42 lines
2.2 KiB
Markdown
42 lines
2.2 KiB
Markdown
# Yugine Scripting Guide
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Primum programs are organized into two different types of source files: scripts and entities. Scripts end with .js, entities end with .jso.
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Actors can be created with jso files. Make one by calling 'actor.spawn(file)'.
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Entities are specialized actors, that are in the world of the computer game. While calling delay on actor causes a delay relative to real-life time, delay on an entity causes a delay relative to the game world time. Entities can be thought of as running in parallel, but on a single thread on a local computer. In addition, their timeframe can be thought of as in sync with the computer game world.
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The game itself has its own time and memory space.
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## Scripts
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Script hooks exist to allow to modification of the game.
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|config.js|called before any game play, including play from editor|
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|game.js|called to start the game|
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|editorconfig.js|called when the editor is loaded, used to personalize|
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|predbg.js|called when play in editor is selected, before level load|
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|debug.js|called when play in editor is selected, after level load|
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|dbgret.js|called when play in editor returns to editor|
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In addition, any script can be run by running "load".
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## Entities
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Entities are defined in a jso file. The "this" parameter in the jso file is a reference to the actor, allowing you to define properties on it.
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Computation takes place in turns. Each entity has functions called, if they exist. If a machine has multiple threads, multiple entities may be taking turns at a time.
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|function|description|
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|load|called after the object is loaded, including in editor|
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|start|called when the object is loaded during gameplay|
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|update(dt)|called once per game frame tick|
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|physupdate(dt)|called once per physics tick|
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|stop|called when the object is killed|
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|debug|use draw functions with the object's world position, during debug pass|
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|gui|draw functions in screen space, during gameplay gui pass|
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|draw|draw functions in world space|
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## Guidelines
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When dealing with callbacks, callback registration can include objects or functions, but not both. You should either register an object to a list that always has 'update' called on them, or you should register the object's update function as a closure over the object. |