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Dealing with dialog actions in LUA
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local ActionKey = display.newRect(controlGroup, DpadBack.x + 750, DpadBack.y - 37, 100, 100) | |
local function move( event ) | |
if event.phase == "ended" or event.phase == "cancelled" then | |
movement = nil | |
elseif player.talking then | |
return false; | |
elseif event.target.id then | |
movement = event.target.id | |
player.lastMovement = event.target.id | |
end | |
return true | |
end | |
local function actionkey( event ) | |
if event.phase == "ended" then | |
if player.talking then | |
print('shutting player up') | |
activeDialog.alpha = 0 | |
activeDialog.isVisibile = false | |
player.talking = false | |
return true | |
end | |
local offsets = {} | |
offsets.up = { x = 0, y = -1} | |
offsets.down = { x = 0, y = 1} | |
offsets.right = { x = 1, y = 0} | |
offsets.left = { x = -1, y = 0} | |
-- Check the block ahead of what our target is looking at (lastMovement) | |
local tile_desciption = { | |
level = player.level, | |
locX = player.locX + offsets[player.lastMovement].x, | |
locY = player.locY + offsets[player.lastMovement].y | |
} | |
local objects = mte.getObject(tile_desciption) | |
if objects then | |
for key,value in pairs(objects[1].properties) do | |
print('current') | |
if key == "dialog" and not player.talking then | |
print(serpent.block(value)) | |
activeDialog = display.newText(value, 200, 200, native.systemFont, 24) | |
activeDialog.alpha = 1 | |
player.talking = true | |
end | |
if key == "rand_dialog" then | |
local dialogs = json.decode(value) | |
local randomIndex = math.random(1, #dialogs) | |
activeDialog = display.newText(dialogs[randomIndex], 200, 200, native.systemFont, 24) | |
activeDialog.alpha = 1 | |
player.talking = true | |
print(serpent.block(value)) | |
end | |
end | |
end | |
end | |
end |
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