Dan aksi...

Semuanya aksi dan reaksi

Ya, saya memakai latar belakang putih

Yaml

Karena saya tidak mau menulis editor game demi menghemat waktu, saya memutuskan memakai file yaml. Keuntungannya, file ini juga bisa memakai referensi untuk menghindari pengulangan. Dan di masa depan saya mungkin bisa membuat editor yang mengekspor file yaml.

Di file yaml harus dijelaskan setiap aksi yang bisa terjadi per adegan dan per karakter. Di bawah ini kamu bisa melihat potongan scene20.yml. Di situ terlihat bahwa hujan turun selama 5 detik dan muncul teks saat adegan dimulai. Kamu juga melihat beberapa aksi hover dan apa yang harus terjadi saat kamu memilih misalnya aksi “buka” “papan informasi”.

# 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

Sebuah entity juga bisa punya aksi yang berbeda dari aksi global yang dijelaskan untuk adegan. Caranya dengan menambahkan hal berikut di bagian bawah 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?

Referensi semua entity, misalnya *dolmens, dijelaskan di assets/refs.yaml dan bisa saya pakai ulang di mana saja. Teks text: diubah menjadi key dan bila perlu diterjemahkan. Di bawah ini sebagian dari 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
...

Saya bisa membuat aksi kustom untuk apa saja dan menanganinya di Lua. Daftar aksinya saat ini seperti di bawah.

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

Pemrosesan aksi

File yaml diubah menjadi json lalu menjadi file messagepack, karena ukurannya jauh lebih kecil dan diproses jauh lebih cepat.

Setelah itu barulah pekerjaan sebenarnya, hanya saja itu sulit ditunjukkan dengan jelas di sini, karena action.lua berisi sekitar 600 baris kode, dan masih ada action-event.lua dan action-status.lua.

Di action-event.lua ada logika apakah pemain mengklik tombol aksi seperti ‘ambil’ lalu misalnya sebuah apel, ‘selectedItem’. Atau ‘beri ke’ > selectedActor. Di sini dijelaskan semua logika tentang apa saja yang bisa dilakukan pemain (bersama aksi yang dijelaskan di yaml). Pada akhirnya aksi itu dijalankan.

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
  }
)

Isi action.lua terlalu banyak, tapi di bawah ini beberapa bagian penting. Untuk setiap tipe aksi yaml saya membuat objek khusus yang berisi semua logikanya. Objek ini terus dipakai ulang.

-- 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

Suara

Contohnya adalah tipe aksi audio. Class logikanya ada di framework.core.action.audio.lua dan dipanggil dari file action/.yml dengan cara berikut

*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

Penutup

Semuanya disusun agar engine3 dan game terpisah. Itu perlu supaya tetap mudah dikelola. Kalau kamu memprogram semua aksi secara kaku di dalam game, kamu akan menghadapi masalah besar. Lebih baik membuat fungsi generik yang bisa memproses semua aksi.