Difference between revisions of "Ideas for triggers"

From Bitfighter
(Added more function ideas for ships)
 
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<pre>
 
<pre>
 
//Section by Unknown
 
//Section by Unknown
 +
//This is all about what supervisors might be able to do -
 +
//I misunderstood the title of this section.
 +
 
//Drawing functions
 
//Drawing functions
 
drawSetColor(col) //col is a hex uint - 0xFFFF00 is yellow
 
drawSetColor(col) //col is a hex uint - 0xFFFF00 is yellow

Latest revision as of 23:40, 10 April 2010

A working list of ideas for triggers that could cause execution of code in a robot or supervisor script. Remember that robots are a kind of ship, so, generally, there's no need differentiate the two.

//Unknown: Would this be easier do to with functions that return booleans rather than a bunch of events?

onLevelStart()  // Called after level is loaded and is ready to go.
onTick()        // Called every frame

// Here, zone could be any polygonal entity: loadout zones, nexus, goal zones, etc.
onShipEnteredZone(ship, zone) 
onShipLeftZone(ship, zone)

onFlagGrabbed(flag, ship)
onFlagDropped(flag, dropper)

onShipAboutToSpawn(ship)        // Called just before player spawns
onShipSpawned(ship)             // Called just after player spawns
onShipDamaged(ship, damager)
onShipKilled(ship, killer)
onShipFiring(ship, weapon, bullet)  
onShipUsingModule(ship, module)

onPlayerAboutToJoinGame(ship)   // Called just before player joins
onPlayerJoinedGame(ship)        // Called just after player joins
onPlayerQuitGame(ship)


onTurretKilled(turret, killer)
onAllTurretsKilled(team)
onForceFieldKilled(forcefield, killer)
onAllForceFieldKilled(team)

onTeamScored(team, score, scoringEvent, scoringShip)
onIndividualScored(scoringShip, score, scoringEvent)
onLeadingTeamChanged(team, previousLeadingTeam)
onLeadingPlayerChanged(player, previousLeadingPlayer)

onAsteroidSpawned(asteroid)
onAsteroidShot(asteroid, shooter)
onAsteroidDestroyed(asteroid, shooter)

onHealthPackUsed(healthpack, ship)
onHealthPackReplenished(healthpack)


onTurretSelectedTarget(turret, target)
onTurretFired(turret, target)

// Game specific events: named on<Game>EventName

onNexusOpen(nexus)
onNexusClose(nexus)
onNexusFlagCollected(flag, ship)

onRabbitKilled(rabbit, killer)
onRabbitGrabbedFlag(rabbit)

onZoneControlZoneCaptured(zone, capturer)
onZoneControlTouchDownScored(scoringShip) ( or onZonesReset() )

onHTFFlagReturnedToZone(flag, zone, returner)
onHTFFlagRemovedFromZone(flag, zone, taker)

onSoccerBallPossesionChanged(ball, possessingShip, previousPossesser)
onSoccerGoalScored(ball, goal, scorer)
onSoccerBallReset(ball) (when ball actually arrives back at starting position)
//Section by Unknown
//This is all about what supervisors might be able to do -
//I misunderstood the title of this section.

//Drawing functions
drawSetColor(col) //col is a hex uint - 0xFFFF00 is yellow
drawSetAlpha(amount) //amount is a value 0-1
drawMove(x,y) //moves the pen to the specified position
drawLine(x,y) //draws a line from the pen's current position to the 
              //specified position
drawRectangle(x1,y1,x2,y2)
drawCircle(x,y,r)
drawEllipse(x1,y1,x2,y2)

//Functions that modify the game objects
removeObject(object || marker)
addObject(levelLine || (object, objectArgs))
translateObject(object || marker, x, y)
rotateObject(object || marker, x, y, amount)
flipObject(object || marker, vertically) //vertically is a boolean that 
                          //determines which direction it is flipped in

//Functions that modify the ship's properties
Ship:teleport(x,y)
Ship:setVelocity(x,y)
Ship:x()
Ship:y()
Ship:xSpeed()
Ship:ySpeed()
Ship:setEnergy(amount)
Ship:getEnergy()
Ship:setHealth(amount)
Ship:getHealth()
Ship:setMaxSpeed(maxSpeed)
Ship:getMaxSpeed()
Ship:setMaxBoostSpeed(maxSpeed)
Ship:getMaxBoostSpeed()
Ship:setFriction(amount)
Ship:getFriction()
Ship:destroyShip() //may not be necessary because setShipHealth(0) 
                  //could be used