 6, name = "Leather Armor", info1 = "DEF +5", info2 = "A chest piece made of leather.", count = 1, set = 1, x = 7, y = 29, type = 5 }, | |
{ id = 7, name = "Leather Boots", info1 = "DEF +1 SPD +1", info2 = "Boots made of leather.", count = 1, set = 1, x = 0, y = 12, type = 6 }, | |
{ id = 8, name = "Light Orb", info1 = "The orb of light.", info2 = "One of the six magical orbs originally used to seal evil in an alternate dimension.", count = 1, set = 1, x = 0, y = 9, type = 7 }, | |
{ id = 9, name = "Cherry", info1 = "A tasty fruit.", info2 = "NPC dude needs these to feed his pets.", count = 8, set = 1, x = 7, y = 2, type = 8, quest = 1 } | |
} | |
return items | |
end |
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-- Main | |
-- RPG | |
VERSION = "0.5.0" | |
PROJECTNAME = "RPG" | |
BUILD = false | |
-- Slashin8r | |
-- Thank You for all your help and contributions: Ignatz, Briarfox, and Aalok | |
supportedOrientations(LANDSCAPE_ANY) | |
noSmooth() | |
function checkUpdate() | |
VersionUpdateChecker.check() | |
end | |
function toggleGhost() | |
if player.ghost then | |
player.ghost = false | |
else | |
player.ghost = true | |
end | |
end | |
function setup() | |
parameter.action("Check for Update", checkUpdate) | |
parameter.integer("PartyMember",1,5,1) | |
parameter.action("Toggle Ghost", toggleGhost) | |
parameter.integer("WeatherRate",0,4,0) | |
parameter.integer("WeatherType",0,1,0) | |
parameter.boolean("SpawnPuddles",false) | |
parameter.integer("Light",0,2,0) | |
parameter.action("Print", function () print(displayMode()) end) | |
displayMode(STANDARD) | |
imageState = {} | |
imageCount = 0 | |
loadImages() | |
end | |
function setup2() | |
displayMode(FULLSCREEN) | |
-- load all of our tables | |
tilesets, charasets, facesets, iconsets = loadSheets() | |
characters = loadCharacters() | |
partyMembers = loadPartyMembers() | |
npcs = loadNPCs() | |
maps = loadMaps() | |
tiles = loadTiles() | |
aTiles = loadAnimatedTiles() | |
objects = loadObjects() | |
decor = loadDecor() | |
events = loadEvents() | |
items = loadItems() | |
menus = loadMenus() | |
ss = {} | |
-- tables to store generated maps and characters | |
gFloor = {} | |
gAnimated = {{},{},{}} | |
gObjects = {} | |
gDecor = {} | |
gCharacters = {} | |
gFaces = {} | |
gIcons = {} | |
for i=1,#characters do | |
gCharacters[i] = {} | |
end | |
-- animation tile variables | |
ca = 1 -- current animation tilesheet | |
aDirection = 1 -- determines whether the next animation tilesheet will increase or decrease from current | |
aStep = 0 -- next animation step | |
-- weather variables | |
weather = WeatherAnimations() | |
gWeather = {} | |
-- dialogue variables | |
showDialogue = false | |
dialogueChoice = nil | |
dialogueNPC = nil | |
currentPage = 0 | |
-- player character | |
player = { | |
id = 0, | |
character = 0, | |
imgX = 1, | |
imgY = 1, | |
moveX = 0, | |
moveY = 0, | |
speed = 2, | |
map = 1, | |
position = vec2(10,10), | |
money = 100000, | |
time = 7800, | |
allParty = { 1, 2, 3, 4, 5, 6 }, | |
party = { 5, 1, 3, 6, 4 }, | |
behind = false, | |
ghost = false | |
} | |
player.character = partyMembers[player.allParty[player.party[PartyMember]]].character | |
player.imgY = charasets[characters[player.character].sheet].d[4] | |
player.id = partyMembers[player.allParty[player.party[PartyMember]]].id | |
-- menu variables | |
currentMenu = 1 | |
invZeroCount = {} | |
inventoryScroll = 0 | |
inventoryControls = {} | |
inventorySort = 0 | |
currentSort = nil | |
itemInfo = nil | |
itemSelected = nil | |
itemControls = {} | |
itemuse,iteminfo,itemtrash = nil,nil,nil | |
itemPopup = 0 | |
partyScroll = 0 | |
partyControls = {} | |
partySelected = nil | |
gameMenuButton = TextButton('MENU', 924, 718, 1024, 768, function () currentMenu = 6 end, nil, 20) | |
-- initialize fps | |
fps = 0 | |
fpsStep = 0 | |
fpsCount = 0 | |
fpsTotal = 0 | |
-- joypad variables | |
GlobalTouches = {} | |
joypadOP = {} | |
joypad = { | |
x = 120, | |
y = 150, | |
radius = 80, | |
stickRadius = 40 | |
} | |
-- generate our starting map | |
teleport(player.map,player.position.x,player.position.y) | |
