mirror of
https://github.com/KevinMidboe/linguist.git
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Added Adventure Game Studio (AGS) Script language definition and samples.
This commit is contained in:
@@ -28,6 +28,16 @@ ABAP:
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extensions:
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- .abap
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AGS Script:
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type: programming
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lexer: C++
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color: "#B9D9FF"
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aliases:
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- ags
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extensions:
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- .asc
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- .ash
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ANTLR:
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type: programming
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color: "#9DC3FF"
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521
samples/AGS Script/GlobalScript.asc
Normal file
521
samples/AGS Script/GlobalScript.asc
Normal file
@@ -0,0 +1,521 @@
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// main global script file
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// A function that initializes a bunch of stuff.
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function initialize_control_panel() {
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// Centre the control panel
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gPanel.Centre();
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// Centre the Restart dialog as well
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gRestartYN.Centre();
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if (!IsSpeechVoxAvailable()) {
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// If there is no speech-vox file, and therefore no speech,
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// disable all the controls related with speech.
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lblVoice.Visible = false;
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btnVoice.Visible = false;
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sldVoice.Visible = false;
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}
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else {
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// If there *is*, then set it to voice and text. It's best to use
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// both whenever possible, for the player's sake.
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SetVoiceMode(eSpeechVoiceAndText);
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// And reflect this in the control panel.
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btnVoice.Text = "Voice and Text";
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}
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if (!System.SupportsGammaControl) {
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// If we can't change the gamma settings, disable the relevant options.
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sldGamma.Visible = false;
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lblGamma.Visible = false;
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}
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//And now, set all the defaults
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System.Volume = 100;
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sldAudio.Value = System.Volume;
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SetGameSpeed(40);
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sldSpeed.Value = 40;
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if (IsSpeechVoxAvailable()) {
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SetVoiceMode(eSpeechVoiceAndText);
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btnVoice.Text = "Voice and Text";
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sldVoice.Value = 255;
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SetSpeechVolume(255);
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}
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if (System.SupportsGammaControl) {
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System.Gamma = 100;
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sldGamma.Value = 100;
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}
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}
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// Called when the game starts, before the first room is loaded
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function game_start() {
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// Put the code all in a function and then just call the function.
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// It saves cluttering up places like game_start.
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initialize_control_panel();
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// Use the KeyboardMovement module to, per default, replicate the standard
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// keyboard movement of most Sierra games. See KeyboardMovement.txt for more info
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KeyboardMovement.SetMode(eKeyboardMovement_Tapping);
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}
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function repeatedly_execute() {
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// Put here anything you want to happen every game cycle, even when
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// the game is paused. This will not run when the game is blocked
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// inside a command like a blocking Walk()
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if (IsGamePaused() == 1) return;
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// Put here anything you want to happen every game cycle, but not
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// when the game is paused.
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}
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function repeatedly_execute_always() {
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// Put anything you want to happen every game cycle, even
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// when the game is blocked inside a command like a
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// blocking Walk().
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// You cannot run blocking commands from this function.
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}
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function show_inventory_window ()
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{
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gInventory.Visible = true;
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// switch to the Use cursor (to select items with)
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mouse.Mode = eModeInteract;
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// But, override the appearance to look like the arrow
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mouse.UseModeGraphic(eModePointer);
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}
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function show_save_game_dialog()
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{
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gSaveGame.Visible = true;
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// Get the list of save games
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lstSaveGamesList.FillSaveGameList();
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if (lstSaveGamesList.ItemCount > 0)
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{
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// If there is at least one, set the default text
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// to be the first game's name
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txtNewSaveName.Text = lstSaveGamesList.Items[0];
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}
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else
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{
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// No save games yet, default empty text.
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txtNewSaveName.Text = "";
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}
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mouse.UseModeGraphic(eModePointer);
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gIconbar.Visible = false;
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}
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function show_restore_game_dialog()
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{
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gRestoreGame.Visible = true;
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lstRestoreGamesList.FillSaveGameList();
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mouse.UseModeGraphic(eModePointer);
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gIconbar.Visible = false;
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}
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function close_save_game_dialog()
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{
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gSaveGame.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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}
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function close_restore_game_dialog()
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{
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gRestoreGame.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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}
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// Called when a key is pressed. keycode holds the key's ASCII code
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function on_key_press(eKeyCode keycode) {
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// The following is called before "if game is paused keycode=0", so
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// it'll happen even when the game is paused.
