1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281
|
// -----------------------------------------------------------------------------
// File: example_setup.ss
// Description: example setup object
// Author: Alexandre Martins <http://opensurge2d.org>
// License: MIT
// -----------------------------------------------------------------------------
using SurgeEngine.Lang;
using SurgeEngine.Level;
using SurgeEngine.Player;
using SurgeEngine.Vector2;
using SurgeEngine.Audio.Music;
using SurgeEngine.Audio.Sound;
using SurgeEngine.Events.EventList;
using SurgeEngine.Events.EventChain;
using SurgeEngine.Events.EntityEvent;
using SurgeEngine.Events.DelayedEvent;
using SurgeEngine.Events.FunctionEvent;
/*
SETUP SCRIPT
The setup script is used to set up entities and data in a level.
Below you'll find a configuration object partitioned into zones.
Each zone is likely to contain multiple entities. Entities have
a name (like "Bridge", "Elevator", and so on) and an ID (a hex
code like "2bbc752e0454d031"). While multiple entities may have
the same name (e.g., there may be multiple bridges on a level),
each entity is uniquely identified by its ID.
Entities may be referenced in the configuration object using
their names or their unique IDs. Once you reference an entity,
you may change its properties following the template below.
The exact properties of an entity can be found by inspecting
it in the level editor.
To associate a setup script with a particular level, open the
.lev file with a text editor and add the name of the setup
object (e.g., "Example Setup") to the setup field. Example:
setup "Default Setup" "Example Setup"
Happy hacking! ;)
Tip: explore folder scripts/functions/ to know about many
functions you can use with events.
*/
object "Example Setup"
{
//
// This is the configuration object.
// Use it to configure your entities.
//
config = {
//
// all zones / acts
//
"*": {
// the configuration below is just an example
// (modify at will, but backup this file first!)
// Example: configuring all Bridges. Setting their
// length and their animation number.
"Bridge": {
"length": 12, // length 12 is the default
"anim": 1 // animation number (the sprite is "Bridge")
},
// Example: configuring all Elevators.
"Elevator": {
"anim": 2 // animation number
},
// Example: configuring all Audio Sources.
"Audio Source": {
"sound": "samples/waterfall.wav" // path to a sound
},
// Example: configuring a transformation powerup
"Powerup Transformation": {
"character": "Surge", // name of a character
"duration": 20 // in seconds
}
},
//
// zone 1 only
//
"1": {
// Example: configuring the Background Exchanger for zone 1.
"Background Exchanger": {
"background": "themes/template.bg"
},
// Example: making a specific Door become red.
// (suppose its ID is 532ab77cef1252ae)
"532ab77cef1252ae": {
"color": "red"
},
// Example: configuring an event. An event is something that
// may be triggered during gameplay. This will print a message
// as soon as the player touches an Event Trigger 1 entity.
"Event Trigger 1": {
"onTrigger": FunctionEvent("Print").withArgument("Hello! Give me pizza!")
},
// Example: lock the camera as soon as the player touches an
// Event Trigger 7 entity, ideally placed near the goal flag.
"Event Trigger 7": {
"onTrigger": FunctionEvent("Lock Camera").withArgument(2048) // give a maximum space of 2048 pixels to the right
},
// Example: collapse a specific Bridge (ID: 481c9ccb42a38268)
// when activating a specific Switch (ID: 142f0aa6855b991a).
"142f0aa6855b991a": {
"onActivate": EntityEvent("481c9ccb42a38268").willCall("collapse")
},
// Example: open a specific Door (ID: 2bbc752e0454d031) ONLY IF
// a specific red Switch (ID: 66b9b90da2a5a5fa) is being pressed.
