LevelScripts: Difference between revisions
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Improve formatting and specify where various level scripts can be added |
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Level scripts have a hierarchy, and hook functions inside them are called in a specific order: | Level scripts have a hierarchy, and hook functions inside them are called in a specific order: | ||
# level.as | # level.as (in the file '''Data/Scripts/level.as''') | ||
# the level script specified in a given level, if any | # 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 | # 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 == | == List of hook functions == | ||
Revision as of 00:44, 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
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) {
}