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door_scripting_tutorial [2017/11/04 10:07] justindoor_scripting_tutorial [2017/11/04 11:22] (current) justin
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 =====Creating the Model===== =====Creating the Model=====
-You'll first need to build a [[voxel]] model for your door. Create a new [[object]] in the [[Voxel Editor]] and build a door model similar to one of those shown in the examples below. For this tutorial, you'll want to have at least two separate frames, one for the door in its closed state and one in its open state. +You'll first need to build a [[voxel]] model for your door. Create a new [[object]] in the [[Voxel Editor]] and build a door model similar to one of those shown in the examples below. For this tutorial, you'll want to have at least two separate frames, one for the door in its closed state and one in its open state. Most of the examples in this tutorial will be be based on the first type of door shown.
  
 The style, orientation, and positioning all depend on what best matches the existing architecture of your game. For example, the top door in the images below is centered depth-wise since it's designed for a game where the walls take up the entire [[tile]] block. The bottom door is positioned flush with the grid edge since it's designed for a game where the walls are thinner and aligned with the [[tile]] edges. The style, orientation, and positioning all depend on what best matches the existing architecture of your game. For example, the top door in the images below is centered depth-wise since it's designed for a game where the walls take up the entire [[tile]] block. The bottom door is positioned flush with the grid edge since it's designed for a game where the walls are thinner and aligned with the [[tile]] edges.
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 {{:wiki:door_setup_in_map_01.gif?nolink|}} {{:wiki:door_setup_in_map_01.gif?nolink|}}
- 
-{{:wiki:door_setup_in_map_02.gif?nolink|}} 
  
 =====Scripting the Door for One-Time Use===== =====Scripting the Door for One-Time Use=====
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 {{:wiki:door_tile_ids_01.png?nolink|}} {{:wiki:door_tile_ids_01.png?nolink|}}
  
-This version of the [[script]] is very similar to the first one, with the exception of calling the [[Modify Navigation]] function to modify each "connection" between the door'[[tile]] and the two adjacent ones to set the navigation type to "Walk and Interact".+This version of the [[script]] is very similar to the first one, with the exception of calling the [[Modify Navigation]] function to explicity modify each "connection" between the door's tile and the two adjacent ones to set the navigation type to Walk and Interact.
  
 <code lua> <code lua>
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 =====Allowing the Door to Be Toggled===== =====Allowing the Door to Be Toggled=====
-The previous scripts work fine for some cases, but most of the time you probably wouldn't want doors to be stuck in an open state. Fortunately we can improve these scripts and allow the door to be toggled between an opened and closed state. The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an "if" statement (or the "Evaluate Condition" node in a visual [[script]]). +The previous [[script|scripts]] work fine for some cases, but most of the time you probably wouldn't want doors to be stuck in an open state. Fortunately we can improve these [[script|scripts]] and allow the door to be toggled between an opened and closed state. 
 + 
 +The key to this functionality is maintaining the state of the door in an entity property using [[Set Entity Property]] and checking this property with an "if" statement (or the "Evaluate Condition" node in a visual [[script]]). According to the door's current state, you will trigger the appropriate [[animation]], modify the [[navigation_and_interaction|navigation paths]], and update the entity property with the new state. For example, a property named "open" with a value that gets toggled between true or false could be used to maintain the door's state. 
 + 
 +The new versions of the [[script|scripts]] are very similar to the previous ones except there is now a second set of events that can occur to "revert" the door back to a closed state by playing the "close" [[animation]] and changing the [[navigation_and_interaction|navigation paths]] back to their original types.
  
 ====Method 1: Replace Navigation==== ====Method 1: Replace Navigation====
 +The improved version of the [[script]] using the [[Replace Navigation]] method is fairly straightforward. We simply swap the navigation types between "Interact Only" and "Walk and Interact" as the door opens and closes.
 <code lua> <code lua>
 if self.property["open"] == true then if self.property["open"] == true then
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 ====Method 2: Modify Navigation==== ====Method 2: Modify Navigation====
 +For the improved version using the [[Modify Navigation]] method, let's assume we are using a different type of door that swings open, as shown in the image below. In the [[script]], the navigation between "door_tile" and "tile02" is set to the type of "Interact Only" when the door is open due to the way its model swings inward. This prevents the player from walking through the door when it's open.
 +
 {{:wiki:door_tile_ids_02.png?nolink|}} {{:wiki:door_tile_ids_02.png?nolink|}}
 <code lua> <code lua>
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 </code> </code>
  
-There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong way. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating.+Scripting [[object|objects]] like doors is a great way to learn more about the RPG in a Box [[script_syntax|scripting language]]. There are often multiple methods to accomplish the same functionality and there isn't necessarily a right or wrong approach. As with many other concepts, the best way to learn is to experiment with different setups and determine what works best for you and the particular game that you're creating. Have fun!
  
door_scripting_tutorial.1509815228.txt.gz · Last modified: 2017/11/04 10:07 by justin