Difference between revisions of "Legacy:Functions/Map"
From Spherical
(created, needs reformatting) |
(No difference)
|
Revision as of 23:29, 1 June 2013
- MapEngine(map_filename, fps): Start the map engine at map_filename at speed fps.
- IsMapEngineRunning(): Check if the map engine is running or not.
- ExitMapEngine(): Flag the map engine to exit on the next update.
Contents
Map object
- Sphere Map object: Holds map data.
- GetMapEngine(): Obtain the current Map object.
- Map.save(filename): Save a Map object to filename.
- Map.layerAppend(layer_width, layer_height, tile_index): Adds a new layer to the Map object.
Engine control
- GetMapEngineFrameRate(): Get the frames per second the map engine is running at.
- SetMapEngineFrameRate(fps): Change map engine frame rate.
- RenderMap(): Draw all map layers and persons.
- UpdateMapEngine(): Update state of map entities, animations and events in map engine.
Map control
- GetCurrentMap(): Get the filename of the loaded map.
- ChangeMap(map_filename): Change the current map of the map engine.
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
- SetDelayScript(frames, script): Run script after frames delay.
Within the map engine
- SetColorMask(color, frames): Draws color over the map engine for frames duration.
Maps
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
- GetCurrentZone(): Get the current zone index in a zone script.
- ExecuteZoneScript(zone): Execute the script of 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.
- GetZoneLayer(zone): Get the map layer index of zone.
- SetZoneLayer(zone, layer): Sets the map layer of zone to layer.
Triggers
- IsTriggerAt(x, y, layer): Check if there is a trigger at pixel coords (x, y) on layer.
For each trigger
- ExecuteTrigger(x, y, layer): Activate the trigger at (x, y) on layer if one exists.
Layers
- GetNumLayers(): Get number of layers in the current map.
For each layer
- GetLayerName(layer): Get the name of layer.
- GetLayerWidth(layer): Get width of layer in tiles.
- GetLayerHeight(layer): Get height of layer in tiles.
- SetLayerWidth(layer, width): Set width of layer in tiles.
- SetLayerHeight(layer, height): Set height of layer in tiles.
- SetTile(tile_x, tile_y, layer, tile): Plot a tile at the given map location.
- GetLayerAngle(layer): Get layer angle in radians.
- SetLayerAngle(layer, angle): Set layer rotation to angle radians.
- GetLayerMask(layer): Get Color mask of layer.
- SetLayerMask(layer, color_mask): Mask the layer with color_mask.
- IsLayerReflective(layer): Find if layer shows person entity reflections.
- SetLayerReflective(layer, reflect): Set reflectivity of layer.
- IsLayerVisible(layer): Find if layer is visible.
- SetLayerVisible(layer, visible): Set visibility of layer.
- SetLayerScaleFactorX(layer, factor): Set width scaling of layer to factor.
- SetLayerScaleFactorY(layer, factor): Set height scaling of layer to factor.
- SetLayerRenderer(layer, script): Run script after layer has been rendered.
Tiles
- GetNumTiles(): Get the number 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.
- GetTileWidth(): Get the image width of tiles in the current map tileset.
- GetTileHeight(): Get the image height of tiles in the current map tileset.
- ReplaceTilesOnLayer(layer, old_tile, new_tile): Substitute all old_tile with new_tile on layer.
For each tile
- GetTileName(tile): Get the name of tile.
- GetTileImage(tile): Get the Image of tile in the current map tileset.
- SetTileImage(tile, image): Change the Image of tile.
- SetTileSurface(tile, surface): Change the Surface of tile.
Tile animations
- GetNextAnimatedTile(tile): Get next tile index of animation from tile.
- SetNextAnimatedTile(tile, next): Set next tile in a tile animation sequence.
- GetTileDelay(tile): Get frame delay of animated tile.
- SetTileDelay(tile, delay): Set a frame delay for this tile animation frame.
Input
Player input
- AttachInput(person): Give input control of person to the player.
- DetachInput(): Remove input control given by AttachInput() or AttachPlayerInput().
- AttachPlayerInput(person, player): Give input control of person to player.
- DetachPlayerInput(person): Remove input control from person given to a player.
- IsInputAttached(): Check if input is attached to a person or not.
- GetInputPerson(): Get the name of the person who holds player input.
Binding scripts to keys
- BindKey(key, on_key_down, on_key_up): Bind scripts to key events.
- UnbindKey(key): Remove script binding from the given key.
Binding scripts to joystick buttons
- BindJoystickButton(joystick, button, on_button_down, on_button_up): Bind scripts to joystick button events.
- UnbindJoystickButton(joystick, button): Unbind joystick buttons from scripts.
Camera
Following persons
- AttachCamera(person): Make the camera follow person.
- DetachCamera(): Stop the camera from following any person.
- IsCameraAttached(): Check if the camera is attached to a person.
- GetCameraPerson(): Get the name of the person the camera is attached to.
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
- 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
- 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.
Person position
- GetPersonX(name): Get the map X coordinate of name.
- GetPersonY(name): Get the map Y coordinate of name.
- GetPersonLayer(name): Get the map layer index of name.
- SetPersonX(name, x): Set the map X of name to x.
- SetPersonY(name, y): Set the map Y of name to y.
- SetPersonLayer(name, layer): Set the map layer of name to layer.
- 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
- GetPersonDirection(name): Get the animation direction of person name.
- SetPersonDirection(name, direction): Set animation direction of person name to direction.
- 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
- SetPersonSpeed(name, speed): sets the person's speed.
- SetPersonSpeedXY(name, speed_x, speed_y): sets the person's x and y speed individually.
- GetPersonSpeedX(name): gets a person's x speed.
- GetPersonSpeedY(name): gets a person's y 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.
- GetPersonMask(name): Get the masking color of the person name.
- SetPersonMask(name, color): Set the color-channel multiplying mask color of the person name.
- 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.
- GetPersonSpriteset(name): Get the spriteset of person name.
- SetPersonSpriteset(name, spriteset): Set the spriteset of person name to spriteset (Sphere Spriteset object).
- 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
- GetPersonBase(name): Get a person's spriteset obstruction base.
- IsPersonObstructed(name, x, y): Check if person "name" would be obstructed at (x, y).
- IgnoreTileObstructions(person, ignore): Sets whether person "person" ignores tile obstructions.
- IsIgnoringTileObstructions(person): Checks whether "person" is ignoring tile obstructions.
GetObstructingTile(name, x, y) - returns -1 if name isn't obstructed by a tile at x, y, - returns the tile index of the tile if name is obstructed at x, y
GetObstructingPerson(name, x, y) - returns "" if name isn't obstructed by person at x, y, - returns the name of the person if name is obstructed 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
SetTalkActivationKey(key) GetTalkActivationKey() - set key used to activate talk scripts
SetTalkDistance(pixels) GetTalkDistance() - set distance to check for talk script activation
Following other persons
- FollowPerson(name, leader, pixels): Makes a sprite follow behind another sprite.
Person data
GetPersonData(name) - gets a data object assiocated 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 assiocated 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
Person control
- SetPersonScript(name, which, script)
- Person scripts:
- SCRIPT_ON_CREATE
- SCRIPT_ON_DESTROY
- SCRIPT_ON_ACTIVATE_TOUCH
- SCRIPT_ON_ACTIVATE_TALK
- SCRIPT_COMMAND_GENERATOR
- CallPersonScript(name, which)
- QueuePersonCommand(name, command, immediate): add a command to the person's command queue.
- 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.