Difference between revisions of "Scripting"

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ex1.print_var();
 
ex1.print_var();
 
</pre>
 
</pre>
This script could be included in any of those in Data/Scripts, by writing <code>#include "path_to_script.as"</code>, where path_to_script would just be your script name if it were in the scripts folder.
+
This script could be included in any of those in Data/Scripts, by writing <code>#include "path_to_script.as"</code>, where <code>path_to_script</code> would just be your script name if it were in the scripts folder.
  
 
It can then be used to create new classes, or use ones defined in your script.
 
It can then be used to create new classes, or use ones defined in your script.
  
 
Writing you scripts separate from the game files makes your code easier to develop and update!
 
Writing you scripts separate from the game files makes your code easier to develop and update!

Revision as of 11:02, 23 February 2013

Overgrowth uses AngelScript as its core scripting language. The AngelScript Manual is the best place to start learning.

Checking for User Input:

You can check for keypresses by using the boolean check function GetInputDown():

Syntax examples:

GetInputDown("a") returns true if the 'a' key is being pressed, returns false if not
GetInputDown("attack") returns true if the left mouse button is being pressed, returns false if not
GetInputDown("move_left") returns true if the "left key" is being pressed, returns false if not (by default this key is defined in the config.txt to be the 'a' key)


The following controls are designed to be relative to the player's preferences and are given a binding in the config.txt file.

Config.txt Dependent References

Predefined Term Default binding in Config.txt Scripting Reference Name
Left Key a move_left
Right Key d move_right
Up Key w move_up
Down Key s move_down
Crouch Key left shift crouch
Jump Key space jump


Mouse Input

Mouse Button Scripting Reference Name
Left Mouse Button attack
Right Mouse Button grab


Generic Key References

Here is a complete list of scripting tags for key presses:

backspace
tab
clear
return
pause
esc
space
!
"
#
$
&
'
(
)
*
+
,
-
.
/
0
1
2
3
4
5
6
7
8
9
:
;
<
=
>
?
@
[
\
]
^
_
`
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
delete
keypad0
keypad1
keypad2
keypad3
keypad4
keypad5
keypad6
keypad7
keypad8
keypad9
keypad.
keypad/
keypad*
keypad-
keypad+
keypadenter
keypad=
up
down
right
left
insert
home
end
pageup
pagedown
f1
f2
f3
f4
f5
f6
f7
f8
f9
f10
f11
f12
f13
f14
f15
numlock
capslock
scrollock
rshift
lshift
rctrl
lctrl
ralt
lalt
rmeta
lmeta
lsuper
rsuper
mode
compose
help
print
sysreq
break
menu
power
euro

Writing classes and functions in your own script:

Scripts can be written outside of the game code, and interact with it using objects and function calls. These do not need to be written as classes and could be simple functions. A simple class might look like this:

class Example {
    int example_variable; // Variables cannot be initialized here

    Example() {
        example_variable = 1;
        print_var();
    }

    void print_var() {
        Print(example_variable);
    }
};

// Initialize a class that the game can use
Example ex1 = Example();
ex1.example_variable = 2;
ex1.print_var();

This script could be included in any of those in Data/Scripts, by writing #include "path_to_script.as", where path_to_script would just be your script name if it were in the scripts folder.

It can then be used to create new classes, or use ones defined in your script.

Writing you scripts separate from the game files makes your code easier to develop and update!