Difference between revisions of "Hook Functions"

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Line 15: Line 15:
 
  // called after all the new round events
 
  // called after all the new round events
 
   
 
   
 +
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();
Line 22: Line 23:
 
  void '''afterAction'''(); // not yet
 
  void '''afterAction'''(); // not yet
 
   
 
   
void '''onPlayersTurn'''(Player player);  // not yet
 
 
   
 
   
 
  bool '''canPass'''(Player player); // not yet
 
  bool '''canPass'''(Player player); // not yet
 
  // 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 16:15, 27 March 2010

Scripting These are functions you can implement in your scripts. They are call at the appropriate times by the game.

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);
void afterAction(); // not yet


bool canPass(Player player); // not yet
// called when the real players try to pass. 
// This is so you can ensure they do a particular action before passing.