-
Notifications
You must be signed in to change notification settings - Fork 0
Lua Cutscenes Recipe Book
This is a recipe-book intended to provide an overview of everything you might want to do with Lua Cutscenes, in approximate order of complexity. All code snippets here are free to use in your cutscenes and are released into the public domain.
This page is currently a work-in-progress!
A cutscene is a .lua file placed within your packaged mod; its path should usually be Assets/yournickname/yourmodname/cutscenename.lua, for which you would enter Assets/yournickname/yourmodname/cutscenename into an entity's parameters.
When something happens (like the player talking to a Lua Talker or entering a Lua Cutscene Trigger), one of the functions in that lua file with be run (provided it exists). All cutscenes can define the following functions:
function onBegin()
-- cutscene code goes here, and will be run when the cutscene begins
-- this one gets to do things that take time (more on that later!)
end
function onEnd(room, wasSkipped)
-- cutscene code goes here, and will be run when the cutscene ends
-- `room` is the current room, and `wasSkipped` is `true` if the cutscene was skipped
-- this one can't do things that take time
endAdditionally, triggers can define these (none of them can do things that take time):
function onEnter(player)
-- code here is run when the player enters the trigger
end
function onLeave(player)
-- code here is run when the player leaves the trigger
end
function onStay(player)
-- code here is run every frame while the player is touching the trigger
endYou can define functions other than these, and call them whenever you want, in order to decrease repetition in your code.
Lua Cutscenes provides many helper functions that let you do things in your cutscenes; a full list is available here, and the lua code those functions are written in is here.
To call a function, for example setCameraOffset, you write the name of the function (you don't need to put helpers), followed by the list of arguments you want to give it, like this:
function onBegin()
-- set the camera offset to 0.5 in the x direction
setCameraOffset(0.5)
-- wait for 1 second
wait(1)
-- set the camera offset to 0.2 in the x direction, and -0.3 in the y direction
setCameraOffset(0.2, -0.3)
-- wait again, for 1.5 seconds this time
wait(1.5)
-- make some variables to use (generally, pick an alphanumeric name without spaces, and starting with a letter):
offset_x = -1
offset_y = 0.1
-- then use them:
setCameraOffset(offset_x, offset_y)
endNote that in the documentation this function is written as helpers.setCameraOffset(x[, y]); the square brackets mean that that argument is optional.
You can get a C# class like this:
local calc = require("#monocle.calc")It's good practice to have all your require statements at the top of your cutscene file, outside of any functions.
Some of these classes are already imported by the helper functions (see here)
Once you've done that, you can then call methods on the class:
local calc = require("#monocle.calc")
function onBegin()
-- output into the log the size of this angle, in radians:
-- . (1, 1)
-- /
-- /
-- / <-- here
-- (0, 0) .----
log(calc.Angle(vector2(1, 1))
endYou can also get static fields on classes:
local calc = require("#monocle.calc")
function onBegin()
-- how many radians are in a circle?
log(calc.Circle)
endYou can find a list of all the methods and fields of a class by decompiling it or looking at its metadata in an IDE.
When getting values or calling methods on C# objects, it's important to know about the differences between static and instance methods.
A static method or field exists on the class, like calc.Circle or csharpVector2.Lerp(start_pos, end_pos, amount), while an instance method or field exists on some instance of that class, like player.Position or level:GetSpawnPoint(pos).
In Lua, an instance method is called with instance:methodname() rather than instance.methodname().
AltSides Home
AltSides Customisable Fields
Brokemia Helper Entities
Brokemia Helper Triggers
Brokemia Helper Extra Features
CollabUtils2 Home
CollabUtils2 Entities
CollabUtils2 Triggers
Contort Home
Contort Entities
Contort Triggers
Helping Hand Entities
Helping Hand Customisable Entities
Helping Hand Triggers
Helping Hand Customisable Stylegrounds
Helping Hand Extra Features