Og action...
Alt er aksjon og reaksjon

Yaml
Siden jeg ikke ville skrive en spilleditor for å spare tid, bestemte jeg meg for å bruke yaml-filer. Fordelen er at de også kan bruke referanser for å unngå gjentakelser. Og i fremtiden kunne jeg eventuelt lage en editor som eksporterer yaml-filer.
I yaml-filene måtte hver handling som kunne skje per scene og figur, beskrives. Under ser du en slik bit av scene20.yml. Her ser du at det regner i 5 sekunder, og at en tekst vises når scenen starter. Du ser også noen hover-handlinger og hva som skal skje når du for eksempel velger handlingen “åpne” “informasjonstavle”.
# 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
Det er også mulig å gi en entity andre handlinger enn de globale handlingene for scenen. Det gjør man ved å legge til følgende nederst i filen.
*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?
Referansene til alle entities, for eksempel *dolmens, er beskrevet i assets/refs.yaml, og dem kan jeg gjenbruke overalt. Tekstene text: gjøres om til nøkler og blir eventuelt oversatt. Under ser du en del av 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
...
Jeg kan lage en egen handling av hva som helst og fange den opp i Lua. Listen over handlinger ser akkurat nå slik ut.
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
Behandling av handlingene
yaml-filene gjøres om til json og deretter til messagepack-filer, som er mange ganger mindre og behandles mange ganger raskere.
Så kommer det egentlige arbeidet, men det lar seg ikke vise tydelig her, siden action.lua er omtrent 600 linjer kode, og det finnes også action-event.lua og action-status.lua.
I action-event.lua ligger logikken for om spilleren har klikket på en handlingsknapp som ’ta’ og så for eksempel et eple, ‘selectedItem’. Eller ‘gi til’ > selectedActor. Her er all logikken for hva en spiller kan gjøre beskrevet (sammen med en beskrevet yaml-handling). Til slutt blir handlingen utført.
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
}
)
Det står for mye i action.lua, men under er noen viktige deler. Jeg lager et spesielt objekt for hver yaml-handlingstype, med all logikken i. Dette objektet gjenbrukes hele tiden.
-- 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
Lyd
Et eksempel er handlingstypen audio. Logikklassen for den ligger i framework.core.action.audio.lua og styres slik fra action/.yml-filene
*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
Til slutt
Alt er satt opp slik at engine3 og spillet er adskilt. Det trengs for å holde det håndterbart. Hvis du programmerte alle handlinger på en fast måte i spillet, ville du støtt på enorme problemer. Det er bedre å lage generiske funksjoner som kan behandle alle handlinger.