LevelScripts

From Wolfire Games Wiki
Revision as of 07:31, 25 April 2017 by Merlyn (talk | contribs)
Jump to: navigation, search

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:

1. level.as 2. the level script specified in a given level, if any 3. the level script hooks defined for each loaded mod, if any

 void Init(string level_name) {  // Required - called when the level is first loaded
 }
 bool HasFocus() {  // Required - Note: Not called on per-mod level scripts. TODO: What is this this used for?
     return false;
 }
 // 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 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 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 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
 }
 void DrawGUI() {  // Required - hook to allow the level script to draw a custom GUI. Can be empty
 }
 void DrawGUI2() {  // Optional - additional hook called as a second pass after the entire first set of DrawGUI hooks have been called
 }
 void SetWindowDimensions(int new_width, int new_height) {  // 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 HotspotEnter(string str, MovementObject @mo) {  // 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 HotspotExit(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 ReceiveMessage(string) {  // 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 IncomingTCPData(uint socket, array<uint8>@ data) {  // Optional - hook to allow receiving incoming network communication in the game client. Called when a network TCP packet has been receieved
 }
 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) {  // Required for base level script, not called on level-specific level script, or per-mod level scripts. TODO: What is this used for?
 }