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HowTo: LevelEditor: Events

Table of content:
General
Tiles
Objects
Enemies
Events
Sounds

This part deals with the introdcution of the event system. Events allows the designer to create a graceful level with an interacting environment.



An overview of the internal data structure:



Overview - ActivationArea:

Always: Always
Bottom: Player jumps under the block
Left: Player moves from right to left and walks against the block
Right: Player moves from left to right and walks against the block
Top: Player is on top of the block
KeyDownPressed:Player is on top of the block and presses the "Arrow Down" key

Addressing something in the level:
Object:@gem:Name
Enemy:@enemy:Name
Tile:TileX/TileY

Overview - EventActions:

BecomeDeadly
Addressing an enemy: switches Killable to false
Addressing an object: switches between Deadly false

Required:
Object: Addressing enemy/object

BecomeFriendly
Addressing an enemy: switches Killable to true
Addressing an object: switches between Deadly true

Required:
Object: Addressing enemy/object

CheckPoint
Creates a check point at the players position

Destroy
Destroys the specified game object

Required:
Object: Addressing enemy/object
TileX/TileY: Addressing tile

ExecuteScript
Executes the script

Required:
ScriptEvent: The code

FallDown
Addressing an enemy: switches FollowsGravity to true
Addressing a tile: tile starts to fall to ground

Required:
Object: Addressing enemy/object
TileX/TileY: Addressing tile

Hide
Addressing an enemy/object: switches Visible to false
Addressing a tile: switches collision to Hidden
Addressing an elevator: switches Active to false

Required:
Object: Addressing enemy/object
TileX/TileY: Addressing tile/elevator

Jump
Catapults the player to the sky

PlayMusic
Play the song

Required:
Object: The song name (see sounds tutorial)

PlaySound
Play the sound effect

Required:
Object: The sound effect (see sounds tutorial)

PsychoMode
Start suffering an epileptic fit

Show
Addressing an enemy/object: switches Visible to true
Addressing an elevator: switches Active to true
Addressing a tile: switches collision to Impassable

Required:
Object: Addressing enemy/object
TileX/TileY: Addressing tile/elevator

SpawnEnemy
Creates an enemy

Required:
Object: Texture
TileX/TileY: Position

SpawnObject
Creates an object

Required:
Object: Texture
TileX/TileY: Position

StopPsychoMode
Stop epileptic fit

SpawnObject
Writes a text to the user interface

Required:
Object: The message

Optional:
TileX: Duration, default: 10sec

Example (object):

Example (tiles):


Downloads

Projekte

Updates

[31.01.2014] Forum in Beta Version online gestellt

[28.11.2013] Syobon Online Leaderboard in die Alpha Phase gestartet

[14.11.2012] Projektbeschreibung aktualisiert

[23.04.2012] Syobon Action 4 unter Projekte hinzugefügt