Difference between revisions of "Scripting"
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end | end |
Revision as of 21:30, 21 January 2015
Visionaire Studio comes with its own scripting language, which consists of, a combination of: Lua script (http://www.lua.org) and a Visionaire Object Model. The object model is used to access the Visionaire data structure in a convenient way. Almost every instance in Visionaire is represented as an object (e.g. scene, character, interface, ...), all of which can be manipulated through the scripting language.
Online documentation about the Lua scripting Language:
- Programming in Lua: http://www.lua.org/pil/index.html
- Reference Manual: http://www.lua.org/manual/5.1
- AFRLme's Guide to Lua Script: Basic Lua
Visionaire Object Model
All objects can be accessed and manipulated through the scripting language. All objects of the same type (e.g. scene or button) are stored in one table. The properties of an object can be accessed by defined fields for the specific table. All objects and its fields are documented in the data structure page.
The field types of the data structure are mapped to Lua types in the following way:
Field Type | Description |
---|---|
t_link | userdata (VisionaireObject) or string which describes the object path. See object access for description of the object path. |
t_links | table (array) with Visionaire Objects (userdata or string, see t_link above) entries, each entry referencing one Visionaire Object. |
t_int | number (integer) |
t_float | number (decimal) |
t_bool | boolean (true or false) |
t_point | table (with entries "x" and "y") |
t_rect | table (with entries "x", "y", "width" and "height") |
t_string | "string" |
t_text | table with entries "text", "sound" (relative path to sound file for speech output) and "language" (language id). |
t_path | "string" |
t_sprite | table with entries "path" (relative path to image file), "position" (t_point for sprite offset in case sprite is used in an animation), "transparency", "transpcolor" (transparent color) and "pause" (pause value in msec in case sprite is used in an animation). |
t_vint | table with number (integer) entries |
t_vfloat | table with number (float) entries |
t_vpoint | table with t_point entries |
t_vrect | table with t_rect entries |
t_vstring | table with string entries |
t_vtext | table with t_text entries |
t_vpath | table with t_path entries |
t_vsprite | table with t_sprite entries |
Exported objects
The following objects are exported to the Lua scripting environment:
- currentAction: a visionaire object which represents the action where the current script was called from.
- emptyObject: an empty visionaire object.
- game: the game object. This is the same as calling getObject("Game") but faster and easier to use.
Exported constants
The following constants are exported to the Lua scripting environment:
- all fields which are used to reference attributes of visionaire objects. The fields are all listed in the Visionaire Data Structure documentation. To reference a field use a V and the field name. E.g. VDialogPartAvailable to reference the field DialogPartAvailable.
- all visionaire tables. These constants start with an e and then the plural table name. E.g. for the table Action the constant is eActions.
- DIVIDING_POINT: a table with entries x and y which specifies a point which is used to separate multiple polygons. Usually a point list (t_vpoint field) can contain multiple polygons (e.g. ObjectPolygon which is used for the object boundaries). In this point list a point which is equal to DIVIDING_POINT marks the end of the current polygon.
- localAppDir: directory where the save games (in the sub directory save games), the messages.log file and possible dumps are written to. This directory is also used for the config.ini in case the project file is given as command line parameter for the player.
VisionaireObject
Every instance of an object of the visionaire data structure is a VisionaireObject. With this object it is possible to read and manipulate the attributes of all objects.
The following methods are supported on a VisionaireObject (in alphabetical order):
clearLink
Removes a link from the visionaire object. A more convenient alternative to the emptyObject method (see examples below).
clearLink(number)
Arguments
number | The field which specifies a link to be cleared. The field type must be t_link. |
Example(s)
game:clearLink(VGameSpeechLanguage)
versus...
game:setValue(VGameSpeechLanguage, emptyObject)
getBool
Returns a boolean value of true or false.
getBool(number)
Arguments
number | The field which specifies a boolean value. The field type must be t_bool. |
Return Values
boolean | Current value of the specified field. Will return true or false. |
Example(s)
local allowSkipText = game:getBool(VGameAlwaysAllowSkipText)
getFloat
Returns a float (decimal) value.
getFloat(number)
Arguments
number | The field which specifies a number value. The field type must be t_float. |
Return Values
float | A decimal value. For example: 3.141 |
Example(s)
getObject("Game.GameCurrentCharacter"):getFloat(VCharacterSize)
getFloats
Returns a table containing multiple float (decimal) values. Iteration is required.
