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Ignore:
Timestamp:
Oct 5, 2009, 10:50:19 PM (15 years ago)
Author:
landauf
Message:

main-state now supports also memoryless states (like "spawn" in ParticleSpawner).

File:
1 edited

Legend:

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  • code/branches/core5/data/levels/events.oxw

    r5882 r5883  
    2929
    3030
     31
     32    <!--
     33      Begin of the tutorial section.
     34    -->
     35
     36
     37
    3138    <!--
    3239      Note:
     
    148155
    149156    <!-- blue -->
     157    <!--
    150158      Mainstate:
    151159      Apart from the standard states (like activity and visibility), each object can have a mainstate.
    152160      You can define the mainstate with an xml-attribute: mainstate="state". "state" must be one of the
    153       supported boolean states of the object. If the mainstate is set (by default that's not the case),
    154       you can send events to the "mainstate" state. This allows you to hide the actually affected state
    155       in the event-listener, while the event-source just sends events.
     161      supported states of the object (except states which need the originator as a second argument). If
     162      the mainstate is set (by default that's not the case), you can send events to the "mainstate" state.
     163      This allows you to hide the actually affected state in the event-listener, while the event-source
     164      just sends events.
    156165      Note that this example is exactly like the standard case, but the event is sent to the main-state,
    157166      which in turn is set to "visibility".
    158     <!--
    159167    -->
    160168    <Billboard position="-200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility">
     
    184192    </DistanceTrigger>
    185193
     194
     195
     196    <!--
     197      End of the tutorial section.
     198    -->
     199
     200
     201
     202    <!--
     203      The following example shows again the red (standard layout) and the violet (event forwarding) example,
     204      but this time with a memoryless state (spawn) from the ParticleSpawner instead of the boolean state
     205      (visibility) in the other examples.
     206    -->
     207    <Billboard position=" 300,100,300" material="Examples/Flare" colour="1.0, 0.0, 0.0" />
     208    <Billboard position="-300,100,300" material="Examples/Flare" colour="1.0, 0.0, 1.0" />
     209    <ParticleSpawner position="300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0>
     210      <events>
     211        <spawn>
     212          <DistanceTrigger position="300,100,300" distance=25 target="ControllableEntity" />
     213        </spawn>
     214      </events>
     215    </ParticleSpawner>
     216    <DistanceTrigger position="-300,100,300" distance=25 target="ControllableEntity">
     217      <eventlisteners>
     218        <ParticleSpawner position="-300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0 mainstate="spawn" />
     219      </eventlisteners>
     220    </DistanceTrigger>
     221
    186222  </Scene>
    187223</Level>
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