1 | <!-- --> |
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2 | <LevelInfo |
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3 | name = "Events showcase" |
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4 | description = "Level to test and showcase events." |
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5 | tags = "test, showcase" |
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6 | screenshot = "eventsshowcase.png" |
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7 | /> |
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8 | |
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9 | <?lua |
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10 | include("HUDTemplates3.oxo") |
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11 | include("stats.oxo") |
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12 | include("templates/spaceshipAssff.oxt") |
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13 | include("templates/spaceshipH2.oxt") |
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14 | include("templates/lodInformation.oxt") |
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15 | ?> |
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16 | |
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17 | <Level> |
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18 | <templates> |
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19 | <Template link=lodtemplate_default /> |
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20 | </templates> |
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21 | <?lua include("includes/notifications.oxi") ?> |
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22 | |
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23 | <Scene |
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24 | ambientlight = "0.5, 0.5, 0.5" |
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25 | skybox = "Orxonox/skyBoxBasic" |
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26 | > |
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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" /> |
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28 | |
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29 | <SpawnPoint position="0,-100,0" lookat="0,0,0" roll=180 spawnclass=SpaceShip pawndesign=spaceshipassff /> |
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30 | |
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31 | <Billboard position=" 300,100, 0" material="Examples/Flare" colour="1.0, 0.0, 0.0" /> |
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32 | <Billboard position=" 200,100, 0" material="Examples/Flare" colour="1.0, 0.5, 0.0" /> |
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33 | <Billboard position=" 200,100,100" material="Examples/Flare" colour="1.0, 0.5, 0.0" /> |
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34 | <Billboard position=" 100,100, 0" material="Examples/Flare" colour="1.0, 1.0, 0.0" /> |
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35 | <Billboard position=" 0,100, 0" material="Examples/Flare" colour="0.0, 1.0, 0.0" /> |
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36 | <Billboard position="-100,100, 0" material="Examples/Flare" colour="0.0, 1.0, 1.0" /> |
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37 | <Billboard position="-100,100,100" material="Examples/Flare" colour="0.0, 1.0, 1.0" /> |
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38 | <Billboard position="-200,100, 0" material="Examples/Flare" colour="0.0, 0.0, 1.0" /> |
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39 | <Billboard position="-300,100, 0" material="Examples/Flare" colour="1.0, 0.0, 1.0" /> |
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40 | |
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41 | |
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42 | |
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43 | <!-- |
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44 | Begin of the tutorial section. |
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45 | --> |
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46 | |
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47 | |
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48 | |
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49 | <!-- |
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50 | Note: |
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51 | All following examples use only one subobject (in nested layouts). But of course you can add more |
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52 | objects. They will all follow the same rules (depending on the example receive, send or pipe events). |
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53 | |
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54 | Some examples address objects by name. Those methods always address ALL objects with this name, no |
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55 | matter where they are in the XML-file (before or after the addressing object). Of course this also |
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56 | works with all amounts of objects from zero to infinity. In the examples I used two objects each. |
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57 | --> |
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58 | |
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59 | |
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60 | <!-- red --> |
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61 | <!-- |
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62 | Standard: |
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63 | Direct event-connection between an event-listener (Billboard) and an event source (DistanceTrigger). |
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64 | Every fired event of the source is mapped to the "visibility" state of the listener. |
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65 | |
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66 | This is a 1:1 mapping between event-listener and event-source. |
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67 | --> |
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68 | <Billboard position="300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0> |
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69 | <events> |
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70 | <visibility> |
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71 | <DistanceTrigger position="300,100,0" distance=25 target="ControllableEntity" /> |
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72 | </visibility> |
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73 | </events> |
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74 | </Billboard> |
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75 | |
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76 | <!-- HELLO THERE ................................................................ ITS ME --> |
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77 | <DistanceTrigger name="test" position="0,0,0" target="Pawn" distance=25 stayActive="true"/> |
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78 | <Backlight position="0,0,0" visible=true frequency=0.6 amplitude=3 material="Flares/lensflare" colour="1,0,0"/> |
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79 | <DialogueManager question="Hello World3"> |
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80 | <events> |
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81 | <execute> |
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82 | <EventListener event="test" /> |
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83 | </execute> |
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84 | </events> |
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85 | </DialogueManager> |
