LevelScripts
From Wolfire Games Wiki
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 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) { }
// Required - hook to allow the level script to draw a custom GUI. Can be empty void DrawGUI() { }
// 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 - additional hook called as a second pass after the entire first set of DrawGUI hooks have been called void DrawGUI2() { }
// 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) { }
// 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) { }