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Lunatic: document con.action/move/ai and actor methods.
Also, in some movement functions, replace e.g. (vel*TICSPERFRAME)>>2 with vel. git-svn-id: https://svn.eduke32.com/eduke32@3925 1a8010ca-5511-0410-912e-c29ae57300e0
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253a13ed29
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2 changed files with 293 additions and 35 deletions
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@ -365,7 +365,7 @@ static int32_t A_CheckNoSE7Water(const spritetype *s, int32_t sectnum, int32_t s
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static int32_t A_CheckNeedZUpdate(int32_t spritenum, int32_t changez, int32_t *dazptr)
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{
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const spritetype *spr = &sprite[spritenum];
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const int32_t daz = spr->z + ((changez*TICSPERFRAME)>>3);
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const int32_t daz = spr->z + (changez>>1);
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*dazptr = daz;
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@ -410,9 +410,9 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
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if (spr->statnum == STAT_MISC || (bg && spr->xrepeat < 4))
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{
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spr->x += (change->x*TICSPERFRAME)>>2;
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spr->y += (change->y*TICSPERFRAME)>>2;
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spr->z += (change->z*TICSPERFRAME)>>2;
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spr->x += change->x;
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spr->y += change->y;
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spr->z += change->z;
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if (bg)
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setsprite(spritenum, (vec3_t *)spr);
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@ -448,7 +448,7 @@ int32_t A_MoveSprite(int32_t spritenum, const vec3_t *change, uint32_t cliptype)
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spr->z = daz;
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retval = clipmove((vec3_t *)spr, &dasectnum,
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(change->x*TICSPERFRAME)<<11, (change->y*TICSPERFRAME)<<11,
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change->x<<13, change->y<<13,
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clipdist, 4<<8, 4<<8, cliptype);
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spr->z = oldz;
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}
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@ -131,7 +131,7 @@ a _built-in_ module, of which the following ones are allowed:
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* Lua's `os` module, containing a single function, `clock`. Like the
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<<timing_funcs,timing functions>>, it should only be used to profile bits of
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code.
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* Modules provided by Lunatic, which will be described in <<ext_api,their own
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* Modules provided by Lunatic, which are described in <<ext_api,their own
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section>>.
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If `modname` does not designate a built-in module, Lunatic first replaces every
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@ -146,15 +146,28 @@ contains a loop). Instead, an error is raised.
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Lunatic's `require` allows passing additional arguments to the module to load.
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On the module side, they can be obtained by examining the vararg expression
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``++\...++'' at file scope. Given a definition of `args` as `{...}`, its
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first element `args[1]` would contain `modname` and the following entries the
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values passed in addition to `require`. This feature is useful for
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parametrizing a module: for example, it could provide a way alter the starting
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tile number of an actor it defines.
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``++\...++'' at file scope. Given a definition of `args` as `{...}`, its first
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element `args[1]` would contain `modname` and the following entries the values
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passed in addition to `require`. This feature is useful for parametrizing a
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module: for example, the module could provide a way alter the starting tile
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number of an actor it defines.
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Issuing `require` for ```end_gamevars`'' has a special meaning that is
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described below. A `require` for ```CON.DEFS`'' returns a table mapping labels
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++define++d from CON to their values, except for `NO`.
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Issuing `require` for some special names listed below has a predefined meaning
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that cannot be overridden by the user.
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* `CON.DEFS`: returns a table mapping labels ++define++d from CON to their
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values, except for `NO`.
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* `CON.ACTION`: returns a table mapping labels of ++action++s defined from CON
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to immutable <<con_action,`con.action`>> objects.
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* `CON.MOVE`: returns a table mapping labels of ++move++s defined from CON
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to immutable <<con_move,`con.move`>> objects.
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* `CON.AI`: returns a table mapping labels of ++ai++s defined from CON
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to immutable <<con_ai,`con.ai`>> objects.
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* `end_gamevars`: used to mark the end of a gamevar block, described below.
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==== The `module()` function
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@ -183,9 +196,13 @@ serialize into savegames. These are the following:
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** A table key may only be of basic type.
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** A table value may be (a reference to) any serializeable object, but tables
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or Lunatic objects that are so referenced *must* have originated in the
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same module. Beyond that, there are no restrictions on the table topology.
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gamevar section of the same module. Beyond that, there are no restrictions
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on the table topology.
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// [icon="icons/din_w_collapse.png"]
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[icon="icons/din_w_collapse.png"]
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CAUTION: If a gamevar contains a value that is not serializeable at any point
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in the execution, the behavior is undefined. Note that in particular, gamevars
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are not allowed to take on the value *nil*.
