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source: code/branches/Dialogue_FS17/data/levels/events.oxw @ 11417

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1<!-- -->
2<LevelInfo
3  name = "Events showcase"
4  description = "Level to test and showcase events."
5  tags = "test, showcase"
6  screenshot = "eventsshowcase.png"
7/>
8
9<?lua
10  include("HUDTemplates3.oxo")
11  include("stats.oxo")
12  include("templates/spaceshipAssff.oxt")
13  include("templates/spaceshipH2.oxt")
14  include("templates/lodInformation.oxt")
15?>
16
17<Level>
18  <templates>
19    <Template link=lodtemplate_default />
20  </templates>
21  <?lua include("includes/notifications.oxi") ?>
22
23  <Scene
24   ambientlight = "0.5, 0.5, 0.5"
25   skybox       = "Orxonox/skyBoxBasic"
26  >
27    <Light type=directional position="0,0,0" direction="0.253, 0.593, -0.765" diffuse="1.0, 0.9, 0.9, 1.0" specular="1.0, 0.9, 0.9, 1.0" />
28
29    <SpawnPoint position="0,-100,0" lookat="0,0,0" roll=180 spawnclass=SpaceShip pawndesign=spaceshipassff />
30
31    <Billboard position=" 300,100,  0" material="Examples/Flare" colour="1.0, 0.0, 0.0" />
32    <Billboard position=" 200,100,  0" material="Examples/Flare" colour="1.0, 0.5, 0.0" />
33    <Billboard position=" 200,100,100" material="Examples/Flare" colour="1.0, 0.5, 0.0" />
34    <Billboard position=" 100,100,  0" material="Examples/Flare" colour="1.0, 1.0, 0.0" />
35    <Billboard position="   0,100,  0" material="Examples/Flare" colour="0.0, 1.0, 0.0" />
36    <Billboard position="-100,100,  0" material="Examples/Flare" colour="0.0, 1.0, 1.0" />
37    <Billboard position="-100,100,100" material="Examples/Flare" colour="0.0, 1.0, 1.0" />
38    <Billboard position="-200,100,  0" material="Examples/Flare" colour="0.0, 0.0, 1.0" />
39    <Billboard position="-300,100,  0" material="Examples/Flare" colour="1.0, 0.0, 1.0" />
40
41
42
43    <!--
44      Begin of the tutorial section.
45    -->
46
47
48
49    <!--
50      Note:
51      All following examples use only one subobject (in nested layouts). But of course you can add more
52      objects. They will all follow the same rules (depending on the example receive, send or pipe events).
53
54      Some examples address objects by name. Those methods always address ALL objects with this name, no
55      matter where they are in the XML-file (before or after the addressing object). Of course this also
56      works with all amounts of objects from zero to infinity. In the examples I used two objects each.
57    -->
58
59    <DistanceTrigger name="test" position="0,0,0" target="Pawn" distance=25 stayActive="true" />
60    <Backlight position="0,0,0" visible=true frequency=0.6 amplitude=3 material="Flares/lensflare" colour="1,0,1"/>
61   
62    <NextQuestion  question="Continue?" a1="yes" a2="no" >
63     <possibleQuestions>
64        <NextQuestion  question="Are you sure?" a1="yep let me continue" a2="no actually not" />
65        <NextQuestion  question="Why?" a1="Got a dentist's appointment" a2="this sucks" />
66      </possibleQuestions>   
67      <events>
68        <execute>
69           <EventListener event="test" />
70        </execute>
71      </events>
72    </NextQuestion>
73
74    <!-- red -->
75    <!--
76      Standard:
77      Direct event-connection between an event-listener (Billboard) and an event source (DistanceTrigger).
78      Every fired event of the source is mapped to the "visibility" state of the listener.
79
80      This is a 1:1 mapping between event-listener and event-source.
81    -->
82    <Billboard position="300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
83      <events>
84        <visibility>
85          <DistanceTrigger position="300,100,0" distance=25 target="ControllableEntity" />
86        </visibility>
87      </events>
88    </Billboard>
89
90
91    <!-- orange -->
92    <!--
93      EventListener:
94      The EventListener object forwards all events from objects, whose names equal the "event" attribute
95      of the EventListener, to the enclosing object (Billboard).
96      In this case, both triggers have the name "trigger2" and thus both triggers send events to the Billboard.
97
98      The EventListener provides an 1:n mapping between one listener and multiple event-sources.
99    -->
100    <Billboard position="200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
101      <events>
102        <visibility>
103          <EventListener event="trigger2" />
104        </visibility>
105      </events>
106    </Billboard>
107    <DistanceTrigger name="trigger2" position="200,100,0" distance=25 target="ControllableEntity" />
108    <DistanceTrigger name="trigger2" position="200,100,100" distance=25 target="ControllableEntity" />
109
110
111    <!-- yellow -->
112    <!--
113      EventTarget:
114      The EventTarget object forwards the events, received from objects whithin the "events" subsection,
115      to all  objects whose names equal the "name" attribute.