end | |
function touched(touch) | |
if touch.state == BEGAN and not joypadOP.status then | |
startScroll = inventoryScroll | |
startId = touch.id | |
startX = touch.x | |
startY = touch.y | |
end | |
if currentMenu ~= 0 then | |
for _,v in pairs(itemControls) do | |
v:touched(touch) | |
end | |
for i,v in pairs(inventoryControls) do | |
if itemPopup == i or itemPopup == 0 then | |
v:touched(touch) | |
end | |
end | |
for _,v in ipairs(menus[currentMenu].controls) do | |
v:touched(touch) | |
end | |
else | |
gameMenuButton:touched(touch) | |
end | |
if touch.state == MOVING and not joypadOP.status and itemPopup == 0 then | |
if touch.id == startId then | |
local invS = inventoryScroll | |
if startY - touch.y > 30 then -- swipe down | |
if currentMenu ~= 0 then | |
if menus[currentMenu].name == "Inventory" then | |
inventoryScroll = math.max(invS-1,0) | |
end | |
end | |
elseif touch.y - startY > 30 then -- swipe up | |
if currentMenu ~= 0 then | |
if menus[currentMenu].name == "Inventory" then | |
inventoryScroll = math.min(invS+1,inventoryScrollMax) | |
end | |
end | |
end | |
if invS ~= inventoryScroll then | |
startY = touch.y | |
inventoryControls = {} | |
invZeroCount = {} | |
end | |
if startX - touch.x > 100 then -- swipe left | |
elseif touch.x - startX > 100 then -- swipe right | |
end | |
end | |
end | |
if touch.state == ENDED then | |
if not joypadOP.status then -- tap on screen other than use of joypad | |
if showDialogue and dialogueNPC ~= nil then | |
currentPage = currentPage + 1 | |
return | |
end | |
if dialogueNPC ~= nil and not showDialogue then | |
dialogue(dialogueNPC) | |
end | |
local e = maps[currentMap].events[player.position.y][player.position.x] | |
if e > 0 then | |
local event = events[e] | |
if event.type == "entrance" and not showDialogue then -- execute entrance event if it exists on map at current location | |
teleport(event.map,event.x,event.y) | |
end | |
end | |
end | |
GlobalTouches[touch.id] = nil | |
joypadOP.status = false | |
elseif not showDialogue then | |
GlobalTouches[touch.id] = touch | |
end | |
end | |
function keyboard(key) | |
if CCActiveTextBox then | |
CCActiveTextBox:acceptKey(key) | |
end | |
end | |
function orientationChanged(newOrientation) | |
end | |
function draw() | |
if imageStatus ~= "Ready" and imageTable ~= nil then return end -- this line must be at the top of draw() | |
background(75,75,75,255) | |
if currentMenu ~= 0 then | |
if displayMode() ~= 2 and menus[currentMenu].name ~= "Main Menu" then | |
displayMode(FULLSCREEN_NO_BUTTONS) | |
end | |
drawMenu(menus[currentMenu]) | |
else | |
if displayMode() == 2 then | |
displayMode(FULLSCREEN) | |
end | |
drawMap() | |
end | |
showFPS() | |
end | |
function GameMenuDraw() | |
gameMenuButton:draw() | |
end | |
function JoypadDraw() | |
pushStyle() | |
fill(255, 255, 255, 80) | |
ellipseMode(RADIUS) | |
ellipse(joypad.x, joypad.y, joypad.radius) | |
for _,touch in pairs(GlobalTouches) do | |
fill(0, 0, 0, 100) | |
local dx, dy, r = (touch.x-joypad.x), (touch.y-joypad.y), joypad.radius | |
if ((dx * dx) + (dy * dy)) < (r * r) then | |
ellipse(touch.x, touch.y, joypad.stickRadius) | |
joypadOP.status = true | |
joypadOP.x = dx | |
joypadOP.y = dy | |
end | |
end | |
popStyle() | |
end | |
function showFPS() | |
if fpsStep < ElapsedTime then | |
fpsStep = ElapsedTime + 1 | |
fps = math.floor(1/DeltaTime) | |
end | |
fpsCount = fpsCount + 1 | |
fpsTotal = fpsTotal + math.floor(1/DeltaTime) | |
pushStyle() | |
fill(0, 0, 0, 255) | |
rect(WIDTH - 80, 20, 80, 20) | |
if fps >= 50 then | |
fill(0, 255, 0, 255) | |
else | |
fill(255, 0, 0, 255) | |
end | |
rect(WIDTH - 80, 0, 80, 20) | |
fill(0, 0, 0, 255) | |
text("FPS: "..fps, WIDTH - 38, 10) | |
fill(255, 255, 255, 255) | |
text("AVG: "..math.floor(fpsTotal/fpsCount), WIDTH - 38, 30) | |
popStyle() | |
end | |
----------------------------- | |
--Update Checker Code added by AutoGist | |
----------------------------- | |
VersionUpdateChecker = {} | |
VersionUpdateChecker.gistURL = "https://api.github.com/gists/5992265" | |
VersionUpdateChecker.check = function() | |
