Difference between revisions of "Hook Functions"
From theFarWilds
m (Script Functions moved to Hook Functions: "Script Functions" is kind of vague -- all functions are script functions, no?) |
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− | [[ | + | [[Category:Scripts]] |
− | + | The scripts you write interact with the game via a collection of hook functions. These functions are called by the game at the appropriate times and execute your code. | |
+ | == Implemented == | ||
void '''configGame'''(); | void '''configGame'''(); | ||
// Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc | // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc | ||
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// called after all the new round events | // called after all the new round events | ||
− | void '''onPlayersTurn'''(Player player); | + | void '''onPlayersTurn'''(Player player); |
+ | |||
bool '''entityCallback'''(Entity entity) | bool '''entityCallback'''(Entity entity) | ||
// called for each entity in the game if you call forEachEntity(); | // called for each entity in the game if you call forEachEntity(); | ||
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void '''onDialogResponse'''(Player player,int resp); | void '''onDialogResponse'''(Player player,int resp); | ||
− | void '''afterAction'''(); | + | == Not implemented yet == |
+ | void '''afterAction'''(); | ||
− | + | bool '''canPass'''(Player player); | |
− | bool '''canPass'''(Player player); | + | // called when the real players try to pass. |
− | // called when the real players try to pass. | + | |
// This is so you can ensure they do a particular action before passing. | // This is so you can ensure they do a particular action before passing. |
Revision as of 18:51, 3 April 2010
The scripts you write interact with the game via a collection of hook functions. These functions are called by the game at the appropriate times and execute your code.
Implemented
void configGame(); // Sets up the game state such as # of players, Map Size, if they need to set a deck or not, etc Config Functions void beforeStart(); // Do things here before any action. Place creatures and buildings, change their decks etc. void afterStart(); // Send any welcome messages here void onNewRound(); // called after all the new round events void onPlayersTurn(Player player); bool entityCallback(Entity entity) // called for each entity in the game if you call forEachEntity(); void onDialogResponse(Player player,int resp);
Not implemented yet
void afterAction(); bool canPass(Player player); // called when the real players try to pass. // This is so you can ensure they do a particular action before passing.