Difference between revisions of "Scripting"

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

Revision as of 17:44, 12 February 2015

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

As of Alpha 209, the game automatically generates a header file showing all the parameters that are exposed to the scripting layer, including comments and parameter names. This file is named aschar_docs.h and can be found

in Windows

  • under ~\Documents\Wolfire\Overgrowth

in Mac OSX

  • under ~/Library/Application\ Support/Overgrowth

in Linux

  • ???

http://blog.wolfire.com/2015/02/Overgrowth-a209-video-changelog


File Locations

OSX

Overgrowth comes as an Application Package. Within this package are folders, which can be navigated by first right-clicking on Overgrowth.app in the Finder and selecting "Show Package Contents" from the contextual menu. To access the scripting files, navigate to

Overgrowth/Contents/Mac\ OS/Data/Scripts/

Windows

This article is a stub. You should help Wolfire by expanding it.

Linux

This article is a stub. You should help Wolfire by expanding it.

In these locations you will see various files, many of which have the suffix .as, for AngelScript (also for ActionScript, but that's another story). They can be opened and edited with your favorite text editor. Any changes made while the game is running will be updated in real time. Be sure to make backups!

General Usage Scenarios

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!