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if ((keycode == eKeyEscape) && gRestartYN.Visible) {
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//Use ESC to cancel restart.
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gRestartYN.Visible = false;
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gIconbar.Visible = true;
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// If the panel's not ON, then the player must have gotten here by tapping F9,
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// therefore his cursor needs restoring. If the panel IS on, then it doesn't,
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// because it's already a pointer. Get used to thinking like this!!
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if (!gPanel.Visible) mouse.UseDefaultGraphic();
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return;
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}
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if ((keycode == eKeyEscape) && gPanel.Visible) {
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// Use ESC to turn the panel off.
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gPanel.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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return;
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}
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if ((keycode == eKeyEscape) && (gSaveGame.Visible))
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{
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// Use ESC to close the save game dialog
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close_save_game_dialog();
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return;
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}
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if ((keycode == eKeyEscape) && (gRestoreGame.Visible))
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{
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// Use ESC to close the restore game dialog
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close_restore_game_dialog();
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return;
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}
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if (keycode == eKeyReturn) {
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// ENTER, in this case merely confirms restart
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if (gRestartYN.Visible) RestartGame();
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}
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if (IsGamePaused() || (IsInterfaceEnabled() == 0))
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{
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// If the game is paused with a modal GUI on the
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// screen, or the player interface is disabled in
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// a cut scene, ignore any keypresses.
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return;
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}
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// FUNCTION KEYS AND SYSTEM SHORTCUTS
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if (keycode == eKeyEscape) {
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// ESC
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gPanel.Visible = true;
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gIconbar.Visible = false;
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mouse.UseModeGraphic(eModePointer);
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}
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if (keycode == eKeyCtrlQ) QuitGame(1); // Ctrl-Q
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if (keycode == eKeyF5) show_save_game_dialog(); // F5
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if (keycode == eKeyF7) show_restore_game_dialog(); // F7
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if (keycode == eKeyF9) {
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// F9, asks the player to confirm restarting (so much better to always confirm first)
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gRestartYN.Visible = true;
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gIconbar.Visible = false;
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mouse.UseModeGraphic(eModePointer);
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}
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if (keycode == eKeyF12) SaveScreenShot("scrnshot.bmp"); // F12
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if (keycode == eKeyTab) show_inventory_window(); // Tab, show inventory
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// GAME COMMAND SHORTCUTS
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if (keycode == 'W') mouse.Mode=eModeWalkto; //Notice this alternate way to indicate keycodes.
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if (keycode == 'L') mouse.Mode=eModeLookat; //Note that all we do here is set modes.
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if (keycode == 'U') mouse.Mode=eModeInteract; //If you want something else to happen, such as GUI buttons highlighting,
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if (keycode == 'T') mouse.Mode=eModeTalkto; //you'll need some more scripting done.
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if (keycode == 'I') mouse.Mode=eModeUseinv; //But this will, as-is, give you some standard keyboard shortcuts your players will very much appreciate.
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// For extra cursor modes, such as pick up, feel free to add as you will.
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// Uncomment the line below if you use the "Pick Up" mode.
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//if (keycode == 'P' || keycode == 'G') mouse.Mode=eModePickup;
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// DEBUG FUNCTIONS
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if (keycode == eKeyCtrlS) Debug(0,0); // Ctrl-S, give all inventory
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if (keycode == eKeyCtrlV) Debug(1,0); // Ctrl-V, version
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if (keycode == eKeyCtrlA) Debug(2,0); // Ctrl-A, show walkable areas
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if (keycode == eKeyCtrlX) Debug(3,0); // Ctrl-X, teleport to room
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if (keycode == eKeyCtrlW && game.debug_mode)
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player.PlaceOnWalkableArea(); //Ctrl-W, move to walkable area
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}
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function on_mouse_click(MouseButton button) {
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// called when a mouse button is clicked. button is either LEFT or RIGHT
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if (IsGamePaused() == 1) {
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// Game is paused, so do nothing (ie. don't allow mouse click)
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}
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else if (button == eMouseLeft) {
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ProcessClick(mouse.x, mouse.y, mouse.Mode );
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}
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else if (button == eMouseRight || button == eMouseWheelSouth){
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// right-click our mouse-wheel down, so cycle cursor
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mouse.SelectNextMode();
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}
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else if (button == eMouseMiddle) {
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// Middle-button-click, default make character walk to clicked area (a little shortcut)
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// Could have been just "player.Walk(mouse.x,mouse.y)", but it's best to
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// leave our options open - what if you have a special script triggered
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// on "walking" mode?
