Logo Signal From The Stars

And action...

Everything is action reaction

Martin avatar
  • Martin
  • 6 min read
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Yaml

Since I did not want to write a game editor to save time, I had decided to use yaml files. The advantage is that they can also use references to avoid repetition. And in the future I could possibly create an editor that exports yaml files.

What needed to be described in the yaml files was every action that could take place per scene and character. Below you see such a piece of scene20.yml. In it you see that it will rain for 5 seconds and that a text becomes visible during the start of the scene. Also you can see some hover actions and what should happen when you choose e.g. the action “open” “information board”.

# START scene
# ==================================================
*action-scene-entities-ready-after:
  - <<: *particle-system
    <<: *particle-system-settings-rain
    id: 200143
    ukey: *particle-rain-20
    stopTime: 5

*action-scene-start:
  - <<: *trigger
    id: 200144
    run_once: true
    methods:
      - *particle-rain-20:
        - start: nil
  - <<: *text
    id: 200104
    run_once: true
    text: "The Netherlands, Drente\n52°52'3.95\"N, 6°52'15.01\"E"
    <<: *tween-text-bottom-left-fade-in-fade-out

# HOVER
# ==================================================
*action-hover:
  *information-board1: Information board
  *portal-key: An old stone with inscriptions
  *branch: A tree root
  *pole: Pole
  *broken-information-board1: Broken information board
  *dolmens: Dolmens
  *stone-circle: Stone circle
  *hotspot-20-exit: Go home
  *hotspot-20-stone-circle: The center of the stone circle

# GLOBAL OPEN
# ==================================================
*action-open:
  *information-board1:
    - <<: *say
      id: 200007
      text: You cannot open an information board, it is a wooden panel with text and images
  *portal-key:
    - <<: *walk
      id: 200105
    - <<: *say
      id: 200008
      text: I cannot open the stone

*action-lookat:
  *portal-key:
    - <<: *walk
      id: 200121
    - <<: *say
      id: 200041
      text: It looks like an old stone with something written on it, it looks very interesting

It is also possible for an entity to get other actions than the globally described actions of the scene, you can do this by doing the following at the bottom of the file.

*diana:
  *action-pickup:
    *dolmens:
      - <<: *walk
        id: 200094
        target:
          x: 600
          y: 175
          framesetIndex: *move-up
      - <<: *say
        id: 200095
        text: What do you think? Do you really think I could lift that?

The references of all entities e.g. *dolmens are described in assets/refs.yaml and I can reuse them everywhere. The texts text: are converted to keys and are possibly translated. Below you see a part of the refs.yaml

...

# tweens
# fade in, show text 3 seconds, fade out and move to the left
tween-text-bottom-left-fade-in-fade-out: &tween-text-bottom-left-fade-in-fade-out
  textArguments:
    color: *color-white-hidden # going to fadein, using the tweens
    scale: .50 # @todo *scale-half-size
  font: *font-ui-text
  xOffset: *offset-left
  yOffset: *offset-bottom
  yOffsetIncludeUi: true # offset including menus (above menu)
  offsetMargin: [0,0,5,5] # top, right, bottom, left @todo global margin
  tweens:
    - duration: 2
      properties: 
        color: *color-white
    - duration: 1
      properties:
        color: *color-white-hidden
        x: -10
      wait: 3

# particle schortcuts
particle-system-settings-rain: &particle-system-settings-rain
  emissionRate: 200
  speed: 
    - 300
    - 400
  linearAcceleration:
    - 0
    - 800
    - 0
    - 1000
  sizes:
    - 1
    - 0.5
    - 0.2
    - 0.1
    - 0.8
  sizeVariation: 1
  emitterLifetime: -1
  particleLifetime:
    - 0.8
    - 1.5
  colors:
    - 0 # r
    - 0 # g
    - 0.3 # b
    - 0.8 # a
    - 0 # r
    - 0 # g
    - 0.8 # b
    - 0.8 # a

# characters
nikki: &nikki 10
martin: &martin 11
diana: &diana 12

# -- scene 20
information-board1: &information-board1 20002
portal-key: &portal-key 20003
branch: &branch 20004
broken-information-board1: &broken-information-board1 20005
pole: &pole 20006
dolmens: &dolmens 20007
stone-circle: &stone-circle 20008
hotspot-20-stone-circle: &hotspot-20-stone-circle 20009
hotspot-20-exit: &hotspot-20-exit 20010
scene-menu-20: &scene-menu-20 20011
particle-rain-20: &particle-rain-20 20012
...

# -- scene 21
...

I can create a custom action of anything and have it caught in Lua. The list of actions is currently as follows.

action-open: &action-open 1
action-close: &action-close 2
action-give: &action-give 3
action-pickup: &action-pickup 4
action-lookat: &action-lookat 5
action-talkto: &action-talkto 6
action-push: &action-push 7
action-pull: &action-pull 8
action-use: &action-use 9
action-hover: &action-hover 30
action-walkto: &action-walkto 31
action-say: &action-say 32
action-say_options: &action-say_options 34
action-inventory: &action-inventory 35
action-cannot-walk-to-point: &action-cannot-walk-to-point 36
action-popup: &action-popup 37
action-animation: &action-animation 38
action-scene-start: &action-scene-start 39
action-scene-entities-ready-after: &action-scene-entities-ready-after 40
action-camera: &action-camera 41
action-text: &action-text 44
action-modify-action: &action-modify-action 45
action-hotspot: &action-hotspot 46
action-trigger: &action-trigger 47
action-statement: &action-statement 48
action-world-loaded: &action-world-loaded 49
action-use-direct: &action-use-direct 50
action-audio: &action-audio 51
action-particle-system: &action-particle-system 52

Processing the actions

The yaml files are converted to json and then to messagepack files, which are much smaller and are processed much faster.