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86 | |
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87 | |
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88 | <!-- orange --> |
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89 | <!-- |
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90 | EventListener: |
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91 | The EventListener object forwards all events from objects, whose names equal the "event" attribute |
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92 | of the EventListener, to the enclosing object (Billboard). |
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93 | In this case, both triggers have the name "trigger2" and thus both triggers send events to the Billboard. |
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94 | |
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95 | The EventListener provides an 1:n mapping between one listener and multiple event-sources. |
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96 | --> |
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97 | <Billboard position="200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0> |
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98 | <events> |
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99 | <visibility> |
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100 | <EventListener event="trigger2" /> |
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101 | </visibility> |
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102 | </events> |
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103 | </Billboard> |
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104 | <DistanceTrigger name="trigger2" position="200,100,0" distance=25 target="ControllableEntity" /> |
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105 | <DistanceTrigger name="trigger2" position="200,100,100" distance=25 target="ControllableEntity" /> |
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106 | |
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107 | |
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108 | <!-- yellow --> |
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109 | <!-- |
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110 | EventTarget: |
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111 | The EventTarget object forwards the events, received from objects whithin the "events" subsection, |
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112 | to all objects whose names equal the "name" attribute. |
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113 | In this case, the EventTarget forwards the event from the DistanceTrigger to all listeners with |
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114 | name "bb3". |
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115 | |
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116 | The EventTarget provides an n:1 mapping between several listeners and one event-source. |
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117 | --> |
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118 | <Billboard name="bb3" position="100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 /> |
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119 | <Billboard name="bb3" position="100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 /> |
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120 | <EventTarget target="bb3"> |
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121 | <events> |
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122 | <visibility> |
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123 | <DistanceTrigger position="100,100,0" distance=25 target="ControllableEntity" /> |
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124 | </visibility> |
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125 | </events> |
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126 | </EventTarget> |
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127 | |
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128 | |
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129 | <!-- green --> |
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130 | <!-- |
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131 | EventDispatcher: |
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132 | The EventDispatcher catches events from objects in its "events" subsection. Those events are forwared |
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133 | to all objects in the "targets" subsection. The EventDispatcher resembles the EventTarget, but |
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134 | doesn't address objects with the "name" attribute. It rather places them directly inside the "targets" |
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135 | subsection. |
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136 | In this case, the EventDispatcher receives events from the DistanceTrigger and forwards those events |
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137 | to the Billboard object. |
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138 | |
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139 | The EventDispatcher provides an n:1 mapping between several targets (listeners) and one event source. |
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140 | --> |
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141 | <EventDispatcher> |
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142 | <targets> |
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143 | <Billboard position="0,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 /> |
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144 | </targets> |
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145 | <events> |
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146 | <visibility> |
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147 | <DistanceTrigger position="0,100,0" distance=25 target="ControllableEntity" /> |
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148 | </visibility> |
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149 | </events> |
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150 | </EventDispatcher> |
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151 | |
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152 | |
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153 | <!-- turquoise --> |
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154 | <!-- |
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155 | Combination: |
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156 | By combinding the above three classes, namely EventDispatcher, EventTarget and EventListener, you can |
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157 | extract the event logic completely from the actual objects (Billboards and DistanceTriggers). |
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158 | In this case, both triggers (whith names "trigger5") send events to both Billboards (with names "bb5"). |
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159 | |
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160 | This combination allows an n:n mapping between event-listeners and event-sources. |
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161 | --> |
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162 | <Billboard name="bb5" position="-100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 /> |
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163 | <Billboard name="bb5" position="-100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 /> |
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164 | <DistanceTrigger name="trigger5" position="-100,100,0" distance=25 target="ControllableEntity" /> |