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ProcessClick(mouse.x, mouse.y, eModeWalkto);
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}
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else if (button == eMouseWheelNorth) {
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// Mouse-wheel up, cycle cursors
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// If mode isn't WALK, set the previous mode (notice usage of numbers instead
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// of eNums, when it suits us)...
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if (mouse.Mode>0) mouse.Mode=mouse.Mode-1;
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else
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{
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// ...but if it is WALK mode...
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if (player.ActiveInventory!=null)
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{
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//...and the player has a selected inventory item, set mouse mode to UseInv.
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mouse.Mode=eModeUseinv;
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}
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else
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{
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// If they don't, however, just set it to mode TALK (change this line if you add more cursor modes)
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mouse.Mode=eModeTalkto;
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}
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}
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}
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}
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function interface_click(int interface, int button) {
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// This function is obsolete, from 2.62 and earlier versions.
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}
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function btnInvUp_Click(GUIControl *control, MouseButton button) {
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invCustomInv.ScrollUp();
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}
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function btnInvDown_Click(GUIControl *control, MouseButton button) {
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invCustomInv.ScrollDown();
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}
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function btnInvOK_Click(GUIControl *control, MouseButton button) {
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// They pressed the OK button, close the GUI
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gInventory.Visible = false;
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mouse.UseDefaultGraphic();
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}
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function btnInvSelect_Click(GUIControl *control, MouseButton button) {
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// They pressed SELECT, so switch to the Get cursor
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mouse.Mode = eModeInteract;
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// But, override the appearance to look like the arrow
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mouse.UseModeGraphic(eModePointer);
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}
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function btnIconInv_Click(GUIControl *control, MouseButton button) {
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show_inventory_window();
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}
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function btnIconCurInv_Click(GUIControl *control, MouseButton button) {
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if (player.ActiveInventory != null)
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mouse.Mode = eModeUseinv;
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}
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function btnIconSave_Click(GUIControl *control, MouseButton button)
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{
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show_save_game_dialog();
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}
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function btnIconLoad_Click(GUIControl *control, MouseButton button)
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{
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show_restore_game_dialog();
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}
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function btnIconExit_Click(GUIControl *control, MouseButton button) {
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QuitGame(1);
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}
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function btnIconAbout_Click(GUIControl *control, MouseButton button) {
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gPanel.Visible=true;
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gIconbar.Visible=false;
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mouse.UseModeGraphic(eModePointer);
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}
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function cEgo_Look()
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{
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Display("Damn, I'm looking good!");
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}
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function cEgo_Interact()
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{
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Display("You rub your hands up and down your clothes.");
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}
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function cEgo_Talk()
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{
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Display("Talking to yourself is a sign of madness!");
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}
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//START OF CONTROL PANEL FUNCTIONS
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function btnSave_OnClick(GUIControl *control, MouseButton button)
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{
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gPanel.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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Wait(1);
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btnIconSave_Click(btnIconSave, eMouseLeft);
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}
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function gControl_OnClick(GUI *theGui, MouseButton button)
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{
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}
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function btnAbout_OnClick(GUIControl *control, MouseButton button)
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{
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Display("Adventure Game Studio run-time engine default game.");
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}
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function btnQuit_OnClick(GUIControl *control, MouseButton button)
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{
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gPanel.Visible = false;
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Wait(1);
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QuitGame(1);
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gPanel.Visible = true;
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gIconbar.Visible = false;
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mouse.UseModeGraphic(eModePointer);
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}
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function btnLoad_OnClick(GUIControl *control, MouseButton button)
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{
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gPanel.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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Wait(1);
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btnIconLoad_Click(btnIconLoad, eMouseLeft);
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}
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function btnResume_OnClick(GUIControl *control, MouseButton button)
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{
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gPanel.Visible = false;
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mouse.UseDefaultGraphic();
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gIconbar.Visible = true;
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}
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function sldAudio_OnChange(GUIControl *control)
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{
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System.Volume = sldAudio.Value;
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}
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function sldVoice_OnChange(GUIControl *control)
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{
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// Sets voice volume. Note that we don't check for the existence of speech.vox -
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// we did that in game_start, so if it's not there the slider won't even be available.