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// TODO: example?
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@ -224,13 +241,14 @@ sensitive_ walls and sprites.
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// Game-side
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`gv.*` inventory indices::
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`GET_STEROIDS`, `GET_SHIELD`, `GET_SCUBA`, `GET_HOLODUKE`, `GET_JETPACK`,
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`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`, `GET_BOOTS`.
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`GET_MAX`.
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`GET_DUMMY1`, `GET_ACCESS`, `GET_HEATS`, `GET_DUMMY2`, `GET_FIRSTAID`,
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`GET_BOOTS`. `GET_MAX`.
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`gv.*` weapon indices::
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`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`, `RPG_WEAPON`,
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`HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`, `TRIPBOMB_WEAPON`,
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`FREEZE_WEAPON`, `HANDREMOTE_WEAPON`, `GROW_WEAPON`. `MAX_WEAPONS`.
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`KNEE_WEAPON`, `PISTOL_WEAPON`, `SHOTGUN_WEAPON`, `CHAINGUN_WEAPON`,
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`RPG_WEAPON`, `HANDBOMB_WEAPON`, `SHRINKER_WEAPON`, `DEVISTATOR_WEAPON`,
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`TRIPBOMB_WEAPON`, `FREEZE_WEAPON`, `HANDREMOTE_WEAPON`,
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`GROW_WEAPON`. `MAX_WEAPONS`.
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// TODO: the others, like EVENT_*.
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//////////
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@ -250,7 +268,13 @@ TODO
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Variables
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^^^^^^^^^
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`gv.totalclock` (read-only)::
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`gv.numsectors` (read-only)::
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The total number of sectors in the currently loaded map.
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`gv.numwalls` (read-only)::
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The total number of walls in the currently loaded map.
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[[totalclock]] `gv.totalclock` (read-only)::
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The current value of the engine timer that increments at a rate of 120 per
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second under default settings. (Thus, one game tic corresponds to four
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`totalclock` increments.) When staying within one ``mode'' such as in-menu or
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@ -277,6 +301,11 @@ Contains the following members: `pos`, `dist`, `clock`, `ang`, `horiz`, `sect`.
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Functions
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^^^^^^^^^
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[[krand]] `gv.krand()`::
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Returns one value from the global engine-side pseudo-random number generator
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in the range [0{nbsp}..{nbsp}65535].
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[[timing_funcs]]
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`gv.getticks()`, `gv.gethiticksms()`::
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Each of these functions return a number that increases at a rate of 1 per
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@ -301,6 +330,7 @@ TODO
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TODO
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//////////
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[[Lunatic_structures]]
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Lunatic structures
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~~~~~~~~~~~~~~~~~~
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@ -432,7 +462,8 @@ spr.cstat = CS.TRANS1 + CS.BLOCK
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one could proceed as follows for the sake of example:
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* `spr.cstatbits:set(CS.TRANS2)`, make the sprite 66% translucent now
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* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but not blocking
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* `spr.cstatbits:flip(CS.BLOCK + CS.HITSCAN)`, make it hitscan-sensitive but
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not blocking
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* `spr.cstatbits:test(CS.FLIP_BITMASK)`, check whether it is flipped (no)
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==========
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@ -534,8 +565,8 @@ TODO
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===== `sector` static data
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[[sector_STAT]] `sector.STAT`::
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Provides a mapping of symbolic names to values applicable to <<cf_stat,`cf.stat`>>.
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These name single bits:
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Provides a mapping of symbolic names to values applicable to
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<<cf_stat,`cf.stat`>>. These name single bits:
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`PARALLAX`, `SLOPE`, `SWAPXY`, `SMOOSH`, `FLIPX`, `FLIPY`, `RELATIVE`, `MASK`,
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`TRANS1`, `TRANS2`, `BLOCK`, `HITSCAN`, while the following denote _bit masks_:
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`FLIP_BITMASK`, `ORIENT_BITMASK`, `TRANS_BITMASK`.
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@ -585,7 +616,8 @@ The tile number of the masked portion of the wall, i.e. that which is drawn if
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this wall's `.cstat` has bit `wall.CSTAT.MASK` or `wall.CSTAT.ONEWAY` set.
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_`i8`_ `shade` (<<wall_picnum,_use-other-bottom_>>)::
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The shade of the wall for both non-masked and masked portions. Larger values mean a more darker appearance.
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The shade of the wall for both non-masked and masked portions. Larger values
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mean a more darker appearance.
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_`u8`_ `pal` (<<wall_picnum,_use-other-bottom_>>)::
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The ``palette swap'' index of the wall.
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@ -620,14 +652,15 @@ points, too.
