RegisterEventHandler
Command History
registerEventHandler is an event listener which lets you declare what should happen when specific events are registered!
Additional Info
mainLoop, mouseEvent, animationStarted, animationStopped, textStarted & textStopped
Syntax:
registerEventHandler("eventName", "functionName", {integerValue or eventFlagName})
mainLoop
you should only include one instance of the "mainLoop" event per game/project!
currently there is no delay/pause method to control the speed of the loop!
Example 1: mainLoop (code inside of the loop event - not recommended!)
-- let's create the function for the mainLoop event!
function onMainLoop()
-- if x equals less than 100 then + 1 should be added to value of x on each loop until x equals 100!
if x < 100 then
x = x + 1
end
end
-- let's create the loop handler!
registerEventHandler("mainLoop", "onMainLoop")
Example 2: mainLoop (including functions inside of the loop event - recommended!)
-- let's create a function that we will include inside of the mainLoop event!
function checkValue()
-- if x equals less than 100 then + 1 should be added to value of x on each loop until x equals 100!
if x < 100 then
x = x + 1
end
end
-- let's create the mainLoop event, where we will include functions for looping!
function onMainLoop()
checkValue() -- calls checkVal function on each loop!
end
-- let's create the loop handler!
registerEventHandler("mainLoop", "onMainLoop")
end
mouseEvent
you should only include one instance of the "mouseEvent" listener per game/project!
Additional Info
eEvtMouseMove(1), eEvtMouseLeftButtonDoubleClick(2), eEvtMouseLeftButtonDown(3), eEvtMouseLeftButtonUp(4), eEvtMouseLeftButtonHold(5), eEvtMouseLeftButtonHolding(6), eEvtMouseRightButtonDoubleClick(7), eEvtMouseRightButtonDown(8), eEvtMouseRightButtonUp(9), eEvtMouseMiddleButtonDown(10), eEvtMouseMiddleButtonUp(11), eEvtMouseWheelUp(12) & eEvtMouseWheelDown(13)
Example: mouseEvent
--[[
Like the mainLoop event you can create what each registered event should do inside of the mouseEvent function or you can add functions which could be called based on certain conditions or not!
--]]
-- let's create the function for the mouseEvent listener!
function onMouseEvent(eventType, mousePosition)
-- bleh!
end
-- let's create the mouseEvent listener!
registerEventHandler("mouseEvent", "onMouseEvent", {eEvtMouseMove, eEvtMouseLeftButtonDoubleClick, eEvtMouseLeftButtonDown, eEvtMouseLeftButtonUp, eEvtMouseLeftButtonHold, eEvtMouseLeftButtonHolding, eEvtMouseRightButtonDoubleClick, eEvtMouseRightButtonDown, eEvtMouseRightButtonUp, eEvtMouseMiddleButtonDown, eEvtMouseMiddleButtonUp, eEvtMouseWheelUp, eEvtMouseWheelDown})
--[[
registerEventHandler("mouseEvent", "onMouseEvent", {1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13})
would also work & saves time on having to type out all the string versions of the mouseEvents!
note: you don't need to add all of the mouseEvents; only add the ones you need for your game!
--]]
animationStarted & animationStopped
you should only include one instance of the "animationStarted" & "animationStopped" listener per game/project!
example: animationStarted & animationStopped
-- let's create the function which will perform the included functions or code provided; when an animation has been started!
function onAnimStarted()
-- let's set a variable state to declare that an animation is playing!
var_state = 1
print("an animation has been started!")
end
-- let's create the function which will perform the included functions or code provided; when an animation has been stopped!
function onAnimStopped()
-- let's set a variable state to declare that an animation has stopped playing!
var_state = 0
print("an animation has been stopped!")
end
-- let's create the event listener for checking when an animation has been started!
registerEventHandler("animationStarted", "onAnimStarted")
-- let's create the event listener for checking when an animation has finished!
registerEventHandler("animationStopped","onAnimStopped")
textStarted & textStopped
Arguments
will add later!
Flags
n/a (will add later)
Return
none