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SetSpeechVolume(sldVoice.Value);
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}
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function btnVoice_OnClick(GUIControl *control, MouseButton button)
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{
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// Note that we don't check for the existence of speech.vox - we did that in game_start,
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// so if it's not there the button won't even be available.
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if (btnVoice.Text == "Voice and Text") {
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SetVoiceMode(eSpeechVoiceOnly);
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btnVoice.Text = "Voice only";
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}
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else if (btnVoice.Text == "Voice only") {
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SetVoiceMode(eSpeechTextOnly);
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btnVoice.Text = "Text only";
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}
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else if (btnVoice.Text == "Text only") {
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SetVoiceMode(eSpeechVoiceAndText);
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btnVoice.Text = "Voice and Text";
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}
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}
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function sldGamma_OnChange(GUIControl *control)
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{
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// Set the gamma. Note there's no need to check for anything else, as we ensured,
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// in game_start, that the slider won't even appear if it's not possible to do this.
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System.Gamma = sldGamma.Value;
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}
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function btnDefault_OnClick(GUIControl *control, MouseButton button)
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{
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// Reset everything to default. You'll have to edit these as well as the sliders
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// if you'd rather have different default parameters.
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System.Volume = 100;
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sldAudio.Value = System.Volume;
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sldSpeed.Value = 40;
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SetGameSpeed(40);
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if (IsSpeechVoxAvailable()) {
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SetVoiceMode(eSpeechVoiceAndText);
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btnVoice.Text = "Voice and Text";
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sldVoice.Value = 255;
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SetSpeechVolume(255);
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}
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if (System.SupportsGammaControl) {
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System.Gamma = 100;
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sldGamma.Value = 100;
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}
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}
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//END OF CONTROL PANEL FUNCTIONS
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function dialog_request(int param)
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{
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// This is used by the dialog text parser if you need to process
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// text that the player types in to the parser.
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// It is not used by default.
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}
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function sldSpeed_OnChange(GUIControl *control)
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{
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SetGameSpeed(sldSpeed.Value);
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}
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function btnRestart_OnClick(GUIControl *control, MouseButton button)
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{
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gRestartYN.Visible=true;
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gIconbar.Visible=false;
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}
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function btnRestartYes_OnClick(GUIControl *control, MouseButton button)
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{
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RestartGame();
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}
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function btnRestartNo_OnClick(GUIControl *control, MouseButton button)
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{
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gRestartYN.Visible = false;
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||||
gIconbar.Visible = true;
|
||||
// If the panel's not ON, then the player must have gotten here by tapping F9,
|
||||
// therefore his cursor needs restoring. If the panel IS on, then it doesn't,
|
||||
// because it's already a pointer. Get used to thinking like this!!
