Actor
Events
Events
give you an opportunity to define occurrences that happen on an Actor.
For example, when a user clicks on an Actor with the mouse or when a
specific key is pressed. Events and Actions go hand in hand. First,
define the Event (Missile collides with Ship)and then add an Action
(Destroy the Ship). Multiple
Actions can be defined for each Event.
Game
Editor supports the following Events:
Activation
Event:
Occurs
when an Activation Event is received from an Actor.
Activation Events are Events sent to other Actors when a specified Event
happens (Collision,MouseDown,Key Down, etc.).
Visualize a game where some Actors will be move when the main Actor is at
a certain place on the game's screen. Activation Events easily serve this
purpose.
To
Create an Activation Event:
Right click on an Actor to Create an Activation Event.
Select "New Activation Event" from the pop-up box, and define
an Event that will generate the Activation Event. Next, choose the Actor(s)
that will receive the Activation Event.
A line will be drawn from the Actor that is generating the Event to the
Actor that will receive the Event. The line is a green to red gradient.
Green indicates the generation of the Event and red indicates the reception
of the Event. The Activation Event's flow can easily be visualized via
this line.
Press the Esc key to end.
Purposely, cloned Actors do not share Activation Events.
This is done so that cloned Actors can be accessed individually.
Stopping the cursor on top of an activation line, opens a tool tip detailing
the Activation Event.
The activation event can be removed by right click in activation line,
and select "Remove"
Actors can generate Activation Events from Activation Events. This allows
more complex procedures to be made.
Choose the event "Activation Event" in the Actor
Control to define the Action that will
occur when an Activation Event happens.
An
Action can be defined depending on the Actor that is sending Activation
Event. Thus, different actions can happen for different Actors' "Activation
Events".
Choose "Any Actors" and the Action will happen when the Actor
receives an "Activation Event" of any linked Actor to him.
Choose "All Actors" the action will only happen when all of
the linked Actors to him send an "Activation Event".
By utilizing the "From Actor", special Actors can be made to
do logical operations:
Actors "OR" are obtained through "Activation Event (Any
Actor)"
Actors "AND" are obtained through "Activation Event (All
Actors)"
Activation generated Events don't appear in the Actor Control, because
they are not shared by the clones.
When clicked, the "Show" or "Hide" option listed in
the Actor's pop-up box will "Show" or "Hide" the Activation
lines on the Game Editor's screen. The lines are not visible in game mode.
Animation
Finish:
Occurs when the selected animation finishes.
Collision:
Occurs
when a collision happens with a selected side ("Any Side", "Top
Side", "Bottom Side", "Left Side", "Right
Side", "Top or Bottom Side", "Left or Right Side")
of a specified Actor.
Traditionally
in platform games, when a player collides on the "Top Side"
of a monster, the collision destroys the monster. When a player collides
on the "Left or Right Side" of a monster the collision destroys
the player.
Repeat
this event while is colliding: Select "Yes" to send
a collision event while the Actor is colliding. Select "No"
to send a collision event only at the beginning of the collision.
Collision
Finish:
Occurs
when the collision with a selected Actor finishes.
Create
Actor:
Occurs
when the current Actor is created.
Destroy
Actor:
Occurs
when the current Actor is destroyed.
Draw
Actor:
Occurs
at the specified game Frame Rate. The actions in this event will be executed
in every game frame.
Key
Down:
Occurs
when a specified key or sequence of keys are down.
Up to 12 keys can specified.
Clear:
Click to erase all specified keys
Execute when:
Choose "At least one key is pressed" to execute the actions when at least
one of specified keys is pressed.
Choose "All keys are pressed" to execute the actions when all specified
keys are pressed.
Choose "Keys are pressed in order" to execute the actions when the specified
keys are pressed in order. You can use this option to make cheat codes
for your games.
If only one key is specified, this option don't is used.
Repeat: If repeat is enabled, the event will be sent while the key be
pressed.
Right click to receive this event for any key press.
Key
Up:
Occurs
when specified key is released.
Right click to receive this event for any key release.
Mouse
Button Down:
Occurs
when the specified mouse button is held down.
Drag: Select Enable if the Actor will be dragged.
Mouse
Button Up:
Occurs
when the mouse enters over the actor.
Mouse
Enter:
Occurs when the mouse enter in the actor
Mouse
Leave:
Occurs
when the mouse leaves the actor.
Move
Finish:
Occurs
when a move started with Move
To
action reaches the specified position.
Out
of Vision:
Occurs
when the Actor leaves the field of vision (current view size plus safe
margin).
Path
Finish:
Occurs
when the selected path finishes
Timer:
Occurs
when the specified timer elapses. A Timer must have been previously created
in some Action.
|