Difference between revisions of "Legacy:Functions/Map"

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(Cleanup)
(Persons)
 
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* [[API:SetDelayScript|SetDelayScript]](''frames'', ''script''): Run ''script'' after ''frames'' delay.
 
* [[API:SetDelayScript|SetDelayScript]](''frames'', ''script''): Run ''script'' after ''frames'' delay.
  
=== Maps ===
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=== Map Elements ===
  
{{API:Functions/Map/Zones}}
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{{Legacy:Functions/Map/Zones}}
  
{{API:Functions/Map/Triggers}}
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{{Legacy:Functions/Map/Triggers}}
  
{{API:Functions/Map/Layers}}
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{{Legacy:Functions/Map/Layers}}
  
{{API:Functions/Map/Tiles}}
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{{Legacy:Functions/Map/Tiles}}
  
 
=== Input ===
 
=== Input ===
{{API:Functions/Map/Input}}
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{{Legacy:Functions/Map/Input}}
  
 
=== Camera ===
 
=== Camera ===
{{API:Functions/Map/Camera}}
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{{Legacy:Functions/Map/Camera}}
  
 
=== Persons ===
 
=== Persons ===
{{API:Functions/Map/Entities}}
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{{Legacy:Functions/Map/Entities}}

Latest revision as of 09:14, 19 June 2017

Map and map engine control

  • MapEngine(map_filename, fps): Start the map engine at map_filename at speed fps.
  • GetCurrentMap(): Get the filename of the loaded map.
  • ChangeMap(map_filename): Change the current map of the map engine.
  • IsMapEngineRunning(): Check if the map engine is running or not.
  • UpdateMapEngine(): Update state of map entities, animations and events in map engine.
  • ExitMapEngine(): Flag the map engine to exit on the next update.

Map object

  • Sphere Map object: Holds map data.

Map scripts

  • SetRenderScript(script): Set script to run after each time the map is drawn.
  • SetUpdateScript(script): Set script to run after each map engine update.
  • CallMapScript(map_event): Call map script associated with the current map.
  • CallDefaultMapScript(map_event): Call map script set by SetDefaultMapScript().
  • SetDefaultMapScript(map_event, script): Set map engine to run script when map_event occurs for any map.
    • Map event constants:
      SCRIPT_ON_ENTER_MAP
      SCRIPT_ON_LEAVE_MAP
      SCRIPT_ON_LEAVE_MAP_NORTH
      SCRIPT_ON_LEAVE_MAP_EAST
      SCRIPT_ON_LEAVE_MAP_SOUTH
      SCRIPT_ON_LEAVE_MAP_WEST

Map Elements

Zones

  • AreZonesAt(x, y, layer): Check if there are any zones at (x, y) on layer.
  • ExecuteZones(x, y, layer): Run all scripts for zones that (x, y) on layer is in.
  • GetNumZones(): Get the number of zones on the current map.
For each zone
Zone position
  • GetZoneX(zone): Get the X coordinate of zone on the map.
  • GetZoneY(zone): Get the Y coordinate of zone on the map.
  • GetZoneWidth(zone): Get the pixel width of zone.
  • GetZoneHeight(zone): Get the pixel height of zone.

Triggers

  • IsTriggerAt(x, y, layer): Check if there is a trigger at pixel coords (x, y) on layer.
  • ExecuteTrigger(x, y, layer): Activate the trigger at (x, y) on layer if one exists.

Layers

Tiles

  • GetNumTiles(): Get the number of tiles in the current map tileset.
  • GetTileWidth(): Get the image width of tiles in the current map tileset.
  • GetTileHeight(): Get the image height of tiles in the current map tileset.
  • GetTile(tile_x, tile_y, layer): Get the tileset index of the tile at the given map position.
  • SetTile(tile_x, tile_y, layer, tile): Plot a tile at the given map location.
  • ReplaceTilesOnLayer(layer, old_tile, new_tile): Substitute all old_tile with new_tile on layer.
Tile animations
  • GetTileDelay(tile): Get frame delay of animated tile.
  • SetTileDelay(tile, delay): Set a frame delay for this tile animation frame.

Input

Player input

Binding scripts to input devices

Note: Binding a key or joystick button overrides whatever input has already been associated with it via AttachInput or AttachPlayerInput!

  • BindKey(key, on_key_down, on_key_up): Bind scripts to key events.
  • UnbindKey(key): Remove script binding from the given key.

Camera

Following entities

Camera position

  • GetCameraX(): Get the map X coordinate the camera is focusing on.
  • SetCameraX(x_pos): Set the X coordinate of the camera.
  • GetCameraY(): Get the map Y coordinate the camera is focusing on.
  • SetCameraY(y_pos): Set the Y coordinate of the camera.

Coordinate conversion

Coordinate conversion translates the current map position to screen coordinates based on the current camera position, and vice versa. Some functions (like checking obstructions) require map coordinates, while others (like image blitting) require screen coordinates. Both map and screen coordinates consider the top-left corner to be (0,0) and extend right-ward and down-ward for X and Y position, respectively.