|
||||
if (!gPanel.Visible) mouse.UseDefaultGraphic();
|
||||
}
|
||||
|
||||
function btnCancelSave_OnClick(GUIControl *control, MouseButton button)
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||||
{
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close_save_game_dialog();
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||||
}
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||||
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||||
function btnSaveGame_OnClick(GUIControl *control, MouseButton button)
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||||
{
|
||||
int gameSlotToSaveInto = lstSaveGamesList.ItemCount + 1;
|
||||
int i = 0;
|
||||
while (i < lstSaveGamesList.ItemCount)
|
||||
{
|
||||
if (lstSaveGamesList.Items[i] == txtNewSaveName.Text)
|
||||
{
|
||||
gameSlotToSaveInto = lstSaveGamesList.SaveGameSlots[i];
|
||||
}
|
||||
i++;
|
||||
}
|
||||
SaveGameSlot(gameSlotToSaveInto, txtNewSaveName.Text);
|
||||
close_save_game_dialog();
|
||||
}
|
||||
|
||||
function btnCancelRestore_OnClick(GUIControl *control, MouseButton button)
|
||||
{
|
||||
close_restore_game_dialog();
|
||||
}
|
||||
|
||||
function btnRestoreGame_OnClick(GUIControl *control, MouseButton button)
|
||||
{
|
||||
if (lstRestoreGamesList.SelectedIndex >= 0)
|
||||
{
|
||||
RestoreGameSlot(lstRestoreGamesList.SaveGameSlots[lstRestoreGamesList.SelectedIndex]);
|
||||
}
|
||||
close_restore_game_dialog();
|
||||
}
|
||||
|
||||
function lstSaveGamesList_OnSelectionCh(GUIControl *control)
|
||||
{
|
||||
txtNewSaveName.Text = lstSaveGamesList.Items[lstSaveGamesList.SelectedIndex];
|
||||
}
|
||||
|
||||
function txtNewSaveName_OnActivate(GUIControl *control)
|
||||
{
|
||||
// Pressing return in the text box simulates clicking the Save button
|
||||
btnSaveGame_OnClick(control, eMouseLeft);
|
||||
}
|
||||
|
||||
function btnDeleteSave_OnClick(GUIControl *control, MouseButton button)
|
||||
{
|
||||
if (lstSaveGamesList.SelectedIndex >= 0)
|
||||
{
|
||||
DeleteSaveSlot(lstSaveGamesList.SaveGameSlots[lstSaveGamesList.SelectedIndex]);
|
||||
lstSaveGamesList.FillSaveGameList();
|
||||
}
|
||||
}
|
||||
4
samples/AGS Script/GlobalScript.ash
Normal file
4
samples/AGS Script/GlobalScript.ash
Normal file
@@ -0,0 +1,4 @@
|
||||
// Main header script - this will be included into every script in
|
||||
// the game (local and global). Do not place functions here; rather,
|
||||
// place import definitions and #define names here to be used by all
|
||||
// scripts.
|
||||
216
samples/AGS Script/KeyboardMovement_102.asc
Normal file
216
samples/AGS Script/KeyboardMovement_102.asc
Normal file
@@ -0,0 +1,216 @@
|
||||
// Main script for module 'KeyboardMovement'
|
||||
|
||||
//****************************************************************************************************
|
||||
// DEFINITIONS
|
||||
//****************************************************************************************************
|
||||
|
||||
#define DISTANCE 10000// distance player walks in Tapping mode before he stops
|
||||
|
||||
enum KeyboardMovement_Directions {
|
||||
eKeyboardMovement_Stop,
|
||||
eKeyboardMovement_DownLeft,
|
||||
eKeyboardMovement_Down,
|
||||
eKeyboardMovement_DownRight,
|
||||
eKeyboardMovement_Left,
|
||||
eKeyboardMovement_Right,
|
||||
eKeyboardMovement_UpLeft,
|
||||
eKeyboardMovement_Up,
|
||||
eKeyboardMovement_UpRight
|
||||
};
|
||||
|
||||
//****************************************************************************************************
|
||||
// VARIABLES
|
||||
//****************************************************************************************************
|
||||
|
||||
// keycodes as variables for future key customization functions (static variables?):
|
||||
int KeyboardMovement_KeyDown = 380; // down arrow
|
||||
int KeyboardMovement_KeyLeft = 375; // left arrow
|
||||
int KeyboardMovement_KeyRight = 377; // right arrow
|
||||
int KeyboardMovement_KeyUp = 372; // up arrow
|
||||
int KeyboardMovement_KeyDownRight = 381; // PgDn (numpad)
|
||||
int KeyboardMovement_KeyUpRight = 373; // PgUp (numpad)
|
||||
int KeyboardMovement_KeyDownLeft = 379; // End (numpad)
|
||||
int KeyboardMovement_KeyUpLeft = 371; // Home (numpad)
|
||||
int KeyboardMovement_KeyStop = 376; // 5 (numpad)
|
||||
|
||||
KeyboardMovement_Modes KeyboardMovement_Mode = eKeyboardMovement_None; // stores current keyboard control mode (disabled by default)
