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groups [2017/07/17 10:57] justingroups [2023/01/31 21:28] (current) justin
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 {{:wiki:add_to_group.png?nolink|}} {{:wiki:add_to_group.png?nolink|}}
  
-There are currently several different uses for the grouping functionality:+Currently  there are only a few uses for the grouping functionality, but more will be added as the engine grows. Continue reading below for descriptions of each use.
  
-  * Hiding entities in the Map Editor (e.g. a group of roof tiles for easier access to a house interior) +=====Hiding Entities===== 
-  [[Play Group Animation]] scripting function+You can use groups as a way to hide a set of entities in the [[Map Editor]], for example to hide the roof of a house to allow easier access for editing the house'interior. Refer to the "Group" property on the [[Map Properties]] page for details around hiding/showing the groups defined for a map. 
 + 
 +=====Group Animations===== 
 +The [[Play Group Animation]] scripting function allows you to trigger a particular animation simultaneously for a group of entities, for example to raise spikes from a room full of trap tiles or to trigger a cheering animation on a crowd of NPCs. 
 + 
 +=====Auto-Hiding Entities at Game Time===== 
 +Groups can also be used as a way to have the game automatically hide tile layers based on the current location of the player character. This is useful in cases where there is a building with multiple floors and you'd like the tiles and objects of upper floors to be hidden when the player is on a lower floor. 
 + 
 +<WRAP center round info 100%> 
 +Please note that the auto-hiding feature will not work if your game has Fog of War enabled. When using Fog of War, you'll need to manually hide and show groups using the [[Hide Group]] and [[Show Group]] scripting functions. 
 +</WRAP> 
 + 
 +<WRAP group> 
 +<WRAP column 45%> 
 +To use this feature, you would add any walkable tiles on the lower floor to a group (as an example, say "floor1"), and then add any tiles that are part of any upper floors to another group, using the special "-hide" suffix. Following our example, this upper floor group should be named "floor1-hide". Whenever the player character walks onto a tile in the "floor1" group, any tile (and any object or character on that tile) in the corresponding "floor1-hide" group will be automatically hidden. Refer to the "Default Example Game" project template for a hands-on example of this. To see how it's set up, check which groups each house tile is assigned to (including the stairs). 
 +</WRAP> 
 + 
 +<WRAP column> 
 +{{:wiki:auto_hiding_groups.gif?nolink|}} 
 +</WRAP> 
 +</WRAP>
  
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groups.1500314229.txt.gz · Last modified: 2017/07/17 10:57 by justin