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===== `wall` static data
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[[wall_CSTAT]] `wall.CSTAT`::
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Provides a mapping of symbolic names to values applicable to <<wall_cstat,`wall[i].cstat`>>.
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These name single bits:
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Provides a mapping of symbolic names to values applicable to
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<<wall_cstat,`wall[i].cstat`>>. These name single bits:
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`BLOCK`, `BOTTOMSWAP`, `ALIGNBOTTOM`, `FLIPX`, `MASK`, `ONEWAY`, `HITSCAN`,
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`TRANS1`, `FLIPY`, `TRANS2`,
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while the following denote _bit masks_:
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`FLIP_BITMASK`, `TRANS_BITMASK`.
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'''
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[[sprite]]
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===== `sprite`
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The `sprite` composite is accessible with indices from `0` to
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@ -729,8 +762,8 @@ sprite by `zofs` units''.
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===== `sprite` static data
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[[sprite_CSTAT]] `sprite.CSTAT`::
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Provides a mapping of symbolic names to values applicable to <<sprite_cstat,`sprite[i].cstat`>>.
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These name single bits:
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Provides a mapping of symbolic names to values applicable to
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<<sprite_cstat,`sprite[i].cstat`>>. These name single bits:
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`BLOCK`, `TRANS1`, `XFLIP`, `YFLIP`, `ALIGNWALL`, `ALIGNFLOOR`, `ONESIDE`,
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`CENTER`, `HITSCAN`, `TRANS2`,
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while the following denote _bit masks_: `ALIGN_BITMASK`, `TRANS_BITMASK`.
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@ -745,8 +778,88 @@ Game-side
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===== `actor`
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The `actor` composite holds various run-time data about a sprite. Like
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<<sprite,`sprite`>>, it is accessible with indices from `0` to
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`gv.MAXSPRITES-1`, but accesses to actors that do not exist in the game world
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have no meaning.
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===== `actor` methods
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`a:set_action(act)`::
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Sets the action of actor `a` to `act`, which may be either an object returned
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by <<con_action,`con.action`>> or a number 0 or 1. Resets the actor's _action
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count_ and current frame offset to 0.
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`a:has_action(act)`::
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Returns a boolean of whether the current action of actor `a` is `act`, which
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can be any value permissible to `a:set_action()`. For composite action objects,
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equality is established using its hidden ID, not the public members. Refer to
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<<actions_moves_ais,Actions, moves and AIs>> for further details.
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`a:set_action_delay()`::
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Overrides the <<action_delay,`delay`>> of the current action of actor `a`
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without changing the action's ID.
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`a:set_count(count)`::
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Sets the actor's _execution count_ to `count`. The execution count of an actor
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increments after each time its <<gameactor,callback function>> has run once.
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`a:get_count()`::
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Returns the actor's execution count.
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`a:reset_acount()`::
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Resets the _action count_ of the actor to 0. The action count is incremented on
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each frame advance of the actor's current action. Also see the
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<<action_delay,`delay`>> argument to `con.action`.
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`a:get_acount()`::
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Returns the actor's action count.
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`a:set_move(mov [, movflags])`::
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Sets the move of actor `a` to `mov`, which may be either an object returned by
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<<con_move,`con.move`>> or a number 0 or 1. See the <<gameactor_move,`move`>>
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argument to `gameactor` for further details. If <<actor_MOVFLAGS,`movflags`>>
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is omitted, it defaults to 0.
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+
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The `set_move` method resets the actor's execution count. Also, if `moveflags`
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has bit <<actor_MOVFLAGS,`actor.MOVFLAGS.randomangle`>> set and the actor is
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not an enemy or a live enemy, its `sprite[].ang` value is set to a ``random''
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value using <<krand,`gv.krand`>>.
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`a:has_move(mov)`::
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Returns a boolean of whether the current move of actor `a` is `mov`, which can
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be any value permissible to `a:set_move()`. Like with `a:has_action()`,
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equality is established using the move ID in case a composite one is passed.
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`a:set_hvel(hvel)`::
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Overrides the <<con_move,horizontal velocity>> of the actor's current move to
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`hvel` without changing its ID.
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`a:set_vvel(vvel)`::
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Overrides the <<con_move,vertical velocity>> of the actor's current move to
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`vvel` without changing its ID.
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`a:set_ai(ai)`::
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Sets the AI of actor `a` to `ai`, which must be an object returned by
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<<con_ai,`con.ai`>>. In addition to setting the current AI ID of the actor,
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`a:set_ai(ai)` is equivalent to the sequence
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+
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----------
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a:set_action(ai.act)
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a:set_move(ai.mov, ai.movflags)
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----------
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`a:has_ai(ai)`::
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Returns a boolean of whether the current AI of actor `a` is `ai`.
