Difference between revisions of "Scripting"
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Renesackers (talk | contribs) (Reworded IDE section, and added Visual Studio code extension and links.) |
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== IDE == | == IDE == | ||
− | + | Unfortunately there are currently no full IDEs available for autocompletion with AngelScript. Here's what's currently available in terms of syntax highlighting and basic autocompletion: | |
+ | |||
+ | * [https://code.visualstudio.com/ Visual Studio Code] (free) extension: [https://marketplace.visualstudio.com/items?itemName=renesackers.angelscript Angelscript for VS Code] | ||
+ | * [https://www.sublimetext.com/ Sublime Text] (evaluation period) extension: [https://github.com/wronex/sublime-angelscript syntax highlighter for Angelscript] | ||
== API reference == | == API reference == | ||
You can find the API reference for the engine [http://ssbd.a000ff.com/docs/engine/ here], and the API reference for the base resources [http://ssbd.a000ff.com/docs/scripts/ here]. | You can find the API reference for the engine [http://ssbd.a000ff.com/docs/engine/ here], and the API reference for the base resources [http://ssbd.a000ff.com/docs/scripts/ here]. |
Revision as of 15:02, 24 June 2017
Scripts in Serious Sam's Bogus Detour are written in Angelscript. For a reference overview of the scripting language, check out "The script language" on the Angelscript website.
Script types
Game modes
Gamemodes define rules about what should happen on the global level. A gamemode is for example campaign, survival, deathmatch, team deathmatch, etc. See also Creating a GameMode.
World scripts
Worldscripts are the in-editor visual scripting elements. Scripts have properties that can be set in the editor, they can target each other or other units, and they are only visible within the editor. In the game, only their functionality remains. Examples of worldscripts include SpawnUnit, AreaTrigger, LevelStart, LevelExit, Variable, ChangeVariables, etc. See also Creating a WorldScript.
Behaviors
Behaviors are the brains of units. Each unit can have a behavior, which allows them to have logic such as movement or interaction. For example, this could be a Pickup, Breakable, CompositeActorBehavior, Player, etc. See also Creating a Behavior.
IDE
Unfortunately there are currently no full IDEs available for autocompletion with AngelScript. Here's what's currently available in terms of syntax highlighting and basic autocompletion:
- Visual Studio Code (free) extension: Angelscript for VS Code
- Sublime Text (evaluation period) extension: syntax highlighter for Angelscript
API reference
You can find the API reference for the engine here, and the API reference for the base resources here.