12 Jul 2019 |
Alex | It's sprite:get_animation_set() | 16:08:44 |
Alex | that will return something like animals/beaver | 16:08:54 |
Alex | In reply to @_discord_321461848828542976:t2bot.io @Alex I don't understand why you said earlier that you need a game:on_map_loaded() event? Wouldn't that just be the same as map:on_started() ? Without using multi-events, we can't inject behavior into every map:on_started() while also overriding it in every map | 16:09:37 |
daniel-molina | In reply to @alexgleason:matrix.org It's sprite:get_animation_set() nice! I did not know about it | 16:10:48 |
llamazing | oh, you aren't using multi-events? | 16:14:28 |
Gitlab Notifications | [VOADI/Vegan on a Desert Island] Alex Gleason commented on issue Refactor darkness for better organization (#320) | 16:14:52 |
Alex | In reply to @_discord_321461848828542976:t2bot.io oh, you aren't using multi-events? Not for every single map. I want the maintain the functionality where I can use the quest editor to create a new map without needing to change every map to a multi-event. I'm afraid we will forget to do it for some maps and then have bugs that are difficult to solve simply because we forgot to do that. | 16:15:51 |
Alex | The only real workaround I can see is trying to inject code in the map:on_started from within game:on_map_changed | 16:17:06 |
llamazing | Once templates are implemented it will fix that problem | 16:17:34 |
Alex | Templates? Sounds promising 😮 | 16:23:51 |
llamazing | https://gitlab.com/solarus-games/solarus-quest-editor/issues/458 | 16:29:58 |
Alex | That's super cool | 16:30:45 |
Alex | I'll definitely reconsider our approach once that's implemented | 16:30:58 |
daniel-molina | I have to go, enjoy the weekend | 16:47:48 |
Alex | Thank you, you too!! Enjoy your trip 😁 | 16:48:09 |
| A105HAI left the room. | 16:52:59 |
Alex | I did not go hard on VOADI today. Life is really getting in the way. ☹️ | 19:18:05 |
| Abaddon joined the room. | 20:52:01 |
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