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// TODO: set_picnum, set_owner?
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===== `actor` static functions
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`actor.fall(i)`::
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Causes the actor with index `i` to fall in a ``hard-coded'', not further
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specified fashion.
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===== `actor` static data
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[[actor_STAT]]
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//`BADGUY`,
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[[actor_MOVFLAGS]] `actor.MOVFLAGS`::
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Contains symbolic names of values applicable <<gameactor,`gameactor`>>'s
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`movflags` input argument, `actor[]:set_move()`, and the like. +
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`faceplayer`, `geth`, `getv`, `randomangle`, `faceplayerslow`, `spin`,
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`faceplayersmart`, `fleeenemy`, `jumptoplayer`, `seekplayer`, `furthestdir`,
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`dodgebullet`.
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===== `player`
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===== `player` methods
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Iterates over the indices of all sprites with status number `statnum`.
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+*for* s *in* spritesofsect(sectnum)+::
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Iterates over the indices of all sprites contained in the sector with index `sectnum`.
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Iterates over the indices of all sprites contained in the sector with index
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`sectnum`.
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Sector containment functions
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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@ -952,16 +1073,27 @@ handles chaining.
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bitwise-OR in flags.
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* `AF.chain_end`: Append the provided `func` to the exising callback function,
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bitwise-OR in flags.
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+
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The following members all default to 0 if omitted.
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+
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`[3] strength`::
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The initial strength or health of the actor. Default: `0`.
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The initial strength or health of the actor.
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`[4] action`::
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The initial action of the actor. May be either an object returned by
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<<con_action,`con.action`>>, or the numbers 0 or 1. Both represent actions with
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that ID, but all public members set to 0.
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`[5] move`::
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[[gameactor_move]] `[5] move`::
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The initial move of the actor. May be either an object returned by
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<<con_move,`con.move`>>, or the numbers 0 or 1. Both represent moves with that
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ID, but all public members set to 0. A move of 0 disables the usual actor
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movement, even if its `hvel` or `vvel` get subsequently overridden (and the
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corresponding `movflags` set).
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`[6] movflags`::
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TODO
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The actor's initial movement flags. Applicable bits are available in the
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<<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.
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===== The function `gameevent{evtlabel [, flags], func}`
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@ -1175,3 +1307,129 @@ description of the ceiling/floor <<cf_z,`z` member>>.
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`v:tobuild()`::
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Returns a new vector of the same type as `v` which has the same `x` and `y`
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components as `v`, but the `z` element multiplied with 16.
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The `con` module -- game control
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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The `con` module on one hand provides functionality to control certain aspects
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of the game, such as defining game-side animations for actors. On the other
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hand, it hosts varioius functions that are familiar from CON, although
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sometimes under a different name.
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[[actions_moves_ais]]
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Actions, moves and AIs -- customizing actor behavior
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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In CON, three aspects of an actor can changed using a mechanism that is
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syntactically similar for each. _Actions_ carry information about a particular
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animation for an actor, such as how many frames it contains. _Moves_ define the
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potential motion characteristics of an actor. Finally, _AIs_ are aggregates of
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an action and a move, plus _movement flags_ that toggle certain movement
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aspects.
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At file scope, one first defines each of these composites using directives such
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as `action`, and inside code blocks to be executed at game time, one instructs
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the game to use a particular composite by passing the chosen label to the
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same-named command (i.e. `action` for our example).
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Lunatic provides a similar mechanism, but the main difference from CON is that
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the definition functions merely return the composite structures, without
|
||||
registering them under any particular name. Thus, it is up to the user to
|
||||
organize them, for example by storing those for each class in a separate table
|
||||
indexed by chosen names. Similar to CON, the creation functions may only be
|
||||
called when the game is not yet running.
|
||||
|
||||
Actor behavior composites contain an additional ``hidden'' ID. Each invocation
|
||||
of a creation function such as `con.action` returns a composite with a unique
|
||||
ID per composite type. This ID is used to compare for equality in actor methods
|
||||
such as `actor[]:has_action()`. All returned composites are immutable.
|
||||
|
||||
[[con_action]]
|
||||
===== The function `con.action{ ... }`
|
||||
|
||||
:wiki_action: http://wiki.eduke32.com/wiki/Action
|
||||
:Lua51_TableConstructors: http://www.lua.org/manual/5.1/manual.html#2.5.7
|
||||
|
||||
Returns a new _action_ composite created with the given values. The
|
||||
`con.action` function expects a single table as input argument, each of whose
|
||||
keys denote an action member. Each member may be provided by an index in the
|
||||
table or its name, but not both. Members may be omitted, in which case they
|
||||
default to either 0 or 1.