Then comes the real work, but that is not really clear here since action.lua is +/- 600 lines of code and there is also an action-event.lua and action-status.lua.

In action-event.lua is the logic of whether the player has clicked an action button such as ‘pick up’ and then e.g. an apple ‘selectedItem’. Or ‘give to’ > selectedActor. Here is all the logic described of what a player can do (in combination with a described yaml action). Eventually the action will be executed.

local activeActor = entityManager:find({movableByUserInput = true}, "Player")
action:execute(
  {
      action = tonumber(self.selectedActionButton.name),
      initiator = #activeActor > 0 and activeActor[1] or nil,
      selectedActionButton = self.selectedActionButton,
      selectedActor = self.selectedActor,
      selectedItem = self.selectedItem,
      selectedInventoryItem = self.selectedInventoryItem,
      selectedInventoryItem2 = self.selectedInventoryItem2
  }
)

In action.lua there is too much, but below are some important parts. I create a special object of each yaml action type, containing all logicia. This object is constantly reused.

-- intial only once for the whole game
function Action:new()
  self.actionObject = {}
  self.actionObject[Action.WALK_TO] = ActionWalkTo()
  self.actionObject[Action.SAY] = ActionSay()
  self.actionObject[Action.SAY_OPTIONS] = ActionSayOptions()
  self.actionObject[Action.INVENTORY] = ActionInventory()
  self.actionObject[Action.POPUP] = ActionPopup()
  self.actionObject[Action.ANIMATION] = ActionAnimation()
  self.actionObject[Action.CAMERA] = ActionCamera()
  self.actionObject[Action.TEXT] = ActionText()
  self.actionObject[Action.ACTION_MODIFY] = ActionModify()
  self.actionObject[Action.TRIGGER] = ActionTrigger()
  self.actionObject[Action.STATEMENT] = ActionStatement()
  self.actionObject[Action.AUDIO] = ActionAudio()
  self.actionObject[Action.PARTICLE_SYSTEM] = ActionParticleSystem()
end


function Action:processActionList(actionList, actionListIndex, triggerData, afterProcessActionListCallback)
   ...

    -- maybe this action may run once
    if self:didRunOnce(actionId, actionData) then
        -- maybe there is another (next) action in the list that don't have run_once
        self:processActionList(actionList, actionListIndex + 1, triggerData, afterProcessActionListCallback)
        return
    end

    -- going to start this action
    -- maybe there are children, update the status to QUEUE and set this actionId on WORKING
    -- this will create all needed action status objects
    for _, actionListObj in pairs(actionList) do
        local actionStatusObj = self:getActionStatusFromList(actionListObj.id)

        if actionListObj.id == actionId then
            self:getActionStatusFromList(actionListObj.id):setStatus(ActionStatus.WORKING)
        elseif actionStatusObj:getStatus() == ActionStatus.WORKING or actionStatusObj:getStatus() == ActionStatus.DONE then
            -- do nothing
        else
            self:getActionStatusFromList(actionListObj.id):setStatus(ActionStatus.QUEUE)
        end
    end

    -- start the action
    self.actionObject[actionData.action]:execute(
        triggerData,
        actionData,
        actionList,
        actionListIndex,
        actionId,
        afterProcessActionListCallback
    )
end

Sound

An example is the action type audio, the logic class for this is in framework.core.action.audio.lua and is controlled from the action/.yml files in the following way

*action-use-direct:
  *inventory-strange-whistle:
    *martin:
      - <<: *audio
        id: 100072
        audiosetName: martin-play-strange-whistle.ogg
        audiosetStatus: *audioset-playing
---@class ActionAudioActionData
---@field wait? integer The time to wait before starting the next action, default 0 sec.
---@field run_once? boolean If you want to run this action once
---@field audiosetName string The audioset name "something.ogg"
---@field audiosetStatus integer<Audioset.IDLE|Audioset.PLAYING|Audioset.PAUSE>
---@field dontWaitForCallback? boolean Wait until the audioset is done playing default false

---@param triggerData triggerData
---@param actionData ActionAudioActionData
---@param actionList table
---@param actionListIndex integer
---@param actionId integer
---@param afterProcessActionListCallback function
function ActionAudio:execute(
    triggerData,
    actionData,
    actionList,
    actionListIndex,
    actionId,
    afterProcessActionListCallback)
    ---@type Audioset
    local audioset =
        entityManager:findOne(
        {
            name = actionData.audiosetName
        },
        "Audioset"
    )

    -- create the callbacks first
    if actionData.dontWaitForCallback ~= true then
        audioset.callbackAfterStopped["actionAudiosetCallbackAfterStopped"] = function(s, framekey)
            action:afterProcessActionListAction(
                self,
                triggerData,
                actionData,
                actionList,
                actionListIndex,
                actionId,
                afterProcessActionListCallback
            )
        end
    end

    audioset:setAudiosetStatus(actionData.audiosetStatus)

    audioset:play()

    if actionData.dontWaitForCallback == true then
        action:afterProcessActionListAction(
            self,
            triggerData,
            actionData,
            actionList,
            actionListIndex,
            actionId,
            afterProcessActionListCallback
        )
    end
end

return ActionAudio

Finally

Everything is set up in such a way that it is separated from the engine3 and the game. This is necessary to make it manageable. If you were to program all actions in a fixed way in the game, you would run into enormous problems. It is better to make generic functions that can process all actions.


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