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165 | <DistanceTrigger name="trigger5" position="-100,100,100" distance=25 target="ControllableEntity" /> |
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166 | <EventDispatcher> |
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167 | <targets> |
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168 | <EventTarget target="bb5" /> |
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169 | </targets> |
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170 | <events> |
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171 | <visibility> |
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172 | <EventListener event="trigger5" /> |
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173 | </visibility> |
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174 | </events> |
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175 | </EventDispatcher> |
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176 | |
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177 | |
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178 | <!-- blue --> |
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179 | <!-- |
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180 | Mainstate: |
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181 | Apart from the standard states (like activity and visibility), each object can have a mainstate. |
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182 | You can define the mainstate with an xml-attribute: mainstate="state". "state" must be one of the |
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183 | supported states of the object (except states which need the originator as a second argument). If |
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184 | the mainstate is set (by default that's not the case), you can send events to the "mainstate" state. |
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185 | This allows you to hide the actually affected state in the event-listener, while the event-source |
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186 | just sends events. |
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187 | Note that this example is exactly like the standard case, but the event is sent to the main-state, |
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188 | which in turn is set to "visibility". |
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189 | --> |
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190 | <Billboard position="-200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility"> |
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191 | <events> |
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192 | <mainstate> |
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193 | <DistanceTrigger position="-200,100,0" distance=25 target="ControllableEntity" /> |
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194 | </mainstate> |
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195 | </events> |
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196 | </Billboard> |
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197 | |
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198 | |
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199 | <!-- violet --> |
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200 | <!-- |
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201 | Event forwarding: |
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202 | As a consequence of the mainstate, events can also be sent without any explicit declaration of |
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203 | the targets state. This allows us to forward events from an event-source directly to a bunch of |
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204 | event-listeners. The events are automatically piped into the mainstate. Therefore the listeners |
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205 | have to declare their main-state. |
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206 | In this example, the DistanceTrigger forwards the events to the Billboards main-state (visibility). |
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207 | This does the same like the example above, but instead of piping events backwards from the source |
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208 | into the mainstate of the listener, we're forwarding the event implicitly to the mainstate. |
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209 | --> |
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210 | <DistanceTrigger position="-300,100,0" distance=25 target="ControllableEntity"> |
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211 | <eventlisteners> |
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212 | <Billboard position="-300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility" /> |
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213 | </eventlisteners> |
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214 | </DistanceTrigger> |
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215 | |
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216 | |
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217 | |
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218 | <!-- |
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219 | End of the tutorial section. |
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220 | --> |
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221 | |
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222 | |
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223 | |
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224 | <!-- |
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225 | The following example shows again the red (standard layout) and the violet (event forwarding) example, |
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226 | but this time with a memoryless state (spawn) from the ParticleSpawner instead of the boolean state |
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227 | (visibility) in the other examples. |
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228 | --> |
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229 | <Billboard position=" 300,100,300" material="Examples/Flare" colour="1.0, 0.0, 0.0" /> |
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230 | <Billboard position="-300,100,300" material="Examples/Flare" colour="1.0, 0.0, 1.0" /> |
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231 | <ParticleSpawner position="300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0> |
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232 | <events> |
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233 | <spawn> |
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234 | <DistanceTrigger position="300,100,300" distance=25 target="ControllableEntity" /> |
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235 | </spawn> |
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236 | </events> |
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237 | </ParticleSpawner> |
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238 | <DistanceTrigger position="-300,100,300" distance=25 target="ControllableEntity"> |
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239 | <eventlisteners> |
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240 | <ParticleSpawner position="-300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0 mainstate="spawn" /> |
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241 | </eventlisteners> |
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242 | </DistanceTrigger> |
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243 | |
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244 | </Scene> |
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245 | </Level> |
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