|
||||
|
||||
Refer to the {Lua51_TableConstructors}[Table Constructors] subsection of the
|
||||
Lua 5.1 Reference Manual for the syntax and semantics of table initialization.
|
||||
|
||||
`[1] startframe`::
|
||||
The offset of the starting frame of the animation, relative to the
|
||||
`sprite[].picnum` of an actor (i.e. the tile number, selecting which actor code
|
||||
is run).
|
||||
|
||||
`[2] numframes` (default: 1)::
|
||||
The total number of frames in the animation.
|
||||
|
||||
`[3] viewtype` (default: 1)::
|
||||
The number of consecutive tiles used to construct one frame of the animation,
|
||||
as viewed from different angles. Valid values are 1, 3, 5, 7 and 8. In
|
||||
addition, -5 and -7 are allowed, which behave like the corresponding positive
|
||||
++viewtype++s, but effectively mirror the actor on the vertical axis. This can
|
||||
be useful if tile data is available that has the opposite orientation of what
|
||||
EDuke32 uses. See the {wiki_action}[Action entry] in the EDuke32 wiki for how
|
||||
the views are constructed for different `viewtype` values.
|
||||
|
||||
`[4] incval` (default: 1)::
|
||||
The value to add the actor's _current frame_ on each frame advance. May be -1,
|
||||
0, or 1.
|
||||
// In the wild, sometimes other values, too.
|
||||
|
||||
[[action_delay]] `[5] delay`::
|
||||
Roughly, the number of <<totalclock,`gv.totalclock`>> time units (120 per
|
||||
second) after which a frame is advanced, at a granularity of one game tic (30
|
||||
per second, corresponding to a `delay` difference of 4).footnote:[The reason
|
||||
for the granularity is due to the implementation: each execution of an actor's
|
||||
code increments its hidden ``action tics'' counter by four (= 120/30).]
|
||||
|
||||
// TODO: the above can be more precise. State in terms of floor(delay/4).
|
||||
|
||||
.Equivalent `action` definitions
|
||||
==========
|
||||
Each of the following calls return an action with the same public members:
|
||||
----------
|
||||
con.action{0, 4, delay=20}
|
||||
con.action{0, 4, 1, 1, 20}
|
||||
con.action{startframe=0, numframes=4, viewtype=1, incval=1, delay=20}
|
||||
----------
|
||||
==========
|
||||
|
||||
[[con_move]]
|
||||
===== The function `con.move{ ... }`
|
||||
|
||||
Returns a new _move_ composite created with the given values, expecting a
|
||||
single table as input argument. The same conventions as with `con.action` apply
|
||||
for the following members:
|
||||
|
||||
`[1] hvel`::
|
||||
The (most often) doubled horizontal velocity of the actor, in BUILD x/y units
|
||||
per game tic. An actor's `sprite[].xvel` will approach this value in an
|
||||
``exponential'' fashion, halving the difference between the current velocity
|
||||
and this goal velocity each movement update from the actor execution loop. For
|
||||
most objects, `sprite[].xvel` is then further halved to yield the ultimate
|
||||
velocity. Only effective when the actor's `movflags` has
|
||||
<<actor_MOVFLAGS,`actor.MOVFLAGS.geth`>> is set.
|
||||
|
||||
`[2] vvel`::
|
||||
The (most often) doubled horizontal velocity of the actor, in BUILD x/y (*not*
|
||||
z) units per game tic. An actor's `sprite[].zvel` will approach 16 times this
|
||||
value in an ``exponential'' fashion. For most objects, `sprite[].zvel` is then
|
||||
further halved to yield the ultimate velocity. Only effective when the actor's
|
||||
`movflags` has <<actor_MOVFLAGS,`actor.MOVFLAGS.getv`>> is set.
|
||||
|
||||
[[con_ai]]
|
||||
===== The function `con.ai([action [, move [, movflags]]])`
|
||||
|
||||
The `con.ai` function differs from `con.action` and `con.move` in that it is of
|
||||
``second order'', i.e. it accepts two composites as input arguments, returning
|
||||
an _AI_ object containing these. Also, it is called with three positional,
|
||||
optional arguments. Like for <<gameactor,`gameactor`>>, the numbers 0 and 1 are
|
||||
permissible for `action` and `move`. Applicable bits for `movflags` are
|
||||
available in the <<actor_MOVFLAGS,`actor.MOVFLAGS`>> object.
|
||||
|
|
Loading…
Reference in a new issue