script-node-basic-scripts-project.html 13 KB

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  64. <li class="toctree-l2 current"><a class="reference internal" href="script-node.html">Script Nodes</a><ul class="current">
  65. <li class="toctree-l3"><a class="reference internal" href="script-node-vs-user-component.html">Script Nodes vs User Components</a></li>
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  67. <li class="toctree-l3"><a class="reference internal" href="script-node-create.html">Creating a Script Node</a></li>
  68. <li class="toctree-l3"><a class="reference internal" href="script-node-class.html">The ScriptNode class</a></li>
  69. <li class="toctree-l3 current"><a class="current reference internal" href="#">The Core scripts project</a><ul>
  70. <li class="toctree-l4"><a class="reference internal" href="#base-scripts">Base scripts</a></li>
  71. <li class="toctree-l4"><a class="reference internal" href="#event-scripts">Event scripts</a></li>
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  115. <section id="the-core-scripts-project">
  116. <h1>The Core scripts project<a class="headerlink" href="#the-core-scripts-project" title="Link to this heading"></a></h1>
  117. <p>In the previous section, we covered how to create the <code class="docutils literal notranslate"><span class="pre">ScriptNode</span></code> class. It is very basic, it is the minimum you need for using the <a class="reference external" href="../scene-editor/script-node.html">script nodes</a>. For that reason, we created a project with other basic script nodes you can use in your game: the <a class="reference external" href="http://github.com/PhaserEditor2D/phasereditor2d-scripts-core">scripts-core</a> project.</p>
  118. <p>It is a project in development. In the way we get more experience making games with the script nodes, we may change it or increment the number of scripts on it.</p>
  119. <p>Following we present you a summary of the project. You can learn more on the project’s site:</p>
  120. <p><a class="reference external" href="http://github.com/PhaserEditor2D/phasereditor2d-scripts-core">github.com/PhaserEditor2D/scripts-core</a></p>
  121. <p>There are three groups of scripts: <strong>Base</strong>, <strong>Events</strong>, and <strong>Actions</strong>.</p>
  122. <section id="base-scripts">
  123. <h2>Base scripts<a class="headerlink" href="#base-scripts" title="Link to this heading"></a></h2>
  124. <p>Contains basic/abstract functionality. Often, you will create prefab variants of them (extend them).</p>
  125. <ul class="simple">
  126. <li><p><strong>ScriptNode</strong> - the base class for all the scripts.</p></li>
  127. <li><p><strong>SpriteScriptNode</strong> - base prefab for script nodes accessing sprite objects.</p></li>
  128. <li><p><strong>RootScriptNode</strong> - a script node that registers itself into the game object and can be used as a container of other scripts.</p></li>
  129. </ul>
  130. </section>
  131. <section id="event-scripts">
  132. <h2>Event scripts<a class="headerlink" href="#event-scripts" title="Link to this heading"></a></h2>
  133. <p>These scripts listen to certain events. When the event is emitted, then executes the children, which are actions.</p>
  134. <ul class="simple">
  135. <li><p><strong>OnEventScript</strong> - registers to the given <code class="docutils literal notranslate"><span class="pre">eventEmitter</span></code> and listens to the given <code class="docutils literal notranslate"><span class="pre">eventName</span></code> event.</p></li>
  136. <li><p><strong>OnSceneAwakeScript</strong> - listens the <code class="docutils literal notranslate"><span class="pre">scene-awake</span></code> event of the scene.</p></li>
  137. <li><p><strong>OnPointerDownScript</strong> - listens to the <code class="docutils literal notranslate"><span class="pre">pointerdown</span></code> event of the game object.</p></li>
  138. </ul>
  139. </section>
  140. <section id="action-scripts">
  141. <h2>Action scripts<a class="headerlink" href="#action-scripts" title="Link to this heading"></a></h2>
  142. <p>Actions are scripts that are executed manually or by other nodes, like events or other actions. This is important, an action script doesn’t execute by itself.</p>
  143. <ul class="simple">
  144. <li><p><strong>CallbackActionScript</strong> - executes the given <code class="docutils literal notranslate"><span class="pre">callback</span></code> expression.</p></li>
  145. <li><p><strong>StartSceneActionScript</strong> - starts the given <code class="docutils literal notranslate"><span class="pre">sceneKey</span></code> scene.</p></li>
  146. <li><p><strong>ExecActionScript</strong> - executes the given <code class="docutils literal notranslate"><span class="pre">targetAction</span></code>.</p></li>
  147. <li><p><strong>EmitEventActionScript</strong> - the given <code class="docutils literal notranslate"><span class="pre">eventEmitter</span></code> emits the given <code class="docutils literal notranslate"><span class="pre">eventName</span></code>.</p></li>
  148. <li><p><strong>AlertActionScript</strong> - shows the browser’s alert dialog, with the given <code class="docutils literal notranslate"><span class="pre">message</span></code>.</p></li>
  149. <li><p><strong>ConsoleLogActionScript</strong> - logs the given <code class="docutils literal notranslate"><span class="pre">message</span></code> to the browser’s console.</p></li>
  150. <li><p><strong>DestroyActionScript</strong> - destroys the game object.</p></li>
  151. </ul>
  152. </section>
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  157. <a href="script-node-class.html" class="btn btn-neutral float-left" title="The ScriptNode class" accesskey="p" rel="prev"><span class="fa fa-arrow-circle-left" aria-hidden="true"></span> Previous</a>
  158. <a href="script-node-prefab.html" class="btn btn-neutral float-right" title="Making a ScriptNode prefab" accesskey="n" rel="next">Next <span class="fa fa-arrow-circle-right" aria-hidden="true"></span></a>
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