local jsonURL = "https://dl.dropboxusercontent.com/s/9e4nvqeu4hsux2q/Json.lua?token_hash=AAFyMB98j4bnt_1gawf9wSke52hsoC7hsIvARcTuZNeOEw&dl=1" | |
local jsonSuccess = function(data) | |
local jsonCode = data | |
if jsonCode then local l = loadstring(jsonCode) l() end | |
local handleSuccess = function(data) | |
local gist = json.decode(data) | |
local version = string.match(gist.description,"%d+%.%d+%.%d+") | |
if VERSION ~= version then | |
displayMode(STANDARD) | |
print("Click Update_Project.") | |
alert("New Update Availiable! Click Update.","Update") | |
parameter.action("Update_Project",function() VersionUpdateChecker.GetProject() end) | |
end | |
end | |
http.request(VersionUpdateChecker.gistURL,handleSuccess,function() print("Update Failed") end) | |
end | |
http.request(jsonURL,jsonSuccess,function() print("Check Internet Connection") end) | |
end | |
function VersionUpdateChecker.GetProject() | |
local handleSuccess = function(data,i,j) | |
if listProjectTabs(PROJECTNAME) == nil then | |
error("Check Project Name") | |
end | |
local gist = json.decode(data) | |
local projName = PROJECTNAME | |
if gist.files["1aTabOrder"] then | |
print("***Tab Order Found***") | |
local taborder = gist.files["1aTabOrder"].content | |
local strStart =1 | |
local strEnd =0 | |
strStart = string.find(taborder,"#",strEnd) | |
strEnd = string.find(taborder,"\n",strStart) | |
while strStart do | |
local tmp = string.sub(taborder,strStart+1,strEnd-1) | |
local name = PROJECTNAME..":"..tmp | |
tmp = tmp..".lua" | |
saveProjectTab(name,gist.files[tmp].content) | |
strStart = string.find(taborder,"#",strEnd) | |
strEnd = string.find(taborder,"\n",strStart) | |
end | |
else | |
for k,v in pairs(gist.files) do | |
local name = PROJECTNAME .. ":" .. string.gsub(k,".lua","") | |
saveProjectTab(name, v.content) | |
end | |
end | |
if gist.files["ChangeLog.lua"] then | |
local str = gist.files["ChangeLog.lua"].content | |
alert(str,"Version Notes") | |
end | |
sound(SOUND_PICKUP, 24058) | |
print("Reload Project to finish update!") | |
end | |
http.request(VersionUpdateChecker.gistURL,handleSuccess,function(data) print("Update Failed") end) | |
end | |
--End of Update Checker | |
-------------------------------------------------- |
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map1 = | |
{ name = "World Name", | |
tileWidth = 32, tileHeight = 32, -- width and height of each tile | |
floor = { -- numbers indicate the tile sheet used in the tiles table | |
{1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,0,0,0,0,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,2,1,2,2,2,1,1,1,1,1}, | |
{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2}, | |
{1,1,1,1,1,5,5,5,2,2,2,2,1,1,1,1,1,1,1}, | |
{1,1,1,1,5,5,5,5,2,2,2,2,2,1,1,1,1,1,1}, | |
{1,1,1,1,5,5,5,2,2,2,2,2,2,3,3,3,1,1,1}, | |
{1,1,1,1,1,1,5,2,2,1,2,2,3,3,3,3,3,1,1}, | |
{1,1,1,1,1,1,1,2,2,1,2,2,3,3,3,3,3,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,2,3,3,3,3,3,1,1,1}, | |
{1,1,1,1,1,1,7,7,1,2,4,4,4,4,3,3,1,1,1}, | |
{1,1,1,1,1,6,6,6,1,2,4,4,4,3,3,1,1,1,1}, | |
{1,1,1,1,6,6,6,6,1,2,4,4,4,4,4,1,1,1,1}, | |
{1,1,1,1,1,6,6,6,1,2,1,1,4,4,1,1,1,1,1}, | |
{1,1,1,1,1,1,6,6,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,7,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,7,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,9,9,1,1,7,7,1,1,8,8,1,1,1,1,1,1,1}, | |
{1,1,9,9,9,7,7,7,7,8,8,8,8,1,1,1,1,1,1}, | |
{1,1,1,1,9,7,7,7,7,8,8,8,8,1,0,0,0,0,0}, | |
{0,1,1,1,1,1,7,7,1,1,8,8,1,1,0,0,0,0,0}, | |
{0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0} | |
}, | |
animated = { -- numbers indicate the tile sheet used in the aTiles table | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, | |
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1}, | |
{2,2,2,2,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1} | |
}, | |
objects = { -- numbers indicate the tile sheet used in the objects table (0 = no object) | |
{17,17,17,17,17,17,17,17,17,0,0,0,0,17,17,17,17,17,17}, | |
{17,2,2,2,2,0,0,0,17,0,0,0,0,17,0,0,0,0,17}, | |
{17,2,2,2,2,2,0,0,17,0,0,0,0,17,0,0,0,0,17}, | |