"66b9b90da2a5a5fa": {
"color": "red",
"sticky": false,
"onActivate": EntityEvent("2bbc752e0454d031").willCall("open"),
"onDeactivate": EntityEvent("2bbc752e0454d031").willCall("close")
},
// Example: configuring a powerup that triggers an event
"Powerup Event Trigger": {
"onTrigger": EventList([
// run on trigger
FunctionEvent("Print").withArgument("3..."),
FunctionEvent("Play Sound").withArgument("samples/choose.wav"),
// run after 1 second
DelayedEvent(
EventList([
FunctionEvent("Print").withArgument("2..."),
FunctionEvent("Play Sound").withArgument("samples/choose.wav")
])
).willWait(1.0),
// run after 2 seconds
DelayedEvent(
EventList([
FunctionEvent("Print").withArgument("1..."),
FunctionEvent("Play Sound").withArgument("samples/choose.wav")
])
).willWait(2.0),
// run after 3 seconds
DelayedEvent(
EventList([
FunctionEvent("Play Sound").withArgument("samples/choose.wav"),
FunctionEvent("Print").withArgument("Double Lucky Bonus!"),
FunctionEvent("Print").withArgument("yaaaaay!"),
FunctionEvent("Give Lucky Bonus").withArgument(100)
])
).willWait(3.0),
])
}
},
//
// zone 2 only
//
"2": {
// Example: make all Switches blue.
// Make them trigger multiple events at the same time!
"Switch": {
"color": "blue",
"onActivate": EventList([
FunctionEvent("Print").withArgument("Oh my! Look at the water!"),
FunctionEvent("Change Water Level").withArgument(128) // raise water to ypos = 128
])
},
// Example: tell a story. Trigger one event at a time!
"Event Trigger 2": {
"onTrigger": EventList([
FunctionEvent("Print").withArgument("Oh my! Something is about to happen!"),
DelayedEvent(
FunctionEvent("Print").withArgument("I can feel... water...")
).willWait(3.0), // wait 3 seconds before triggering this
DelayedEvent(
FunctionEvent("Print").withArgument("WATCH OUT!")
).willWait(6.0), // wait 6 seconds before triggering this
DelayedEvent(
FunctionEvent("Change Water Level").withArgument(128)
).willWait(7.0) // wait 7 seconds before triggering this
])
},
// Example: trigger different events when pressing a
// Switch multiple times. The events will be triggered
// sequentially, like the links of a chain.
"e58aecd5740a0547": {
"sticky": false,
"onActivate": EventChain([
FunctionEvent("Print").withArgument("First time you pressed it"),
FunctionEvent("Print").withArgument("Second time you pressed it"),
FunctionEvent("Print").withArgument("Third time you pressed it"),
FunctionEvent("Print").withArgument("Don't you get tired?"),
FunctionEvent("Print").withArgument("Enough!")
])
},
// Example: trigger alternating events. Raise the water
// level and then disable it, again and again, whenever
// the blue Switch is pressed.
"ab5264eabc2564cc": {
"color": "blue",
"sticky": false,
"onActivate": EventChain([
FunctionEvent("Change Water Level").withArgument(128),
FunctionEvent("Change Water Level").withArgument(9999999)
]).willLoop()
}
},
//
// zone 3 only
//
"3": {
// Example: start a boss fight!
"Event Trigger 7": {
"onTrigger": EventList([
FunctionEvent("Play Boss Music"),
FunctionEvent("Lock Camera").withArgument(800) // lock camera with a space of 800 pixels to the right
])
},
// Example: extend the locked region after a boss fight.
// "My Boss" is a hypothetical entity that triggers onDefeat.
"My Boss": {
"onDefeat": EventList([
FunctionEvent("Stop Boss Music"),
FunctionEvent("Lock Camera").withArgument(9999) // give more space
])
},
// Example: unlock the camera after a mini-boss fight,
// so the player can keep moving throughout the level.
"My Mini Boss": {
"onDefeat": EventList([
FunctionEvent("Stop Boss Music"),
FunctionEvent("Unlock Camera")
])
},
// Example: when touching Event Trigger 3, give the player
// a bonus of 50 collectibles to prepare for the boss fight!
"Event Trigger 3": {
"onTrigger": FunctionEvent("Give Lucky Bonus").withArgument(50)
}
}
};
// -------------------------------------------------------------------------
//
// Below you'll find the setup code.
// You can keep it as it is or extend it.
//
state "main"
{
// write your code here
}
// setup the entities
fun constructor()
{
zone = String(Level.act);
Level.setup(config["*"] || { });
Level.setup(config[zone] || { });
}
}
|