Difference between revisions of "Creating a Behavior"
(One intermediate revision by the same user not shown) | |||
Line 7: | Line 7: | ||
The most basic behavior is one that does nothing and simply stores the [[UnitPtr]]: | The most basic behavior is one that does nothing and simply stores the [[UnitPtr]]: | ||
− | <pre> | + | <pre class="prettyprint"> |
class MyBehavior | class MyBehavior | ||
{ | { | ||
Line 23: | Line 23: | ||
You can define parameters in your [[Unit file]], and then fetch them in your Behavior script. Take for example the following integer in the Behavior XML: | You can define parameters in your [[Unit file]], and then fetch them in your Behavior script. Take for example the following integer in the Behavior XML: | ||
− | <pre> | + | <pre class="prettyprint"> |
<behavior class="MyBehavior"> | <behavior class="MyBehavior"> | ||
<int name="move-time">1000</int> | <int name="move-time">1000</int> | ||
Line 31: | Line 31: | ||
Then, to get the value of <code>move-time</code> in your script, you can do the following: | Then, to get the value of <code>move-time</code> in your script, you can do the following: | ||
− | <pre> | + | <pre class="prettyprint"> |
int m_moveTime; | int m_moveTime; | ||
Line 43: | Line 43: | ||
To make the value optional instead of required, add the 4th optional argument <code>false</code>, followed by an optional default value. For example, if you would like <code>move-time</code> in the above example to be optional and default to 1000, you would do this: | To make the value optional instead of required, add the 4th optional argument <code>false</code>, followed by an optional default value. For example, if you would like <code>move-time</code> in the above example to be optional and default to 1000, you would do this: | ||
− | <pre> | + | <pre class="prettyprint"> |
m_moveTime = GetParamInt(unit, params, "move-time", false, 1000); | m_moveTime = GetParamInt(unit, params, "move-time", false, 1000); | ||
</pre> | </pre> | ||
Line 65: | Line 65: | ||
</pre> | </pre> | ||
− | [[Category: | + | [[Category:Tutorials]] |
Latest revision as of 12:34, 31 July 2017
Behaviors are classes that control a Unit. For example, health items have the Pickup behavior. This pickup behavior responds to the Collide
function, so that it can perform an Effect when a Player touches the item.
Contents
Minimal behavior
The most basic behavior is one that does nothing and simply stores the UnitPtr:
class MyBehavior { UnitPtr m_unit; MyBehavior(UnitPtr unit, SValue& params) { m_unit = unit; } }
Parameters
You can define parameters in your Unit file, and then fetch them in your Behavior script. Take for example the following integer in the Behavior XML:
<behavior class="MyBehavior"> <int name="move-time">1000</int> </behavior>
Then, to get the value of move-time
in your script, you can do the following:
int m_moveTime; MyBehavior(UnitPtr unit, SValue& params) { m_unit = unit; m_moveTime = GetParamInt(unit, params, "move-time"); }
To make the value optional instead of required, add the 4th optional argument false
, followed by an optional default value. For example, if you would like move-time
in the above example to be optional and default to 1000, you would do this:
m_moveTime = GetParamInt(unit, params, "move-time", false, 1000);
Functions
Further, you can implement any function you'd like from the below list in your class, and they will be called as events.
void Update(int dt) void QueuedPathfind(array<vec2>@ path) void QueuedFetchActors(array<UnitPtr>@ actors) void Collide(UnitPtr unit, vec2 pos, vec2 normal) void Collide(UnitPtr unit, vec2 pos, vec2 normal, Fixture@ fxSelf, Fixture@ fxOther) void EndCollision(UnitPtr unit) void EndCollision(UnitPtr unit, Fixture@ fxSelf, Fixture@ fxOther) void Destroyed() vec4 GetOverlayColor() SValue@ Save() void Load(SValue@ save) void PostLoad(SValue@ save)