Difference between revisions of "Custom Item-Dragging System"
From The Official Visionaire Studio: Adventure Game Engine Wiki
(Created page with "{| class="ts" style="width:100%" |- ! style="text-align:left" | Name !! style="text-align:left" | Type !! style="text-align:left" | By |- | Custom Item-Dragging System || Defi...") |
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game.DraggableItems = false | game.DraggableItems = false | ||
− | function Unuse(eventType) if eventType==eEvtMouseRightButtonUp then game.UsedItem=emptyObject end end | + | |
+ | function Unuse(eventType) | ||
+ | if eventType == eEvtMouseRightButtonUp then | ||
+ | game.UsedItem = emptyObject | ||
+ | end | ||
+ | end | ||
+ | |||
registerEventHandler("mouseEvent", "Unuse") | registerEventHandler("mouseEvent", "Unuse") | ||
</syntaxhighlight>{{toc}} | </syntaxhighlight>{{toc}} |
Revision as of 17:49, 12 August 2023
Name | Type | By |
---|---|---|
Custom Item-Dragging System | Definition | Christopher A. Summer |
This script is an alternative for the default item-dragging in Visionaire Studio. It allows the item cursor to react to object hotspots in various ways.
Instructions
- Add the main script to the Visionaire Studio Script editor & set the script as a definition script.
- Disable the default item-dragging by unchecking Allow dragging of items from inventory in the game properties and/or unchecking Items can be dragged with this command for all command buttons.
- Choose "Combined command" as the command type for the command button you wish to drag items with.
- In your actions for combining an item with an object/character/item do not use the execution type "Item dropped" but instead choose "Executed command" and select the item (combined command).
Main Script
local ItemSprite
-- SET OFFSET NEXT TO MOUSE-CURSOR:
local X_Offset = 32
local Y_Offset = -16
-- SET GENERAL SCALE AND SCALE-WOBBLE WHEN ACTIVE:
local ItemScale
local ItemScaleGeneral = 0.75
local ItemScaleFactor = 0.025 -- 0.0 to deactivate scale-wobble
local ItemScaleSpeed = 0.0125 -- 0.0 to deactivate scale-wobble
-- SET ROTATION-WOBBLE WHEN ACTIVE:
local ItemRot
local ItemRotationFactor = 0.2 -- 0.0 to deactivate rotation-wobble
local ItemRotationSpeed = 0.5 -- 0.0 to deactivate rotation-wobble
-- SET ALPHA WHEN INACTIVE AND ACTIVE:
local ItemAlpha
local ItemAlphaInactive = 0.75
local ItemAlphaActive = 1.0
-- SET COLOR WHEN INACTIVE AND ACTIVE:
local ItemColor
local ItemColorInactive = 0xdddddd
local ItemColorActive = 0xffffff
---
graphics.addDrawFunc("ItemDragCustom()",1)
function ItemDragCustom()
--if game.UsedItem then
if not game.UsedItem:isEmpty() then
ItemScale = ItemScaleGeneral
--
if game.CurrentObject:isEmpty() then
ItemScale = ItemScaleGeneral
ItemRot = 0.0
ItemAlpha = ItemAlphaInactive
ItemColor = ItemColorInactive
else
ItemScale = ItemScaleGeneral + (ItemScaleFactor * math.sin(getTime() * (ItemScaleSpeed) ))
ItemRot = ItemRotationFactor * math.sin(getTime() * (ItemRotationSpeed*0.01) )
ItemAlpha = ItemAlphaActive
ItemColor = ItemColorActive
end
--
ItemSprite = graphics.loadFromFile( game.UsedItem.Sprite.Sprite:getPath() )
ItemSprite.position = {
x = (getCursorPos().x + X_Offset),
y = (getCursorPos().y + Y_Offset)
}
ItemSprite.rotationCenter = {
x=ItemSprite.position.x + (ItemSprite.width/2),
y=ItemSprite.position.y+(ItemSprite.height/2)
}
ItemSprite.scale = ItemScale
ItemSprite.rotation = ItemRot
graphics.drawSprite( ItemSprite , ItemAlpha , ItemColor)
end
end
game.DraggableItems = false
function Unuse(eventType)
if eventType == eEvtMouseRightButtonUp then
game.UsedItem = emptyObject
end
end
registerEventHandler("mouseEvent", "Unuse")