{17,0,0,2,2,0,0,0,17,20,20,20,20,17,0,17,17,17,17}, | |
{1,0,0,0,0,0,0,0,0,20,20,20,20,0,0,1,17,17,17}, | |
{1,0,0,0,0,0,0,0,0,20,0,0,20,1,1,1,1,17,17}, | |
{1,0,0,0,1,0,0,0,0,0,0,0,1,1,1,1,1,1,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,13,13,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,13,0,0,13,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,13,13,13,13,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,5,5,5,5,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,5,5,5,5,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,0,1}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0} | |
}, | |
decor = { -- numbers indicate the object used in the decor table | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,10,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,9,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} | |
}, | |
events = { -- numbers indicate the event called from the events table | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,8,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,7,5,7,0,0,0,0,0,1}, | |
{1,3,0,0,4,0,0,0,0,0,0,7,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} | |
} | |
} |
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map2 = | |
{ name = "Town Name", | |
tileWidth = 64, tileHeight = 64, | |
floor = { | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,2,2,2,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,2,2,2,2,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,2,2,2,3,3,3,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,2,2,3,3,3,3,3,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,2,2,3,3,3,3,3,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,2,3,3,3,3,3,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,4,4,4,3,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,6,6,6,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,6,6,6,6,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,6,6,6,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1} | |
}, | |
animated = { | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0} | |
}, | |
objects = { | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, | |
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events = { | |
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map3 = | |
{ name = "World Name", | |
tileWidth = 32, tileHeight = 32, -- width and height of each tile | |
floor = { -- numbers indicate the tile sheet used in the tiles table | |
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
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{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,2,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, | |
}, | |
animated = { -- numbers indicate the tile sheet used in the aTiles table | |
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{2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, | |
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}, | |
objects = { -- numbers indicate the tile sheet used in the objects table (0 = no object) | |
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}, | |
decor = { -- numbers indicate the object used in the decor table | |
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events = { -- numbers indicate the event called from the events table | |
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} | |
} |
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-- Maps | |
-- table of maps | |
-- coordinates are (y,x) instead of (x,y) since y is a table row and x is a table column | |
-- tileWidth: width in pixels of each tile for the given map | |
-- tileHeight: height in pixels of each tile for the given map | |
function loadMaps() | |
local maps = { map1, map2, map3 } | |
return maps | |
end |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
-- NPCs | |
-- table of NPCs | |
-- name: name of the NPC (max 10 characters) | |
-- character: indicates the character to be used from the characters table | |
-- imgX/imgY: location of the current character image in the charaset sheet | |
