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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          <NextQuestion  question="Are your teeth that bad mate?" a1="yep" a2="leave me alone godammit" />
68          <NextQuestion  question="You suck" a1="..." a2="Im going now okay" />
69        </possibleQuestions>
70      </NextQuestion>
71      </possibleQuestions>   
72      <events>
73        <execute>
74           <EventListener event="test" />
75        </execute>
76      </events>
77    </NextQuestion>
78
79    <!-- red -->
80    <!--
81      Standard:
82      Direct event-connection between an event-listener (Billboard) and an event source (DistanceTrigger).
83      Every fired event of the source is mapped to the "visibility" state of the listener.
84
85      This is a 1:1 mapping between event-listener and event-source.
86    -->
87    <Billboard position="300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
88      <events>
89        <visibility>
90          <DistanceTrigger position="300,100,0" distance=25 target="ControllableEntity" />
91        </visibility>
92      </events>
93    </Billboard>
94
95
96    <!-- orange -->
97    <!--
98      EventListener:
99      The EventListener object forwards all events from objects, whose names equal the "event" attribute
100      of the EventListener, to the enclosing object (Billboard).
101      In this case, both triggers have the name "trigger2" and thus both triggers send events to the Billboard.
102
103      The EventListener provides an 1:n mapping between one listener and multiple event-sources.
104    -->
105    <Billboard position="200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
106      <events>
107        <visibility>
108          <EventListener event="trigger2" />
109        </visibility>
110      </events>
111    </Billboard>
112    <DistanceTrigger name="trigger2" position="200,100,0" distance=25 target="ControllableEntity" />
113    <DistanceTrigger name="trigger2" position="200,100,100" distance=25 target="ControllableEntity" />
114
115
116    <!-- yellow -->
117    <!--
118      EventTarget:
119      The EventTarget object forwards the events, received from objects whithin the "events" subsection,
120      to all  objects whose names equal the "name" attribute.
121      In this case, the EventTarget forwards the event from the DistanceTrigger to all listeners with
122      name "bb3".
123
124      The EventTarget provides an n:1 mapping between several listeners and one event-source.
125    -->
126    <Billboard name="bb3" position="100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
127    <Billboard name="bb3" position="100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
128    <EventTarget target="bb3">
129      <events>
130        <visibility>
131          <DistanceTrigger position="100,100,0" distance=25 target="ControllableEntity" />
132        </visibility>
133      </events>
134    </EventTarget>
135
136
137    <!-- green -->
138    <!--
139      EventDispatcher:
140      The EventDispatcher catches events from objects in its "events" subsection. Those events are forwared
141      to all objects in the "targets" subsection. The EventDispatcher resembles the EventTarget, but
142      doesn't address objects with the "name" attribute. It rather places them directly inside the "targets"
143      subsection.
144      In this case, the EventDispatcher receives events from the DistanceTrigger and forwards those events
145      to the Billboard object.
146
147      The EventDispatcher provides an n:1 mapping between several targets (listeners) and one event source.
148    -->
149    <EventDispatcher>
150      <targets>
151        <Billboard position="0,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
152      </targets>
153      <events>
154        <visibility>
155          <DistanceTrigger position="0,100,0" distance=25 target="ControllableEntity" />
156        </visibility>
157      </events>
158    </EventDispatcher>
159
160
161    <!-- turquoise -->
162    <!--
163      Combination:
164      By combinding the above three classes, namely EventDispatcher, EventTarget and EventListener, you can
165      extract the event logic completely from the actual objects (Billboards and DistanceTriggers).
166      In this case, both triggers (whith names "trigger5") send events to both Billboards (with names "bb5").
167
168      This combination allows an n:n mapping between event-listeners and event-sources.
169    -->
170    <Billboard name="bb5" position="-100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
171    <Billboard name="bb5" position="-100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
172    <DistanceTrigger name="trigger5" position="-100,100,0" distance=25 target="ControllableEntity" />
173    <DistanceTrigger name="trigger5" position="-100,100,100" distance=25 target="ControllableEntity" />
174    <EventDispatcher>
175      <targets>
176        <EventTarget target="bb5" />
177      </targets>
178      <events>
179        <visibility>
180          <EventListener event="trigger5" />
181        </visibility>
182      </events>
183    </EventDispatcher>
184
185
186    <!-- blue -->
187    <!--
188      Mainstate:
189      Apart from the standard states (like activity and visibility), each object can have a mainstate.
190      You can define the mainstate with an xml-attribute: mainstate="state". "state" must be one of the
191      supported states of the object (except states which need the originator as a second argument). If
192      the mainstate is set (by default that's not the case), you can send events to the "mainstate" state.
193      This allows you to hide the actually affected state in the event-listener, while the event-source
194      just sends events.
195      Note that this example is exactly like the standard case, but the event is sent to the main-state,
196      which in turn is set to "visibility".
197    -->
198    <Billboard position="-200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility">
199      <events>
200        <mainstate>
201          <DistanceTrigger position="-200,100,0" distance=25 target="ControllableEntity" />
202        </mainstate>
203      </events>
204    </Billboard>
205
206
207    <!-- violet -->
208    <!--
209      Event forwarding:
210      As a consequence of the mainstate, events can also be sent without any explicit declaration of
211      the targets state. This allows us to forward events from an event-source directly to a bunch of
212      event-listeners. The events are automatically piped into the mainstate. Therefore the listeners
213      have to declare their main-state.
214      In this example, the DistanceTrigger forwards the events to the Billboards main-state (visibility).
215      This does the same like the example above, but instead of piping events backwards from the source
216      into the mainstate of the listener, we're forwarding the event implicitly to the mainstate.
217    -->
218    <DistanceTrigger position="-300,100,0" distance=25 target="ControllableEntity">
219      <eventlisteners>
220        <Billboard position="-300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility" />
221      </eventlisteners>
222    </DistanceTrigger>
223
224
225
226    <!--
227      End of the tutorial section.
228    -->
229
230
231
232    <!--
233      The following example shows again the red (standard layout) and the violet (event forwarding) example,
234      but this time with a memoryless state (spawn) from the ParticleSpawner instead of the boolean state
235      (visibility) in the other examples.
236    -->
237    <Billboard position=" 300,100,300" material="Examples/Flare" colour="1.0, 0.0, 0.0" />
238    <Billboard position="-300,100,300" material="Examples/Flare" colour="1.0, 0.0, 1.0" />
239    <ParticleSpawner position="300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0>
240      <events>
241        <spawn>
242          <DistanceTrigger position="300,100,300" distance=25 target="ControllableEntity" />
243        </spawn>
244      </events>
245    </ParticleSpawner>
246    <DistanceTrigger position="-300,100,300" distance=25 target="ControllableEntity">
247      <eventlisteners>
248        <ParticleSpawner position="-300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0 mainstate="spawn" />
249      </eventlisteners>
250    </DistanceTrigger>
251
252  </Scene>
253</Level>
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