SetDefaultPersonScript(SCRIPT_ON_ACTIVATE_TOUCH, function() { food = GetCurrentPerson(); if (GetInputPerson() == 'maggie' && food != 'robert') { new Scenario() .playSound('Munch.wav') .run(); DestroyPerson(food); }});
v1.0.10 - - Fixes IsKeyPressed() not recognizing modifier keys on right side of keyboard (#20)- Improves SetPersonFrame compatibility (out-of-range frame is now wrapped instead of throwing an error)- Fixes joystick assert error when running minisphere in OS X. (#19)- Fixes wrong direction being rendered for 4-direction person sprites moving diagonally- Fixes random deadlocks when playing sounds
Oh, also, @Radnen: Did you ever test out the SetPersonFrame fix I posted on GitHub? I was waiting on you to test it before I merged it into master.
for (var f = 0; f < 5; ++f) { for (var d = 0; d < 8; ++d) { QueuePersonCommand(COMMAND_ANIMATE); }}
switch (command) {case COMMAND_ANIMATE: person->revert_frames = person->revert_delay; if (person->anim_frames > 0 && --person->anim_frames == 0) { ++person->frame; person->anim_frames = get_sprite_frame_delay(person->sprite, person->direction, person->frame); } break;// ...}
intget_sprite_frame_delay(const spriteset_t* spriteset, const char* pose_name, int frame_index){ const spriteset_pose_t* pose; if ((pose = find_sprite_pose(spriteset, pose_name)) == NULL) return 0; frame_index %= pose->num_frames; return pose->frames[frame_index].delay;}
Are you looking at Sphere 1.5's source or 1.6's? I'd compare the two to see what he did...
...but to me it seems to be all of 1.6.