TracNav
- Introduction
- Credits and Contributors
Overview
Zen Core
Zen Engine
Zen Enterprise
Miscellaneous
taBBall Scripting Page 5
Contents
- Page 1 describes how the first script gets executed.
- Page 2 describes the flow of the initial script execution.
- Page 3 describes how the game client initialization occurs.
- Page 4 describes how to create actions.
- Page 5 is this page and describes how to create the default key mappings and attach them to actions.
- Page 6? describes how to create the initial scene.
Binding Keys
On Page 3 I showed how the game initialization method calls self:createDefaultMappings().
function GameClient:createDefaultMappings() print("=============\nCreate Default Key Mappings...\n============") self:getInputMap():mapKeyInput("t", self:getActionMap():getAction("Test")) end
This gets the default input map and maps the keyboard keystroke "t" to the "Test" Action created by the GameClient:createActions() method.
Effectively, this binds the "t" key to the GameClient:testAction(action). When the "t" key is pressed, the testAction(action) method is called.
function GameClient:testAction(action) if action:getKeyState() then print("Yay, the T button was pressed!!!") else print("Yay, the T button was released!!!") end end
In this case, if the key is being pressed, "Yay, the T button was pressed!!!" is printed to the console. If it's being released then "Yay, the T button was released!!!" is printed to the console.
Next, Page 6? describes how to create the initial scene.
