## Drawing basics

The Lua scripting language allows you to give your plugin more advanced features.

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Bearbear76
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### Drawing basics

Introduction
Have you ever wanted to draw some image or text onto your screen?
If that's the case you came to the right place as I will tech you how to use drawing functions in Lua!
This tutorial is written for people who are familiar with JSON, if you are not I would highly recommend learning that first!
I made sure to include as much examples to make it easy to understand.
Any code in this tutorial is allowed to use without permission.

Getting started
Before you can start drawing images do a few things.
First you have to include a Lua script into your JSON file which can be done quite simply:

Code: Select all

[{
"id":"$drawing_tutorial", "type":"script", "script":"tutorial.lua" }] Now open your Lua script in my case it would be "tutorial.lua". Now you have to write the following inside the Lua script: Code: Select all function script:update() stuff end I will breakdown what all of this means. function -> Block of code that will be run when called script:update -> Will tell TheoTown when to call the function (more information in Drawing methods) stuff -> Not actual code; just a placeholder end -> End the function Drawing methods There are 2 ways of drawing images or text on your screen: script:update vs script:overlay the difference would be: script:update • Will only be drawn when in a city. • Draws under game UI. script:overlay • Will always be drawn whether in a city or not. • Draws over game UI. Drawing text This is the simplest drawing function since you don't need anything to use it. Code: Select all Drawing.drawText(text,x,y,fontSize) If you understand JSON you can think of it like: Code: Select all //JSON format "Drawing":[ "drawText":{"text":text, "x":x, "y":y, "size":fontSize} ] Unlike JSON you have to remember the order since it doesn't tell you what value goes where, but you can write it much more faster. So for example if you write: Code: Select all function script:update() Drawing.drawText("Hello Lua!",100,100) end This draws the text "Hello Lua!" at x = 100 and y = 100! Now if you want to play around with font size you can put one of these in fontSize Code: Select all TheoTown.RESOURCES.skin.fontSmall TheoTown.RESOURCES.skin.fontDefault -- This one will be used by default TheoTown.RESOURCES.skin.fontBig --example: Drawing.drawText("Hello Lua!",100,100,TheoTown.RESOURCES.skin.fontBig) --This will draw "Hello Lua!" but bigger! Drawing images Drawing images will require a little bit more work than text, but it's definitely more fun! Let's say you wanted to draw this image of a bear. art.png (1.07 KiB) Viewed 4036 times First you would need to add an image as a form of an animation in your JSON file: Code: Select all [{ "id":"$drawing_tutorial",
"type":"script",
"script":"tutorial.lua"
},{
"id":"$art_bear", //the image to display "type":"animation", "frames":[{"bmp":"art.png"}] }] Now you will need to load your image as a draft in Lua. Simply put a draft is a JSON object like a building or in this case an animation. You have to load it in to use it inside a Lua script. Code: Select all name = Draft.getDraft(id):getFrame(frameNumber) Since you load a animation, which can have multiple frame you must specify the frame you want to display with getFrame() as it can only display one frame at a time, Drawing animations with multiple frames are possible but a little complicated so it won't be in this tutorial. Code: Select all function script:init() image = Draft.getDraft("$art_bear"):getFrame(1) 	--Do not forget the getFrame(1). Common error for me :P
end
script:init will be called when the game is initializing (loading). You have to load in drafts during initialization or you can't use them in
other game stages.
If you don't know what "image" is, it is a variable that holds the draft that we loaded.
Now let's use the image drawing function:

Code: Select all

Drawing.drawImage(draft,x,y)
Adding it in our code will look like:

Code: Select all

function script:init()
image = Draft.getDraft("$art_bear"):getFrame(1) end function script:update() Drawing.drawText("Hello Lua!",100,100) Drawing.drawImage(image,200,100) end Set drawing color, opacity etc... Plain text is boring, let's spice things up by adding some color to it using setColor(): Code: Select all Drawing.setColor(r,g,b) Code: Select all function script:init() image = Draft.getDraft("$art_bear"):getFrame(1)
end

function script:update()
Drawing.setColor(0,255,0)	--Make it green to make me look like I know what I am doing!
Drawing.drawText("Hello Lua!",100,100)
Drawing.drawImage(image,200,100)
end
As you can see that the color applied on everything.
The reason why is that setColor() applies to everything under it, so to fix that you need to use:

Code: Select all

Drawing.reset()

Code: Select all

...
Drawing.setColor(0,255,0)	--Make it green to make me look like I know what I am doing!
Drawing.setAlpha(0.5)	--lets also set the opacity to 50%
Drawing.drawText("Hello Lua!",100,100)
Drawing.reset()	--This should isolate setColor() to drawText() only
...
Examples
If you prefer learning by looking or playing around with examples I have a few for you:
move imitation
Just my opinion
I'm probably recompiling my kernel... :o

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### Re: Drawing basics

KINGTUT10101
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### Re: Drawing basics

Do these images and text scale and move with changes in resolution?

KINGTUT10101
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### Re: Drawing basics

Also, is it possible to make these tiles interactable? I would like to detect when a user taps on a picture, if possible.

