131 lines
4.1 KiB
Markdown
131 lines
4.1 KiB
Markdown
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# Doodad Scripts
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Doodads are programmed using JavaScript which gives them their behavior
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and ability to interact with the player and other doodads.
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An example Doodad script looks like the following:
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```javascript
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// The main function is called when the doodad is initialized in Play Mode
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// at the start of the level.
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function main() {
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// Important global variables:
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// - Self: information about the current Doodad running this script.
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// - Events: handle events raised during gameplay.
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// - Message: publish or subscribe to named messages to interact with
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// other doodads.
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// Logs go to the game's log file (standard output on Linux/Mac).
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console.log("%s initialized!", Self.Doodad.Title);
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// If our doodad has 'solid' parts that should prohibit movement,
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// define the hitbox here. Coordinates are relative so 0,0 is the
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// top-left pixel of the doodad's sprite.
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Self.SetHitbox(0, 0, 64, 12);
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// Handle a collision when another doodad (or player) has entered
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// the space of our doodad.
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Events.OnCollide(function(e) {
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// The `e` object holds information about the event.
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console.log("Actor %s has entered our hitbox!", e.Actor.ID());
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// InHitbox is `true` if we defined a hitbox for ourselves, and
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// the colliding actor is inside of the hitbox we defined.
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if (e.InHitbox) {
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// To prohibit movement, return false from the OnCollide handler.
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// If you don't return false, the actor is allowed to keep on
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// moving through.
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return false;
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}
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});
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// OnLeave is called when an actor, who was previously colliding with
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// us, is no longer doing so.
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Events.OnLeave(function(e) {
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console.log("Actor %s has stopped colliding!", e.Actor.ID());
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})
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}
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```
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# JavaScript API
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## Global Variables
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The following global variables are available to all Doodad scripts.
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### Self
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Self holds information about the current doodad. The full surface area of
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the Self object is subject to change, but some useful things you can access
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from it include:
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* Self.Doodad: a pointer to the doodad's file data.
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* Self.Doodad.Title: get the title of the doodad file.
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* Self.Doodad.Author: the name of the author who wrote the doodad.
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* Self.Doodad.Script: the doodad's JavaScript source code. Note that
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modifying this won't have any effect in-game, as the script had already
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been loaded into the interpreter.
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* Self.Doodad.GameVersion: the version of {{ app_name }} that was used
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when the doodad was created.
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### Events
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### Message
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## Global Functions
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The following useful functions are also available globally:
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### Timers and Intervals
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Doodad scripts implement setTimeout() and setInterval() functions similar
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to those found in web browsers.
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```javascript
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// Call a function after 5 seconds.
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setTimeout(function() {
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console.log("I've been called!");
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}, 5000);
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```
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setTimeout() and setInterval() return an ID number for the timer created.
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If you wish to cancel a timer before it has finished, or to stop an interval
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from running, you need to pass its ID number into `clearTimeout()` or
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`clearInterval()`, respectively.
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```javascript
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// Start a 1-second interval
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var id = setInterval(function() {
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console.log("Tick...");
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}, 1000);
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// Cancel it after 30 seconds.
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setTimeout(function() {
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clearInterval(id);
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}, 30000);
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```
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### Console Logging
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Doodad scripts also implement the `console.log()` and similar functions as
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found in web browser APIs. They support "printf" style variable placeholders.
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```javascript
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console.log("Hello world!");
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console.error("The answer is %d!", 42);
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console.warn("Actor '%s' has collided with us!", e.Actor.ID());
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console.debug("This only logs when the game is in debug mode!");
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```
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### RGBA(red, green, blue, alpha uint8)
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RGBA initializes a Color variable using the game's native Color type. May
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be useful for certain game APIs that take color values.
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Example: RGBA(255, 0, 255, 255) creates an opaque magenta color.
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### Point(x, y int)
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Returns a Point object which refers to a location in the game world. This
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type is required for certain game APIs.
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