so, it's compatible with the old map format?
Just finished writing a nice fat console and Ui scripting language. The Ui scripting is pretty simple but method based and strong enough to do everything I need. Haven't really documented how it works but an example would be like:
console(getInput(input console)); clear(input console);
That line of code would get the input from the console text field and then send it to the games console and then clear the text field.
goto(2); setInput(input player name, getSetting(userName));
That line would open the Ui frame 2 and then look up the user name of the player and then set the input field to the players user name.
console(connect getInput(input ip adress) getInput(input port));
That line would get the ip adress and port from two text boxes and then connect to a multiplayer server with it.
There is of course loads more you can do with this, these are just examples. I made a console for the game using the Ui script language. Works quite nicely :P
Nothing to really show this time since all the work was under the hood stuff. Might have something more visual next time.Code:name=Console frame 0 closed frame 1 open focus(input console); console(log test); begin input input console 1 graphics/shader/ui/console/inputBox.shader 0,0 1024,13 left,bottom console(getInput(input console)); clear(input console); end
edit-
Oh and I've linked the main actor structure into the console with Java.reflection. That means you can literally call methods of a specific object in the game through the console.
I'm going to have it set up so you can be like acc <object id> <method> <param> <param> ...
So basically you could acc 23 setHealth 100,
or acc 17 kill
or acc 45 push 12 15 102
or acc 3 jump
And so on. Might make for some interesting custom game types :P
Last edited by Not Inferno; June 11th, 2013 at 10:00 AM.
Thanks for pointing out what the video is focused on and what I wrote in the description. Issue is because I need to sort the particles by depth manually because GL doesn't like transparency in the depth buffer. I'm going to have the particle system do that and also merge all the geometry for performance.![]()
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