|
||||
|
||||
KeyboardMovement_Directions KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop; // stores current walking direction of player character
|
||||
|
||||
//****************************************************************************************************
|
||||
// USER FUNCTIONS
|
||||
//****************************************************************************************************
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
static function KeyboardMovement::SetMode(KeyboardMovement_Modes mode) {
|
||||
KeyboardMovement_Mode = mode;
|
||||
}
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
// key customization functions here
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
//****************************************************************************************************
|
||||
// EVENT HANDLER FUNCTIONS
|
||||
//****************************************************************************************************
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
function repeatedly_execute() {
|
||||
|
||||
//--------------------------------------------------
|
||||
// Pressing mode
|
||||
//--------------------------------------------------
|
||||
|
||||
if ((IsGamePaused() == true) || (KeyboardMovement_Mode != eKeyboardMovement_Pressing) || (IsInterfaceEnabled() == false) || (player.on == false)) return 0;
|
||||
// if game is paused, module or mode disabled, interface disabled or player character hidden, quit function
|
||||
|
||||
KeyboardMovement_Directions newdirection; // declare variable storing new direction
|
||||
|
||||
// get new direction:
|
||||
if ( ((IsKeyPressed(KeyboardMovement_KeyDown)) && (IsKeyPressed(KeyboardMovement_KeyRight))) || (IsKeyPressed(KeyboardMovement_KeyDownRight)) ) newdirection = eKeyboardMovement_DownRight; // if down&right arrows or PgDn (numeric pad) held down, set new direction to Down-Right
|
||||
else if ( ((IsKeyPressed(KeyboardMovement_KeyUp)) && (IsKeyPressed(KeyboardMovement_KeyRight))) || (IsKeyPressed(KeyboardMovement_KeyUpRight)) ) newdirection = eKeyboardMovement_UpRight; // up&right arrows or PgUp (numpad)
|
||||
else if ( ((IsKeyPressed(KeyboardMovement_KeyDown)) && (IsKeyPressed(KeyboardMovement_KeyLeft))) || (IsKeyPressed(KeyboardMovement_KeyDownLeft)) ) newdirection = eKeyboardMovement_DownLeft; // down&left arrows or End (numpad)
|
||||
else if ( ((IsKeyPressed(KeyboardMovement_KeyUp)) && (IsKeyPressed(KeyboardMovement_KeyLeft))) || (IsKeyPressed(KeyboardMovement_KeyUpLeft)) ) newdirection = eKeyboardMovement_UpLeft; // up&left arrows or Home (numpad)
|
||||
else if (IsKeyPressed(KeyboardMovement_KeyDown)) newdirection = eKeyboardMovement_Down; // down arrow
|
||||
else if (IsKeyPressed(KeyboardMovement_KeyLeft)) newdirection = eKeyboardMovement_Left; // left arrow
|
||||
else if (IsKeyPressed(KeyboardMovement_KeyRight)) newdirection = eKeyboardMovement_Right; // right arrow
|
||||
else if (IsKeyPressed(KeyboardMovement_KeyUp)) newdirection = eKeyboardMovement_Up; // up arrow
|
||||
else newdirection = eKeyboardMovement_Stop; // if none of the above held down, set it to stop player character
|
||||
|
||||
if (IsKeyPressed(KeyboardMovement_KeyStop)) newdirection = eKeyboardMovement_Stop; // if 5 (numeric pad) held down, stop player character, regardless of whether some of the above are held down
|
||||
|
||||
if (newdirection != KeyboardMovement_CurrentDirection) { // if new direction is different from current direction
|
||||
|
||||
if (newdirection == eKeyboardMovement_Stop) player.StopMoving(); // if new direction is the Stop command, stop movement of player character
|
||||
else { // if new direction is NOT the Stop command
|
||||
|
||||
int dx, dy; // declare variables storing new walk coordinates
|
||||
if (newdirection == eKeyboardMovement_DownRight) {
|
||||
dx = DISTANCE;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_UpRight) {
|
||||
dx = DISTANCE;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_DownLeft) {
|
||||
dx = -DISTANCE;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_UpLeft) {
|
||||
dx = -DISTANCE;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Down) {
|
||||
dx = 0;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Left) {
|
||||
dx = -DISTANCE;
|
||||
dy = 0;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Right) {
|
||||
dx = DISTANCE;
|
||||
dy = 0;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Up) {