  • MapToScreenX(layer, x): Convert a map X coordinate to screen X.
  • MapToScreenY(layer, y): Convert a map Y coordinate to screen Y.
  • ScreenToMapX(layer, x): Convert a screen X coordinate to map layer X.
  • ScreenToMapY(layer, y): Convert a screen Y coordinate to map layer Y.

Persons

NOTE: Entities are known in script as "persons" for legacy reasons.

  • GetPersonList(): Get an array of all named persons on the current map.
  • CreatePerson(name, spriteset, destroy_with_map): Create a new person called name with spriteset (filename).
  • DestroyPerson(name): Destroy the person called name.
  • FollowPerson(name, leader, pixels): Makes a sprite follow behind another sprite.

Entity position

  • GetPersonXFloat(name): Get the map X of name to floating point accuracy.
  • GetPersonYFloat(name): Get the map Y of name to floating point accuracy.
  • SetPersonXYFloat(name, x, y): Set the position of name with floating point accuracy.

Directions and animations

  • GetPersonFrame(name): gets the frame and direction that are currently being displayed.
  • SetPersonFrame(name, frame): sets which frame from which direction to display.
  • SetPersonFrameRevert(name, delay): sets the delay between when the person last moved and returning to first frame.
  • GetPersonFrameRevert(name): gets the delay between when the person last moved and returning to first frame.

Movement speed

Appearance

  • GetPersonOffsetX(name): gets the horizontal offset used for blitting frames
  • SetPersonOffsetX(name, x): sets the horizontal offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the right, while the person's x-position would remain unchanged.
  • GetPersonOffsetY(name): gets the vertical offset used for blitting frames
  • SetPersonOffsetY(name, y): sets the vertical offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the bottom, while the person's y-position would remain unchanged.
  • GetPersonAngle(name): Get the rotation angle of the person name.
  • SetPersonAngle(name, angle): Set the rotation angle of person name to angle radians.
  • SetPersonScaleFactor(name, scale_w, scale_h): Rescales the sprite of person name by relative factors scale_w and scale_h.
  • SetPersonScaleAbsolute(name, width, height): Rescales the sprite of person name to width * height pixels.
  • IsPersonVisible(name): Check if the person with name is visible or not.
    true: visible, false: not visible.
  • SetPersonVisible(name, visible): Make person name visible or invisible.
    true: visible, false: not visible.

Obstruction

  • GetObstructingTile(name, x, y): returns the tile index of the tile if name is obstructed at x, y
    returns -1 if name isn't obstructed by a tile at x, y,
  • GetObstructingPerson(name, x, y): returns the name of the person if name is obstructed at x, y
    returns "" if name isn't obstructed by any person at x, y,
  • IgnorePersonObstructions(person, ignore): Sets whether 'person' should ignore other spriteset bases
  • IsIgnoringPersonObstructions(person): Returns true if 'person' is ignoring person obstructions, else false
  • GetPersonIgnoreList(person): Returns a list of people that 'name' is ignoring
  • SetPersonIgnoreList(person, ignore_list): Tells 'person' to ignore everyone in ignore_list; e.g. SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]); tells White-Bomberman to not be obstructed by bombs or powerups

Talk interaction

Entity data

  • GetPersonData(name): gets a data object associated with the person 'name'
    There are certain default properties/values filled in by the engine, they are:
    num_frames - the number of frames for the person's current direction
    num_directions - the number of directions for the person
    width - the width of the spriteset's current frame
    height - the height of the spriteset's current frame
    leader - the person that this person is following, or "" if no-one...
    Any other properties are free for you to fill with values, e.g.
    var data = GetPersonData("Jimmy"); var num_frames = data["num_frames"];
  • SetPersonData(name, data): sets the 'data' object associated with the person 'name'; e.g.
    var data = GetPersonData("Jimmy"); data["talked_to_jimmy"] = true; SetPersonData("Jimmy", data);
  • SetPersonValue(name, key, value)
    - SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above
  • GetPersonValue(name, key)
    - GetPersonValue("Jimmy", "num_frames"); // same as previous code above

Controlling entities in script

  • QueuePersonCommand(name, command, immediate): add a command to the person's command queue.
    • Available Person commands:
      COMMAND_WAIT
      COMMAND_ANIMATE
      COMMAND_FACE_NORTH
      COMMAND_FACE_NORTHEAST
      COMMAND_FACE_EAST
      COMMAND_FACE_SOUTHEAST
      COMMAND_FACE_SOUTH
      COMMAND_FACE_SOUTHWEST
      COMMAND_FACE_WEST
      COMMAND_FACE_NORTHWEST
      COMMAND_MOVE_NORTH
      COMMAND_MOVE_EAST
      COMMAND_MOVE_SOUTH
      COMMAND_MOVE_WEST
  • QueuePersonScript(name, script, immediate): Queue a script command on the command queue of name.
  • IsCommandQueueEmpty(name): Check if the command queue of the person is empty.
  • ClearPersonCommands(name): Clears the command queue of the named person.