Difference between revisions of "HPL3/Scripting/Scripting Guide/The OnAction method"

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In the next two chapters we will look over useful functions that exist in every map script file.  
 
In the next two chapters we will look over useful functions that exist in every map script file.  
  
==Workflow==
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==OnAction==
This method gets called when a key on the keyboard is pressed. It detects the keyboard input, and it is mostly used for testing parts of our script. It can be very useful to us when we want to test something quickly. Below is the default code in a map script file for <code>OnAction</code>:<syntaxhighlight lang="c++" line="1">
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This method gets called when a key on the keyboard is pressed. It detects the keyboard input, and it is mostly used for testing parts of our script. It can be very useful to us when we want to test something quickly. Below is the default code in a map script file for <code>OnAction</code>:<syntaxhighlight lang="c++">
 
////////////////////////////
 
////////////////////////////
 
// To get when player makes input (mostly used for debug)
 
// To get when player makes input (mostly used for debug)
Line 19: Line 21:
 
}
 
}
 
</syntaxhighlight>
 
</syntaxhighlight>
As you can see, the function has two arguments: <code>alAction</code> and <code>abPressed</code>.  
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The function has two arguments: <code>alAction</code> and <code>abPressed</code>.  
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===Breakdown===
  
<code>alAction</code> is an integer which represents the key code of the current key has been pressed, and <code>abPressed</code> is a boolean which checks if the key is currently pressed.  
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*<code>alAction</code> is an integer which represents the key code of the current key has been pressed.
After that, we check if the current button is pressed or not, because we want to execute our code only when our button is pressed, so if the key isn’t pressed, we stop the execution of this method, which is achieved by typing return.
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*<code>abPressed</code> is a boolean which checks if the key is currently pressed.
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*At the very beginning, the function checks if the current button is pressed or not, because the code needs to be executed only when a key is pressed, so if the key isn’t pressed, we stop the execution of this method, which is achieved by typing <code>return;</code>.
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*A condition that checks which key we have pressed. We can search for keys by typing <code>eAction_</code> and we will see a list of all of the available keys, which is pretty much every key on the keyboard. <code>eAction_Test0</code> to <code>eAction_Test9</code> are the number keys on the keyboard, so if we press 0 on our keyboard, the code inside the <code>eAction_Test0</code> condition will be executed.
  
And now we have a condition that checks which key we have pressed. We can search for keys by typing eAction_ and we will see a list of all of the available keys, which is pretty much every key on the keyboard. eAction_Test0 to eAction_Test9 are the number keys on the keyboard, so if we press 0 on our keyboard, the code inside the eAction_Test0 condition will be executed.
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{{note|You can see a full list of the input types inside the Scripting section of SOMA or Amnesia: Rebirth, under Base -> Input Types.}}
  
Let’s see an example.
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===Example===
 +
<syntaxhighlight lang="c++">
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////////////////////////////
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// To get when player makes input (mostly used for debug)
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void OnAction(int alAction, bool abPressed)
 +
{
 +
if (abPressed == false)
 +
return;
  
I have a map with a boxlight. When I press 0, the boxlight will turn red, and when I press 1, the boxlight will turn blue.
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if (alAction == eAction_Test1)
 
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{
*shows an example*
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Light_SetVisible("PointLight_4", false);
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}
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if (alAction == eAction_Test2)
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{
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Light_SetVisible("PointLight_4", true);
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}
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}
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</syntaxhighlight>
  
Of course, we can do much more complicated things with this method, we can test sequences, events, and pretty much everything concerning our map script.
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In this example, if the player presses 1 on the keyboard, the point light <code>PointLight_4</code> in the map will become invisible. If the player presses 2, the light will become visible again.
  
{{NavBar|HPL3/Scripting/Helper Files|Helper Files|HPL3/Scripting/HPL3 Scripting Guide|HPL3 Scripting Guide|HPL3/Scripting/The Update method|The Update method}}
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{{NavBar|HPL3/Scripting/Scripting_Guide/Helper Files|Helper Files|HPL3/Scripting/HPL3 Scripting Guide|HPL3 Scripting Guide|HPL3/Scripting/Scripting_Guide/The Update method|The Update method}}
  
 
[[Category:HPL3 Scripting]]
 
[[Category:HPL3 Scripting]]
 
[[Category:English]]
 
[[Category:English]]

Latest revision as of 11:53, 14 August 2020

In the next two chapters we will look over useful functions that exist in every map script file.

OnAction

This method gets called when a key on the keyboard is pressed. It detects the keyboard input, and it is mostly used for testing parts of our script. It can be very useful to us when we want to test something quickly. Below is the default code in a map script file for OnAction:
////////////////////////////
// To get when player makes input (mostly used for debug)
void OnAction(int alAction, bool abPressed)
{
	if (abPressed == false)
		return;

	if (alAction == eAction_Test1)
	{
			
	}
}

The function has two arguments: alAction and abPressed.

Breakdown

  • alAction is an integer which represents the key code of the current key has been pressed.
  • abPressed is a boolean which checks if the key is currently pressed.
  • At the very beginning, the function checks if the current button is pressed or not, because the code needs to be executed only when a key is pressed, so if the key isn’t pressed, we stop the execution of this method, which is achieved by typing return;.
  • A condition that checks which key we have pressed. We can search for keys by typing eAction_ and we will see a list of all of the available keys, which is pretty much every key on the keyboard. eAction_Test0 to eAction_Test9 are the number keys on the keyboard, so if we press 0 on our keyboard, the code inside the eAction_Test0 condition will be executed.
Note icon.png You can see a full list of the input types inside the Scripting section of SOMA or Amnesia: Rebirth, under Base -> Input Types.

Example

////////////////////////////
// To get when player makes input (mostly used for debug)
void OnAction(int alAction, bool abPressed)
{
	if (abPressed == false)
		return;

	if (alAction == eAction_Test1)
	{
		Light_SetVisible("PointLight_4", false);
	}
		
	if (alAction == eAction_Test2)
	{
		Light_SetVisible("PointLight_4", true);
	}
}

In this example, if the player presses 1 on the keyboard, the point light PointLight_4 in the map will become invisible. If the player presses 2, the light will become visible again.