-- moveX/moveY: used for walking animation, no need to change these values | |
-- speed: how fast the character moves | |
-- rate: how often the character moves | |
-- map: which map the character is drawn on | |
-- position: current location of the character | |
-- dialogue: what the NPC may say | |
function loadNPCs() | |
local npcs = { | |
{ id = 2, name = "OOOOOOOOOO", character = 1, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 0, rate = 3, | |
map = 1, position = vec2(3,3), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 3, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 0, rate = 3, | |
map = 1, position = vec2(2,2), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 4, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 0, rate = 3, | |
map = 1, position = vec2(2,3), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 5, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 0, rate = 3, | |
map = 1, position = vec2(3,2), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 6, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(15,8), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 7, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(5,15), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 8, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(9,6), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 9, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(8,12), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 10, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(7,15), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 11, name = "Test NPC 1", character = 3, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(11,6), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 12, name = "Test NPC 2", character = 2, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(6,12), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
}, | |
{ id = 13, name = "Test NPC 3", character = 4, imgX = 0, imgY = 3, | |
moveX = 0, moveY = 0, speed = 1, rate = 3, | |
map = 1, position = vec2(10,15), behind = false, | |
dialogue = { | |
{ "first page", "second page", "third page" }, -- dialogue1 | |
{ "only one page" }, -- dialogue2 | |
{ "" } -- dialogue3 | |
} | |
} | |
} | |
return npcs | |
end |
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-- Objects | |
-- table of locations for each object tile | |
-- my tile sheets are broken down from a larg sheet of multiple tile sheets | |
-- set: determines the tileset to be used from the tilesets table in the Images tab | |
-- x/y: indicates the position of the sheet in the tileset with (0,0) being the bottom left | |
-- type: autotile type 1=floor/ceiling 2=roof/wall 3=waterfall 4=none | |
-- passable: whether or not the player can walk on the tile | |
-- door: whether or not the player can walk on the tile regardless of other objects on that tile | |
function loadObjects() | |
local objects = { | |
{ set = 1, x = 1, y = 3, type = 1, passable = true }, -- 1 -- world map forest | |
{ set = 1, x = 1, y = 2, type = 1, passable = true }, -- 2 -- world map arid forest | |
{ set = 1, x = 1, y = 1, type = 1, passable = true }, -- 3 -- world map desert forest | |
{ set = 1, x = 1, y = 0, type = 1, passable = true }, -- 4 -- world map snowy forest | |
{ set = 1, x = 2, y = 3, type = 1, passable = false }, -- 5 -- world map mountains | |
{ set = 1, x = 2, y = 2, type = 1, passable = false }, -- 6 -- world map arid mountains | |
{ set = 1, x = 2, y = 1, type = 1, passable = false }, -- 7 -- world map desert mountains | |
{ set = 1, x = 2, y = 0, type = 1, passable = false }, -- 8 -- world map snowy mountains | |
{ set = 1, x = 4, y = 3, type = 1, passable = true }, -- 9 -- town/dungeon grass | |
{ set = 1, x = 4, y = 2, type = 1, passable = true }, -- 10 -- town/dungeon arid grass | |
{ set = 1, x = 4, y = 1, type = 1, passable = true }, -- 11 -- town/dungeon desert grass | |
{ set = 1, x = 4, y = 0, type = 1, passable = true }, -- 12 -- town/dungeon snowy grass | |
{ set = 1, x = 5, y = 3, type = 1, passable = false }, -- 13 -- town/dungeon fence | |