116      In this case, the EventTarget forwards the event from the DistanceTrigger to all listeners with
117      name "bb3".
118
119      The EventTarget provides an n:1 mapping between several listeners and one event-source.
120    -->
121    <Billboard name="bb3" position="100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
122    <Billboard name="bb3" position="100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
123    <EventTarget target="bb3">
124      <events>
125        <visibility>
126          <DistanceTrigger position="100,100,0" distance=25 target="ControllableEntity" />
127        </visibility>
128      </events>
129    </EventTarget>
130
131
132    <!-- green -->
133    <!--
134      EventDispatcher:
135      The EventDispatcher catches events from objects in its "events" subsection. Those events are forwared
136      to all objects in the "targets" subsection. The EventDispatcher resembles the EventTarget, but
137      doesn't address objects with the "name" attribute. It rather places them directly inside the "targets"
138      subsection.
139      In this case, the EventDispatcher receives events from the DistanceTrigger and forwards those events
140      to the Billboard object.
141
142      The EventDispatcher provides an n:1 mapping between several targets (listeners) and one event source.
143    -->
144    <EventDispatcher>
145      <targets>
146        <Billboard position="0,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
147      </targets>
148      <events>
149        <visibility>
150          <DistanceTrigger position="0,100,0" distance=25 target="ControllableEntity" />
151        </visibility>
152      </events>
153    </EventDispatcher>
154
155
156    <!-- turquoise -->
157    <!--
158      Combination:
159      By combinding the above three classes, namely EventDispatcher, EventTarget and EventListener, you can
160      extract the event logic completely from the actual objects (Billboards and DistanceTriggers).
161      In this case, both triggers (whith names "trigger5") send events to both Billboards (with names "bb5").
162
163      This combination allows an n:n mapping between event-listeners and event-sources.
164    -->
165    <Billboard name="bb5" position="-100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
166    <Billboard name="bb5" position="-100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
167    <DistanceTrigger name="trigger5" position="-100,100,0" distance=25 target="ControllableEntity" />
168    <DistanceTrigger name="trigger5" position="-100,100,100" distance=25 target="ControllableEntity" />
169    <EventDispatcher>
170      <targets>
171        <EventTarget target="bb5" />
172      </targets>
173      <events>
174        <visibility>
175          <EventListener event="trigger5" />
176        </visibility>
177      </events>
178    </EventDispatcher>
179
180
181    <!-- blue -->
182    <!--
183      Mainstate:
184      Apart from the standard states (like activity and visibility), each object can have a mainstate.
185      You can define the mainstate with an xml-attribute: mainstate="state". "state" must be one of the
186      supported states of the object (except states which need the originator as a second argument). If
187      the mainstate is set (by default that's not the case), you can send events to the "mainstate" state.
188      This allows you to hide the actually affected state in the event-listener, while the event-source
189      just sends events.
190      Note that this example is exactly like the standard case, but the event is sent to the main-state,
191      which in turn is set to "visibility".
192    -->
193    <Billboard position="-200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility">
194      <events>
195        <mainstate>
196          <DistanceTrigger position="-200,100,0" distance=25 target="ControllableEntity" />
197        </mainstate>
198      </events>
199    </Billboard>
200
201
202    <!-- violet -->
203    <!--
204      Event forwarding:
205      As a consequence of the mainstate, events can also be sent without any explicit declaration of
206      the targets state. This allows us to forward events from an event-source directly to a bunch of
207      event-listeners. The events are automatically piped into the mainstate. Therefore the listeners
208      have to declare their main-state.
209      In this example, the DistanceTrigger forwards the events to the Billboards main-state (visibility).
210      This does the same like the example above, but instead of piping events backwards from the source
211      into the mainstate of the listener, we're forwarding the event implicitly to the mainstate.
212    -->
213    <DistanceTrigger position="-300,100,0" distance=25 target="ControllableEntity">
214      <eventlisteners>
215        <Billboard position="-300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility" />
216      </eventlisteners>
217    </DistanceTrigger>
218
219
220
221    <!--
222      End of the tutorial section.
223    -->
224
225
226
227    <!--
228      The following example shows again the red (standard layout) and the violet (event forwarding) example,
229      but this time with a memoryless state (spawn) from the ParticleSpawner instead of the boolean state
230      (visibility) in the other examples.
231    -->
232    <Billboard position=" 300,100,300" material="Examples/Flare" colour="1.0, 0.0, 0.0" />
233    <Billboard position="-300,100,300" material="Examples/Flare" colour="1.0, 0.0, 1.0" />
234    <ParticleSpawner position="300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0>
235      <events>
236        <spawn>
237          <DistanceTrigger position="300,100,300" distance=25 target="ControllableEntity" />
238        </spawn>
239      </events>
240    </ParticleSpawner>
241    <DistanceTrigger position="-300,100,300" distance=25 target="ControllableEntity">
242      <eventlisteners>
243        <ParticleSpawner position="-300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0 mainstate="spawn" />
244      </eventlisteners>
245    </DistanceTrigger>
246
247  </Scene>
248</Level>
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