getFloats(number)
Arguments
number | The field which specifies a number list. The field type must be t_vfloat. |
Return Values
table | A table containing multiple float (decimal) values. |
getId
Returns the ID of the specified table or object.
getId()
Return Values
table | A table with the fields tableId and id returning the table id and object id of the VisionaireObject. |
Example(s)
function checkAnimOwner(n)
n = getObject("Animations[" .. n .. "]")
-- + --
if n:getParent():getId().tableId == eOutfits then
print( n:getName() .. " is a character animation" )
else
print( n:getName() .. " is not a character animation" )
end
end
checkAnimOwner("pick_up") -- check if "pick_up" animation belongs to a character or not.
getInt
Returns an integer (number) value.
getInt(number)
Arguments
number | The field which specifies a number value. The field type must be t_int. |
Return Values
integer | An integer (number) value. |
Example(s)
local direction = getObject("Characters[Tom]"):getInt(VCharacterDirection)
getInts
Returns a table containing multiple integer (number) values. Iteration is required.
getInts(number)
Arguments
number | The field which specifies a number list. The field type must be t_vint. |
Return Values
table | A table containing multiple integer (number) values. |
getLink
Returns a VisionaireObject.
getLink(number)
Arguments
number | The field which specifies a link. The field type must be t_link. |
Return Values
userdata | A VisionaireObject; or an empty object if no object is linked for this field. |
Example(s)
game:getLink(VGameCurrentCharacter)
getLinks
Returns a table containing multiple VisionaireObjects.
getLinks(number)
Arguments
number | The field which specifies a link list. The field type must be t_links. |
Return Values
table | Table containing multiple VisionaireObjects (links). |
Example(s)
local c_act = getObject("Characters[Tom]"):getLinks(VCharacterActions) -- store all actions associated with Tom into a variable.
-- iterate the list by printing each link to the log.
for i = 1, #c_act do -- for i = 1 to list total do...
print( c_act[i]:getName() ) -- print the name of each action to the log based on current index value (i).
end
-- it's also possible to access a specific tables data value by including an index value.
print( c_act[1] ) -- print link inside of table index 1.
getName
Returns the name of a VisionaireObject. This should not be confused with the names included in the properties tab of an object.
getName()
Return Values
"string" | The internal name of the visionaire object (editor). This is the name which is used to access the object. |
Example(s)
game:getLink(VGameCurrentScene):getName() -- this would return the "string" name of the current scene.
getObject
This is the most common method for accessing all the various fields & tables of the visionaire data structure.
getObject("string")
Arguments
"string" | Path to a Visionaire Object. The path has to start with a dot '.' and then a field name (field type must either be t_link or t_links). For t_links fields you must specify an object name in brackets ('[',']'). For t_link fields there are no brackets. The path is relative to this object. See object access for description of the object path. |
Return Values
userdata | A VisionaireObject; or an empty object if the return value is nil. |
Example(s)
local scene = getObject("Scenes[Bedroom]")
local deskCond = scene:getObject(".SceneObjects[Desk].ObjectCondition")
getParent
Returns the parent object of the specified VisionaireObject.
getParent()
Return Values
userdata | The parent object for the specified VisionaireObject. An object has always a parent which contains it; only the game objects have no parent. |
Example(s)
print( getObject("Actions[test]"):getParent() ) -- print the parent object that the "test" action belongs to.
getPath
Returns the path to the media file. This could be an image, an animation, an audio file, or a video file, etc...
getPath(number)
Arguments
number | The field which specifies a path value. The field type must be t_path. |
Return Values
"string" | The path will be returned in unix format ('/' for directories) and relative to the .ved file. |
getPaths
Returns a table containing multiple paths to media files. These could be images, animations, audio files, or video files, etc...
getPaths(number)
Arguments
number | The field which specifies a path list. The field type must be t_vpath. |
Return Values
table | A table containing multiple paths. The paths will be returned in unix format ('/' for directories) and relative to the .ved file. |
getPoint
Returns a table containing x & y coordinate values.
getPoint(number)
Arguments
number | The field which specifies a point value. The field type must be t_point. |
Return Values
table | A table containing x & y coordinate values. |
Example(s)
animPos = getObject("ActiveAnimations[test]"):getPoint(VAnimationCurrentPosition) -- store current coordinate values into a variable.
print(animPos.x, animPos.y) -- print the x & y values to the log.
getPoints
Returns multiple tables containing x & y coordinate values.