|
||||
dx = 0;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
|
||||
player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
|
||||
}
|
||||
KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
function on_key_press(int keycode) {
|
||||
|
||||
//--------------------------------------------------
|
||||
// Tapping mode
|
||||
//--------------------------------------------------
|
||||
|
||||
if ((IsGamePaused() == true) || (KeyboardMovement_Mode != eKeyboardMovement_Tapping) || (IsInterfaceEnabled() == false) || (player.on == false)) return 0;
|
||||
// if game is paused, module or mode disabled, interface disabled or player character hidden, quit function
|
||||
|
||||
KeyboardMovement_Directions newdirection; // declare variable storing new direction
|
||||
|
||||
// get new direction:
|
||||
if (keycode == KeyboardMovement_KeyDownRight) newdirection = eKeyboardMovement_DownRight; // if down-right key pressed, set new direction to Down-Right
|
||||
else if (keycode == KeyboardMovement_KeyUpRight) newdirection = eKeyboardMovement_UpRight;
|
||||
else if (keycode == KeyboardMovement_KeyDownLeft) newdirection = eKeyboardMovement_DownLeft;
|
||||
else if (keycode == KeyboardMovement_KeyUpLeft) newdirection = eKeyboardMovement_UpLeft;
|
||||
else if (keycode == KeyboardMovement_KeyDown) newdirection = eKeyboardMovement_Down;
|
||||
else if (keycode == KeyboardMovement_KeyLeft) newdirection = eKeyboardMovement_Left;
|
||||
else if (keycode == KeyboardMovement_KeyRight) newdirection = eKeyboardMovement_Right;
|
||||
else if (keycode == KeyboardMovement_KeyUp) newdirection = eKeyboardMovement_Up;
|
||||
else if (keycode == KeyboardMovement_KeyStop) newdirection = eKeyboardMovement_Stop; // if stop key pressed, set to stop player character
|
||||
|
||||
if (newdirection != KeyboardMovement_CurrentDirection) { // if new direction is different from current direction
|
||||
|
||||
if (newdirection == eKeyboardMovement_Stop) player.StopMoving(); // if new direction is the Stop command, stop movement of player character
|
||||
else { // if new direction is NOT the Stop command
|
||||
|
||||
int dx, dy; // declare variables storing new walk coordinates
|
||||
if (newdirection == eKeyboardMovement_DownRight) {
|
||||
dx = DISTANCE;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_UpRight) {
|
||||
dx = DISTANCE;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_DownLeft) {
|
||||
dx = -DISTANCE;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_UpLeft) {
|
||||
dx = -DISTANCE;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Down) {
|
||||
dx = 0;
|
||||
dy = DISTANCE;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Left) {
|
||||
dx = -DISTANCE;
|
||||
dy = 0;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Right) {
|
||||
dx = DISTANCE;
|
||||
dy = 0;
|
||||
}
|
||||
else if (newdirection == eKeyboardMovement_Up) {
|
||||
dx = 0;
|
||||
dy = -DISTANCE;
|
||||
}
|
||||
|
||||
player.WalkStraight(player.x + dx, player.y + dy, eNoBlock); // walk player character to the new coordinates
|
||||
}
|
||||
KeyboardMovement_CurrentDirection = newdirection; // update current direction to new direction
|
||||
|
||||
}
|
||||
else { // if new direction is same as current direction
|
||||
player.StopMoving(); // stop player character
|
||||
KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop; // update current direction
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//====================================================================================================
|
||||
|
||||
function on_event(EventType event, int data) {
|
||||
|
||||
if (event == eEventLeaveRoom) KeyboardMovement_CurrentDirection = eKeyboardMovement_Stop;
|
||||
|
||||
}
|
||||
|
||||
//====================================================================================================
|
||||
13
samples/AGS Script/KeyboardMovement_102.ash
Normal file
13
samples/AGS Script/KeyboardMovement_102.ash
Normal file
@@ -0,0 +1,13 @@
|
||||
// Script header for module 'KeyboardMovement'
|
||||
|
||||
#define KeyboardMovement_VERSION 101
|
||||
|
||||
enum KeyboardMovement_Modes {
|
||||
eKeyboardMovement_None,
|
||||
eKeyboardMovement_Tapping,
|
||||
eKeyboardMovement_Pressing
|
||||
};
|
||||
|
||||
struct KeyboardMovement {
|
||||
import static function SetMode(KeyboardMovement_Modes mode);
|
||||
};
|
||||
Reference in New Issue
Block a user