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string_conversion

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Jan 28th, 2017
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Lua 1.31 KB | None | 0 0
  1. local function create_equiped_item_widget(game)
  2.   local widget = gui_designer:create(88, 72)
  3.   widget:set_xy(224 + movement_distance, 8)
  4.  
  5.  
  6.   widget:make_yellow_frame()
  7.   local equipped = game:get_item_assigned(1)
  8.   local equipped_name = game:get_item_assigned(1):get_name()
  9.   print(equipped_name)
  10.   local items_surface = widget:get_surface()
  11.   local eq_var = game:get_item(equipped_name):get_variant()
  12.   --print(eq_item)
  13.   local txt_ref = equipped_name .. "." .. eq_var
  14.   --print("pause.equipped." .. txt_ref)
  15.  
  16.   --print(item_string)
  17.  
  18.   if eq_var > 0 then
  19.     local item_sprite = sol.sprite.create("entities/items")
  20.       item_sprite:set_animation(equipped_name)
  21.       item_sprite:set_direction(eq_var - 1)
  22.       item_sprite:set_xy(44, 24)
  23.       item_sprite:draw(items_surface)  
  24.   end
  25.   -- test start
  26.   local eq_name_con = tostring(equipped_name)
  27.   local eq_var_con = tostring(eq_var)
  28.  
  29.   local item_string = "pause.equipped." .. eq_name_con .. eq_var_con
  30.   if item_string == "pause.equipped.bow.1" then
  31.     print("Conversion worked")
  32.   else
  33.     print("Type missmatch")
  34.   end
  35.   -- test fin
  36.   widget:make_text(sol.language.get_string(item_string), 12, 32, "center") -- type mismatch
  37.   --widget:make_text(sol.language.get_string("pause.equipped.bow.1"), 12, 32, "center") --works
  38.   return widget
  39. end
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