getPoints(number)
Arguments
number | The field which specifies a point list. The field type must be t_vpoint. |
Return Values
table | Multiple tables containing x & y coordinate values. |
getPosition
Returns a table containing the current x & y coordinates of the specified sprite.
getPosition()
Arguments
number | The field which specifies a sprites position (x & y). The field type must be t_sprite. |
Return Values
table | A table containing the current x & y coordinate values of the specified sprite. |
local obj = Objects["bottle"].ObjectSprite.SpriteSprite:getPosition() -- store position into a variable.
print(obj.x, obj.y) -- print the x, y coordinates of said object sprite to the log.
getRect
Returns a table (rectangle) consisting of x, y, width & height. A rectangle is essentially a specified area in which something will be placed, such as: the dialog interface, or action text, etc.
getRect(number)
Arguments
number | The field which specifies a rectangle value. The field type must be t_rect. |
Return Values
table | A table containing the entries x, y, width & height. |
Example(s)
-- let's say I have a scene that is 1280x720px & I want to limit the playable area to specific portion of the scene...
getObject("Scenes[bedroom]"):setValue( VSceneScrollableArea, { x = 320, y = 180, width = 640, height = 360 } ) -- 50% of scene size from center of scene.
-- math: x = width ÷ 4, y = height ÷ 4, width = width ÷ 2, height = height ÷ 2
getRects
Returns multiple tables (rectangles) containing x, y, width & height values. A rectangle is essentially a specified area in which something will be placed, such as: the dialog interface, or action text, etc.
getRects(number)
Arguments
number | The field which specifies a rectangle list. The field type must be t_vrect. |
Return Values
table | Multiple tables containing x, y, width & height. |
getSize
Returns a table containing the width (x) & height (y) of the specified object sprite.
getSize()
Arguments
number | The field which specifies a sprites size (width & height). The field type must be t_sprite. |
Return Values
table | A table containing the width (x) & height (y) entries of the specified object sprite. |
local obj = Objects["bottle"].ObjectSprite.SpriteSprite:getSize() -- store size of object sprite into a variable.
print(obj.x, obj.y) -- print width & height of said object sprite to the log.
getSprite
Returns a sprite. A sprite is an image; in other words this could consist of a static image or the current frame of an animation.
getSprite(number)
Arguments
number | The field which specifies a sprite value. The field type must be t_sprite. |
Return Values
table | A table containing the entries: '"path"' (relative path to image file), '"position"' (t_point for sprite offset in case sprite is used in an animation), "'transparency"', '"transpcolor"' (transparent color) and '"pause"' (pause value in ms, in case sprite is used in an animation). |
Example(s)
getObject("Objects[bottle]"):getLink(VObjectSprite):getSprite(VSpriteSprite)
getSprites
Returns a table containing multiple sprites. A sprite is an image; in other words this could consist of a static image or the current frame of an animation.
getSprites(number)
Arguments
number | The field which specifies a sprite list. The field type must be t_vsprite. |
Return Values
table | Multiple tables containing the entries: '"path"' (relative path to image file), '"position"' (t_point for sprite offset in case sprite is used in an animation), "'transparency"', '"transpcolor"' (transparent color) and '"pause"' (pause value in ms, in case sprite is used in an animation). |
getStr
Returns a "string" value. A "string" can consist of a mixture of plain text, numbers & symbols.
getStr(number)
Arguments
number | The field which specifies a string value. The field type must be t_string. |
Return Values
"string" | A "string" value consisting of a mixture of text, numbers & symbols. |
Example(s)
local str = getObject("Values[test]"):getStr(VValueString) -- store string value of "test" into a variable.
print(str) -- print said "string" to the log file.
getTexts
Returns a table containing multiple text (name) language values.
getTexts(number)
Arguments
number | The field which specifies a text languages value. The field type must be t_vtext. |
Return Values
table | A table containing multiple text (name) language entries for the specified VisionaireObject. |
Example(s)
local txt = Objects["test"].ObjectName.TextTextLanguages
for i = 1, #txt do
if txt[i].language == "English" then
print( txt[i].text )
end
end
getTextStr
Returns the text belonging to the specified object; based on specified language.
getTextStr(number, <languageId>)
Arguments
number | The field which specifies a text languages value. The field type must be t_link to Text. |
languageId | The text will be returned for the language with this ID; If parameter is missing then the text will be returned in the currently active language. |
Return Values
"string" | The "string" value of the specified text of a VisionaireObject belonging to the given languageId. |
Example(s)
get the text belonging to the currently active language for the specified object.