{ set = 1, x = 5, y = 2, type = 1, passable = false }, -- 14 -- town/dungeon metal fence | |
{ set = 1, x = 5, y = 1, type = 1, passable = false }, -- 15 -- town/dungeon stone fence | |
{ set = 1, x = 5, y = 0, type = 1, passable = false }, -- 16 -- town/dungeon snowy fence | |
{ set = 2, x = 0, y = 2, type = 2, passable = false }, -- 17 -- town/dungeon cobblestone/grass wall | |
{ set = 2, x = 0, y = 1, type = 2, passable = false }, -- 18 -- house red panel/wood wall | |
{ set = 2, x = 0, y = 0, type = 2, passable = false }, -- 19 -- town/dungeon dirt wall | |
{ set = 3, x = 0, y = 1, type = 2, passable = false }, -- 20 -- town/dungeon purple siding/green roof | |
{ set = 3, x = 0, y = 0, type = 2, passable = false }, -- 21 -- town/dungeon ston siding/blue roof | |
} | |
return objects | |
end | |
function loadDecor() | |
local decor = { | |
{ set = 4, x = 0, y = 5, type = 4, passable = false }, -- pine tree bottom left | |
{ set = 4, x = 1, y = 5, type = 4, passable = false }, -- pine tree bottom right | |
{ set = 4, x = 0, y = 6, type = 4, passable = true }, -- pine tree top left | |
{ set = 4, x = 1, y = 6, type = 4, passable = true }, -- pine tree top right | |
{ set = 4, x = 2, y = 6, type = 4, passable = false }, -- pine tree forest bottom left | |
{ set = 4, x = 3, y = 6, type = 4, passable = false }, -- pine tree forest bottom right | |
{ set = 4, x = 2, y = 7, type = 4, passable = false }, -- pine tree forest top left | |
{ set = 4, x = 3, y = 7, type = 4, passable = false }, -- pine tree forest top right | |
{ set = 4, x = 7, y = 26, type = 4, passable = false, door = true }, -- bottom of open door | |
{ set = 4, x = 7, y = 27, type = 4, passable = false }, -- top of open door | |
} | |
return decor | |
end |
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-- Tiles | |
-- table of locations for the floor tiles | |
-- my tile sheets are broken down from a large sheet of multiple tile sheets | |
-- set: determines the tileset to be used from the tilesets table in the Images tab | |
-- x/y: indicates the position of the sheet in the tileset with (0,0) being the bottom left | |
-- type: autotile type 1=floor/ceiling 2=roof/wall 3=waterfall 4=none | |
-- passable: whether or not the player can walk on the tile | |
function loadTiles() | |
local tiles = { | |
{ set = 1, x = 0, y = 3, type = 1, passable = true }, -- 1 -- world map grass | |
{ set = 1, x = 0, y = 2, type = 1, passable = true }, -- 2 -- world map arid | |
{ set = 1, x = 0, y = 1, type = 1, passable = true }, -- 3 -- world map desert | |
{ set = 1, x = 0, y = 0, type = 1, passable = true }, -- 4 -- world map snow | |
{ set = 1, x = 3, y = 3, type = 1, passable = true }, -- 5 -- town/dungeon grass | |
{ set = 1, x = 3, y = 2, type = 1, passable = true }, -- 6 -- town/dungeon arid | |
{ set = 1, x = 3, y = 1, type = 1, passable = true }, -- 7 -- town/dungeon desert | |
{ set = 1, x = 3, y = 0, type = 1, passable = true }, -- 8 -- town/dungeon snow | |
{ set = 1, x = 6, y = 3, type = 1, passable = true }, -- 9 -- town/dungeon cobblestone | |
{ set = 1, x = 6, y = 2, type = 1, passable = true }, -- 10 -- town/dungeon carpet | |
{ set = 1, x = 6, y = 1, type = 1, passable = true }, -- 11 -- town/dungeon church carpet | |
{ set = 1, x = 6, y = 0, type = 1, passable = true }, -- 12 -- town/dungeon metal | |
{ set = 1, x = 7, y = 3, type = 1, passable = true }, -- 13 -- town/dungeon table | |
{ set = 1, x = 7, y = 2, type = 1, passable = true }, -- 14 -- town/dungeon embossed table | |
{ set = 1, x = 7, y = 1, type = 1, passable = true }, -- 15 -- town/dungeon stone table | |
{ set = 1, x = 7, y = 0, type = 1, passable = true } -- 16 -- town/dungeon ice table | |
} | |
return tiles | |
end | |
function loadAnimatedTiles() | |
local aTiles = { | |
{ set = 1, x = 0, y = 7, type = 1, passable = false }, -- 1 -- town/dungeon shore water | |
{ set = 1, x = 0, y = 6, type = 1, passable = false } -- 2 -- world map ocean (must overlap floor tile) | |
--{ set = 10, x = 0, y = 0, type = 4, passable = true } -- 3 -- Rain puddles | |
} | |
return aTiles | |
end |
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