Global Commands

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Redirected from Player Commands)

This is a list of global methods and fields available in Visionaire Studio.

Methods

General

Function Name Description
createScreenshot Create a screenshot to be used for the next savegame or to save into an external folder as a .png file.
createSprite
getCursorPos Get the current position of the mouse cursor.
getObject Get a Visionaire object.
getProperty Get the requested game property.
getTime Returns the number of milliseconds since the "getTime()" function was first called or since the timer was reset.
isPointInsidePolygon Test if a point lies inside a polygon.
replaceGame Replaces the Visionaire game file and starts the game from the beginning.
setCursorPos Sets the mouse cursor to the {x,y} position provided.
setDelay Executes a function with a delay.
sha1 Calculates the 160-bit (20-byte) SHA-1 (Secure Hash Algorithm 1) hash of a string.
startAction Starts an action.
startAnimation Starts an animation.
startDefaultBrowser Open a URL in the user's default browser or in the steam overlay (if active).
startObjectTween Start tween on a Visionaire object field.
startTween Start tween on a Lua variable.
stopAction Stop an active action.
stopAnimation Stop a running animation.


Sound & Volume

Function Name Description
getSoundId Retrieve the id of a currently active audio file.
getSoundProperty Retrieve various properties of a sound.
getVolume Retrieve general volume levels.
setSoundProperty Set properties of a sound.
setVolume Set general volume levels.
startSound Play an audio file.
stopSound Stop a playing sound.
toggleSoundPause Toggle an active sound between playing and paused states.


Events & Hooks

Function Name Description
createEvent
registerEventHandler Registering an event handler allows you to run custom functions on specific engine events.
registerHookFunction Register a hook function for a specific operation.
unregisterEventHandler Unregister an event handler for a specific engine event which had been registered before.


Window

Function Name Description
getWindowBrightness Returns the brightness (gamma) of the window.
getWindowMode Returns the current window mode, i. e. if the game is running at fullscreen or in a window.
setWindowBrightness Set the global brightness (gamma) of the window.
setWindowSize Set the size of the game window.
setWindowTitle Set a custom title in the game application title bar.
toggleWindowMode Toggle the current window mode form fullscreen to windowed or vice versa.


Shaders

Function Name Description
shaderCompile Compile a shader.
shaderSetOptions Set shader options.
shaderUniform Set uniforms for shader.


Game clients (Steam, GOG Galaxy)

Function Name Description
getGameClientAchievement Get the current state of a game client achievement.
getGameClientStat Returns the requested game client stat.
initGameClient Initialize the GOG Galaxy client with the given values.
resetGameClientStats Resets all game client stats.
setGameClientAchievement Set a game client achievement to "done".
setGameClientStat Sets the specified game client stat to the given value.


Haptic effects

Function Name Description
createHapticEffectCondition Create a haptic effect for devices which support haptic effects.
createHapticEffectConstant Create a constant haptic effect for devices which support haptic effects.
createHapticEffectLeftRight Create a haptic left/right effect for devices which support haptic effects.
createHapticEffectPeriodic Create a periodic haptic effect for devices which support haptic effects.
createHapticEffectRamp Create a haptic ramp effect for devices which support haptic effects.
startHapticEffect Start a previously created haptic effect for devices which support haptic effects.
startHapticRumble Start a haptic rumble effect for devices which support haptic effects.
stopHapticEffect Stop a haptic effect on devices which support haptic effects.
stopHapticRumble Stop a haptic rumble effect on devices which support haptic effects.


Debug

Function Name Description
debugerror Internal debug function to create a stacktrace
debugfunc Internal debug function to create a stacktrace


Fields

Field Name Type Description
currentAction TVisObj The action where the current script was called from.
DIVIDING_POINT t_point An associative array containing the elements x and y with the values {x = -10000, y = -10000}. This constant is used to separate multiple polygons from each other in the game data structure. Usually a point list can contain multiple polygons, and a point which is equal to DIVIDING_POINT marks the end of the current polygon.
emptyObject TVisObj Empty Visionaire object
game TVisObj The game object, equal to getObject("Game") but faster and easier to use.
localAppDir String The directory where the savegames (in the "Savegames" folder), 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.

On Windows the returned path is C:\Users\USERNAME\AppData\Local\VisionaireStudio\VIS_FILENAME or C:\Users\USERNAME\AppData\Local\COMPANY_NAME\GAME_NAME, if you have defined company and game names in the game properties.

localResourcesDir String The directory of the Visionaire project or data file, respectively (.ved/.vis).
Visionaire data table

(e. g. "Actions", "Characters", "Scenes")

Table All the tables of Visionaire's data structure are globally available through their names.