Bearbear76
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### Re: Drawing basics

KINGTUT10101 wrote:
Sun Apr 12, 2020 18:18
Also, is it possible to make these tiles interactable? I would like to detect when a user taps on a picture, if possible.
I would just do it as:

Code: Select all

function script:update()
Drawing.drawImage(draft,imageX,imageY)
end

function script:earlyTap(tx,ty,x,y)
if x >= imageX and x <= imageX + imageWidth and y >= imageY and y <= imageY + imageHeight then
--something
return false
end
end
return false is to prevent game stuff from activating when clicking on the screen. For example, if you had a building behind the image and you clicked on the image the building info will pop up return false prevents that.

changed: tap --> earlyTap
Just my opinion
I'm probably recompiling my kernel... :o

Bearbear76
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### Re: Drawing basics

KINGTUT10101 wrote:
Sun Apr 12, 2020 18:15
Do these images and text scale and move with changes in resolution?
Yes
Just my opinion
I'm probably recompiling my kernel... :o

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### Re: Drawing basics

Thank you. This explains a lot. I'll try looking into this for my prison plug-in.

BLUEISH27
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### Re: Drawing basics

Well It doesnt work on me Why ?

Bearbear76
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### Re: Drawing basics

BLUEISH27 wrote:
Sun May 17, 2020 17:54
Well It doesnt work on me Why ?
Hmm, you need to be more specific for me to help.
Provide me the code and I can take a look.
Just my opinion
I'm probably recompiling my kernel... :o

BLUEISH27
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### Re: Drawing basics

Ølsken wrote:
Tue May 19, 2020 10:02
BLUEISH27 wrote:
Sun May 17, 2020 17:54
Well It doesnt work on me Why ?
Hmm, you need to be more specific for me to help.
Provide me the code and I can take a look.
Luckily it works

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### Re: Drawing basics

I would just do it as:

Code: Select all

function script:update()
Drawing.drawImage(draft,imageX,imageY)
end

function script:tap(tx,ty,x,y)
if x >= imageX and x <= imageX + imageWidth and y >= imageY and y <= imageY + imageHeight then
--something
return false
end
end
return false is to prevent game stuff from activating when clicking on the screen. For example, if you had a building behind the image and you clicked on the image the building info will pop up return false prevents that.
I have some problem with function scrip:tap() the return false there doesn't work in me and still hitting the building info behind, or is there any problem with return false when the tap sensitivity is near at game UI?
𝕳𝕬𝕯𝕰𝕾𝕿𝕴𝕬
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### Re: Drawing basics

rjroldan1 wrote:
Thu Jun 18, 2020 9:57

...
I have some problem with function scrip:tap() the return false there doesn't work in me and still hitting the building info behind, or is there any problem with return false when the tap sensitivity is near at game UI?
That's weird should work can you show the code for that?
Just my opinion
I'm probably recompiling my kernel... :o

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### Re: Drawing basics

Ølsken wrote:
Thu Jun 18, 2020 10:11
That's weird should work can you show the code for that?
Here

Code: Select all

function script:tap(tx,ty,x,y)
if tooglekeyfast == 1 then
if x >= widthfast and x <= widthfast + wf and y >= heightfast and y <= heightfast + hf then
statesff = statesff + 1
return false
end
end
end

𝕳𝕬𝕯𝕰𝕾𝕿𝕴𝕬
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Bearbear76
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### Re: Drawing basics

My bad, use script:earlyTap().
It should work!
Just my opinion
I'm probably recompiling my kernel... :o

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### Re: Drawing basics

Ølsken wrote:
Thu Jun 18, 2020 11:07
My bad, use script:earlyTap().
It should work!
Ohhh thanks i can now release my first lua plug
𝕳𝕬𝕯𝕰𝕾𝕿𝕴𝕬
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KINGTUT10101
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### Re: Drawing basics

Is there an easy way to create those blue boxes that are rendered behind parts of the UI, like the city name/population box?

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### Re: Drawing basics

Also, how can I avoid issues like this, where the item appears in different areas of the screen when the resolution is different? Is there a way I can detect the screen resolution or orientation?
This is how I want it to look. Do you see how the number is neatly in the corner there?
Unfortunately, it doesn't turn out the way I want it to in other screen resolutions and orientations..

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### Re: Drawing basics

KINGTUT10101 wrote:
Thu Jun 25, 2020 3:36
Also, how can I avoid issues like this, where the item appears in different areas of the screen when the resolution is different? Is there a way I can detect the screen resolution or orientation
Use:

Code: Select all

local width,height = Drawing.getSize()
It will detect the current resolution of the screen

Or maybe ask lobby for the GUI gadget TheoTown Modules that detects if there's any changes in the settings
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### Re: Drawing basics

KINGTUT10101 wrote:
Thu Jun 25, 2020 3:14
Is there an easy way to create those blue boxes that are rendered behind parts of the UI, like the city name/population box?
Idk how to create that, but you can change recent text on blue box or information box when you click a building.

Code: Select all

Draft.getDraft('id').orig.text = text...
You can use lua function on it to show realtime text what you want like this:
Still private plugin (unfinished)

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### Re: Drawing basics

The building info box isn't what I need, unfortunately. Thanks for the help though.