Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: code/branches/HUD_HS16/data/levels/events.oxw @ 11391

Last change on this file since 11391 was 11391, checked in by patricwi, 7 years ago

event example added

  • Property svn:eol-style set to native
File size: 10.1 KB
Line 
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
60    <!-- red -->
61    <!--
62      Standard:
63      Direct event-connection between an event-listener (Billboard) and an event source (DistanceTrigger).
64      Every fired event of the source is mapped to the "visibility" state of the listener.
65
66      This is a 1:1 mapping between event-listener and event-source.
67    -->
68    <Billboard position="300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
69      <events>
70        <visibility>
71          <DistanceTrigger position="300,100,0" distance=25 target="ControllableEntity" />
72        </visibility>
73      </events>
74    </Billboard>
75
76    <!-- HELLO THERE ................................................................ ITS ME -->
77    <DistanceTrigger name="test" position="0,0,0" target="Pawn" distance=25 stayActive="true"/>
78    <Backlight position="0,0,0" visible=true frequency=0.6 amplitude=3 material="Flares/lensflare" colour="1,0,0"/>
79    <DDDialogue string="Hello World3" >
80      <events>
81        <execute>
82           <EventListener event="test" />
83        </execute>
84      </events>
85    </DDDialogue>
86
87    <!-- orange -->
88    <!--
89      EventListener:
90      The EventListener object forwards all events from objects, whose names equal the "event" attribute
91      of the EventListener, to the enclosing object (Billboard).
92      In this case, both triggers have the name "trigger2" and thus both triggers send events to the Billboard.
93
94      The EventListener provides an 1:n mapping between one listener and multiple event-sources.
95    -->
96    <Billboard position="200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0>
97      <events>
98        <visibility>
99          <EventListener event="trigger2" />
100        </visibility>
101      </events>
102    </Billboard>
103    <DistanceTrigger name="trigger2" position="200,100,0" distance=25 target="ControllableEntity" />
104    <DistanceTrigger name="trigger2" position="200,100,100" distance=25 target="ControllableEntity" />
105
106
107    <!-- yellow -->
108    <!--
109      EventTarget:
110      The EventTarget object forwards the events, received from objects whithin the "events" subsection,
111      to all  objects whose names equal the "name" attribute.
112      In this case, the EventTarget forwards the event from the DistanceTrigger to all listeners with
113      name "bb3".
114
115      The EventTarget provides an n:1 mapping between several listeners and one event-source.
116    -->
117    <Billboard name="bb3" position="100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
118    <Billboard name="bb3" position="100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
119    <EventTarget target="bb3">
120      <events>
121        <visibility>
122          <DistanceTrigger position="100,100,0" distance=25 target="ControllableEntity" />
123        </visibility>
124      </events>
125    </EventTarget>
126
127
128    <!-- green -->
129    <!--
130      EventDispatcher:
131      The EventDispatcher catches events from objects in its "events" subsection. Those events are forwared
132      to all objects in the "targets" subsection. The EventDispatcher resembles the EventTarget, but
133      doesn't address objects with the "name" attribute. It rather places them directly inside the "targets"
134      subsection.
135      In this case, the EventDispatcher receives events from the DistanceTrigger and forwards those events
136      to the Billboard object.
137
138      The EventDispatcher provides an n:1 mapping between several targets (listeners) and one event source.
139    -->
140    <EventDispatcher>
141      <targets>
142        <Billboard position="0,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
143      </targets>
144      <events>
145        <visibility>
146          <DistanceTrigger position="0,100,0" distance=25 target="ControllableEntity" />
147        </visibility>
148      </events>
149    </EventDispatcher>
150
151
152    <!-- turquoise -->
153    <!--
154      Combination:
155      By combinding the above three classes, namely EventDispatcher, EventTarget and EventListener, you can
156      extract the event logic completely from the actual objects (Billboards and DistanceTriggers).
157      In this case, both triggers (whith names "trigger5") send events to both Billboards (with names "bb5").
158
159      This combination allows an n:n mapping between event-listeners and event-sources.
160    -->
161    <Billboard name="bb5" position="-100,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
162    <Billboard name="bb5" position="-100,150,100" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 />
163    <DistanceTrigger name="trigger5" position="-100,100,0" distance=25 target="ControllableEntity" />
164    <DistanceTrigger name="trigger5" position="-100,100,100" distance=25 target="ControllableEntity" />
165    <EventDispatcher>
166      <targets>
167        <EventTarget target="bb5" />
168      </targets>
169      <events>
170        <visibility>
171          <EventListener event="trigger5" />
172        </visibility>
173      </events>
174    </EventDispatcher>
175
176
177    <!-- blue -->
178    <!--
179      Mainstate:
180      Apart from the standard states (like activity and visibility), each object can have a mainstate.
181      You can define the mainstate with an xml-attribute: mainstate="state". "state" must be one of the
182      supported states of the object (except states which need the originator as a second argument). If
183      the mainstate is set (by default that's not the case), you can send events to the "mainstate" state.
184      This allows you to hide the actually affected state in the event-listener, while the event-source
185      just sends events.
186      Note that this example is exactly like the standard case, but the event is sent to the main-state,
187      which in turn is set to "visibility".
188    -->
189    <Billboard position="-200,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility">
190      <events>
191        <mainstate>
192          <DistanceTrigger position="-200,100,0" distance=25 target="ControllableEntity" />
193        </mainstate>
194      </events>
195    </Billboard>
196
197
198    <!-- violet -->
199    <!--
200      Event forwarding:
201      As a consequence of the mainstate, events can also be sent without any explicit declaration of
202      the targets state. This allows us to forward events from an event-source directly to a bunch of
203      event-listeners. The events are automatically piped into the mainstate. Therefore the listeners
204      have to declare their main-state.
205      In this example, the DistanceTrigger forwards the events to the Billboards main-state (visibility).
206      This does the same like the example above, but instead of piping events backwards from the source
207      into the mainstate of the listener, we're forwarding the event implicitly to the mainstate.
208    -->
209    <DistanceTrigger position="-300,100,0" distance=25 target="ControllableEntity">
210      <eventlisteners>
211        <Billboard position="-300,150,0" material="Examples/Flare" colour="1.0, 1.0, 1.0" visible=0 mainstate="visibility" />
212      </eventlisteners>
213    </DistanceTrigger>
214
215
216
217    <!--
218      End of the tutorial section.
219    -->
220
221
222
223    <!--
224      The following example shows again the red (standard layout) and the violet (event forwarding) example,
225      but this time with a memoryless state (spawn) from the ParticleSpawner instead of the boolean state
226      (visibility) in the other examples.
227    -->
228    <Billboard position=" 300,100,300" material="Examples/Flare" colour="1.0, 0.0, 0.0" />
229    <Billboard position="-300,100,300" material="Examples/Flare" colour="1.0, 0.0, 1.0" />
230    <ParticleSpawner position="300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0>
231      <events>
232        <spawn>
233          <DistanceTrigger position="300,100,300" distance=25 target="ControllableEntity" />
234        </spawn>
235      </events>
236    </ParticleSpawner>
237    <DistanceTrigger position="-300,100,300" distance=25 target="ControllableEntity">
238      <eventlisteners>
239        <ParticleSpawner position="-300,150,300" source="Orxonox/BigExplosion1part1" lifetime=3.0 autostart=0 mainstate="spawn" />
240      </eventlisteners>
241    </DistanceTrigger>
242
243  </Scene>
244</Level>
Note: See TracBrowser for help on using the repository browser.