Difference between revisions of "Scripting"
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[[Category:Overgrowth]] | [[Category:Overgrowth]] | ||
+ | |||
+ | 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: | ||
+ | <pre> | ||
+ | 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(); | ||
+ | </pre> | ||
+ | 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! |
Revision as of 02:03, 6 April 2012
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
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!