Difference between revisions of "LevelScripts"
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// Optional - hook to allow receiving incoming network communication in the game client. | // Optional - hook to allow receiving incoming network communication in the game client. | ||
// Called when a network TCP packet has been receieved | // Called when a network TCP packet has been receieved | ||
− | // Note: Requires more setup in order to get any data or even be called, like a connection to the server. See '''Data/ExampleMods/example_tcp_socket_mod''' | + | // Note: Requires more setup in order to get any data or even be called, like a connection to the server. |
+ | // See '''Data/ExampleMods/example_tcp_socket_mod''' | ||
void IncomingTCPData(uint socket, array<uint8>@ data) { | void IncomingTCPData(uint socket, array<uint8>@ data) { | ||
} | } |
Revision as of 08:07, 25 April 2017
This page describes the hook functions that are called by the game inside level scripts, and what order level script functions are called
Level scripts have a hierarchy, and hook functions inside them are called in a specific order:
- level.as (in the file Data/Scripts/level.as)
- the level script specified in a given level, if any (specified in a <script>something.as</script> tag, inside some_level.xml)
- the level script hooks defined for each loaded mod, if any (specified in a <LevelHookFile>something.as</LevelHookFile> tag, inside mod.xml)
List of hook functions
// Required - called when the level is first loaded void Init(string level_name) { }
// Required - Note: Not called on per-mod level scripts. // TODO: What is this this used for? bool HasFocus() { return false; }
// Required - hook to allow a level-specific script to regularly update itself on each game tick. // Only called if the game is not frozen/paused. Can be empty // Note: Only for a level-specific level script. Don't define in per-mod level scripts or in the base level script void Update() { }
// Required - hook to allow the base level script and per-mod level scripts to regularly update themselves on each game tick. // is_paused is 0 if not paused, and 1 if paused. Can be empty. // Note: Only for the base level script, and per-mod level scripts. Don't define in level-specific level scripts void Update(int is_paused) { }
// Required - hook to allow the level script to draw a custom GUI. Can be empty void DrawGUI() { }
// Optional - additional hook called as a second pass after the entire first set of DrawGUI hooks have been called void DrawGUI2() { }
// Required for base level script and for per-mod level scripts. // Hook to handle resizing a custom GUI when the game window has been resized void SetWindowDimensions(int new_width, int new_height) { }
// Optional - called when a hotspot inside the level is entered by a moving object. // Note: called after any "HotspotExit" hook is called. // TODO: What is str? void HotspotEnter(string str, MovementObject @mo) { }
// Optional - called when a hotspot inside the level is exited by a moving object. // Note: called before any "HotspotEnter" hook is called. // TODO: What is str? void HotspotExit(string str, MovementObject @mo) { }
// Required for base level script, Optional for level-specific level script, and per-mod level scripts. // Hook to allow messages to be passed between level scripts, or from moving object scripts to level scripts void ReceiveMessage(string) { }
// Optional - hook to allow receiving incoming network communication in the game client. // Called when a network TCP packet has been receieved // Note: Requires more setup in order to get any data or even be called, like a connection to the server. // See Data/ExampleMods/example_tcp_socket_mod void IncomingTCPData(uint socket, array<uint8>@ data) { }
// Required for base level script, not called on level-specific level script, or per-mod level scripts. // TODO: What is this used for? void SaveHistoryState(SavedChunk@ chunk) { }
// Required for base level script, not called on level-specific level script, or per-mod level scripts. // TODO: What is this used for? void ReadChunk(SavedChunk@ chunk) { }