- Updated the editor to allow rotation of textures on tiles and entities. Added shortcut keys (Ctrl+Left, Ctrl+Right) to rotate 90 degrees in either direction.
- You'll notice a minor change of scenery. Moving indoors for a bit (added a few interior textures).
- Refactored the scripting engine to pre-compile tile/entity scripts at map load time instead of evaluating them during a trigger.
Okay, a short update. Mostly I just wanted to make a script that did something a bit cooler--so that's what I did. Here's a video of a bunch of lights that change texture from off to on when you touch them:
Now, you might have noticed that there's a bit of awkwardness in the script itself: why should I have to specify the 'source' texture (ground_light_off) in order to change it? The reason, for now, is that the script is actually applied to a collection of tiles (a tile stack). When it executes, it doesn't know which layer of the tile to apply the new texture to. Specifying a source texture lets the method figure out a best guess. Here's the code for that:
I don't really like this method, it's sort of hacky. It seems a more elegant structure would be to allow each layer of the tile stack to have its own scripting triggers. So that's what I'm going to do next.
Now, you might have noticed that there's a bit of awkwardness in the script itself: why should I have to specify the 'source' texture (ground_light_off) in order to change it? The reason, for now, is that the script is actually applied to a collection of tiles (a tile stack). When it executes, it doesn't know which layer of the tile to apply the new texture to. Specifying a source texture lets the method figure out a best guess. Here's the code for that:
I don't really like this method, it's sort of hacky. It seems a more elegant structure would be to allow each layer of the tile stack to have its own scripting triggers. So that's what I'm going to do next.
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