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More advanced scripting
Posted:
Tue Aug 16, 2011 5:08 am
by ikarus
I would really like to just be able add some methods or variables to an actor, and just one actor. I've tried adding a actor variable but it's added to all of them. The methods thing would really really be nice so I could organize and abstract certain functions that only effect one actor instead of making a global function.
Also it'd be cool if the editor had a bit more polish. Like more accurate syntax highlighting, auto brace closing, tab support, and maybe a search/replace button would really be helpful. But mostly I want actor specific methods and variables. Don't know if it's already possible, did a search and experimented and couldn't find anything.
Re: More advanced scripting
Posted:
Tue Aug 16, 2011 5:38 am
by skydereign
It isn't possible, and isn't likely to happen. While the actor construct could possibly be extended to an even more object based structure, for the most part you can already do this. Why does it matter if all actors have a copy of the same variable? If you don't use it, it doesn't matter, and its not going to mess up your game.
As for the polished editor, that'd be nice, but most users have been leaning toward (at the minimum) exterior text editor support. This on the whole should be easier, and hopefully will be done in the future. Don't hold your breath though.
Re: More advanced scripting
Posted:
Tue Aug 16, 2011 6:44 am
by ikarus
From experience I get overwhelmed with over messy code lol, I like to have everything in its place. I guess it's a bit of obsessive compulsiveness. And yeah the external editor support I thought of but didn't mention.
Re: More advanced scripting
Posted:
Tue Aug 16, 2011 7:14 am
by skydereign
Yeah, I can see how it would help. It's actually an interesting idea, creating the actors as actual classes. It'd change making games with gE a lot though. And although they could be very helpful, one of the main goals of the development of gE is that the games must be compatible, so this new structure would have to exist on top of the old one. But, I can still see that working, so maybe in a distant future.