getObject("Buttons[talk]"):getTextStr(VButtonName)
get the text belong to the given language for the the specified object.
getObject("Buttons[talk]"):getTextStr( VButtonName, getObject("Languages[English]"):getId().id ) -- get text belong to "English" language.
getObject("Buttons[talk]"):getTextStr( VButtonName, getObject("Languages[German]"):getId().id ) -- get text belong to "German" language.
isAnyObject
Lua Syntax:
isAnyObject()
- Return Values
- boolean
true if the object represents any object (isEmpty would return true because the object does not represent an object of the data structure). This is needed for actions where the user can set "[Any item]" for actions which should be executed in case an item was used.
isEmpty
Lua Syntax:
isEmpty()
- Return Values
- boolean
true if the object is empty, i.e. the VisionaireObject does not reference an object of the visionaire data structure.
setName
Sets the internal name of the visionaire object.
Lua Syntax:
setName(string)
- Arguments
- string
The new internal name.
setValue
Sets a field of the visionaire object. Note that only fields which are marked as 'Scriptable' in the Visionaire Data Structure documentation should be modified. If the field is not marked as scriptable then changes to this field are often not recognized (or sometimes not immediately). Further changes to these fields will usually not be stored in savegames for performance reasons.
Lua Syntax:
setValue(number, VARIANT, {flags=1, index = number})
- Arguments
- number
Data field which will be set.
- VARIANT
Value to set. The type of the value must match the type of the field. E.g. if the field type is t_int then the value type must be a number (int). If the field type is t_rect then the value type must be a table with the entries "x", "y", "width" and "height".
- Flags
- index
If specified then an existing list element at the given index will be modified. In this case the field type must be of a list-type (t_vint, t_links, ...).
Examples:
-- set character "Tom" to position x(100), y(300)
local tom = getObject("Characters[Tom]")
tom:setValue(VCharacterPosition, {x=100,y=300})
-- set condition "TV is on" to true
local cond = getObject("Conditions[TV is on]")
cond:setValue(VConditionValue, true)
-- let the "dog" follow the current character
local dog = getObject("Characters[dog]")
local currentCharacter = getObject("Game.GameCurrentCharacter")
dog:setValue(VCharacterFollowCharacter, currentCharacter)
Accessing an object
Use the getObject command to access a visionaire object. Pass an object path to the command to get the visionaire object.
Examples:
local mother = getObject("Characters[Mother]")
local cond = getObject("Scenes[Forest].SceneObjects[Tree].ObjectCondition")
Whenever an object path is needed you can specify it the following way:
1. start with a Table (as is shown in the table column of the Visionaire Data Structure).
2. if this table is not "Game" (this table has only one object) then you have to write the name of the object inside bracktes ('[' and ']').
3. either goto 7. or continue with 4.
4. write a dot '.' and then a fieldname of this object (the field type must either be t_link or t_links).
5. if the field type is t_links then goto 2., else goto 6.
6. either goto 7. or goto 4. (access another link)
7. done. A valid object is specified.
Examples:
Game.CharacterLinks[Tom]
Scenes[Room].SceneObjects[start].SceneConditions[game started?]
Characters[Tom].CharacterInterfaces[Tom-MI3]
Alternatively, you can also access an object by its table-id and object-id. It can be specified by a tuple:
(table-id,object-id)
Example:
(0,6)
Selects the object with id 6 from table 0 (characters).
Editor Functions / Commands
Player Functions / Commands
Contents
- 1 Visionaire Object Model
- 2 Exported objects
- 3 Exported constants
- 4 VisionaireObject
- 4.1 clearLink
- 4.2 getBool
- 4.3 getFloat
- 4.4 getFloats
- 4.5 getId
- 4.6 getInt
- 4.7 getInts
- 4.8 getLink
- 4.9 getLinks
- 4.10 getName
- 4.11 getObject
- 4.12 getParent
- 4.13 getPath
- 4.14 getPaths
- 4.15 getPoint
- 4.16 getPoints
- 4.17 getPosition
- 4.18 getRect
- 4.19 getRects
- 4.20 getSize
- 4.21 getSprite
- 4.22 getSprites
- 4.23 getStr
- 4.24 getTexts
- 4.25 getTextStr
- 4.26 isAnyObject
- 4.27 isEmpty
- 4.28 setName
- 4.29 setValue
- 5 Accessing an object
- 6 Editor Functions / Commands
- 7 Player Functions / Commands