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3D Game Programming All In One (2004)

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728 Appendix A The Torque Game Engine Reference

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Table A.2

Torque Object Methods

Object Class

Method

AIPlayer

ai.moveForward()

 

ai.walk()

 

ai.run()

 

ai.stop()

 

ai.setMoveSpeed(float)

 

ai.setTargetObject(object)

 

ai.getTargetObject()

 

ai.targetInSight()

 

ai.aimAt( point)

 

ai.getAimLocation()

BanList

BanList::add(id, TA, banTime)

 

BanList::addAbsolute(id, TA, banTime)

 

BanList::removeBan(id, TA)

 

BanList::isBanned(id, TA)

 

BanList::export(filename)

Camera

camera.getPosition()

 

camera.setOrbitMode(obj, xform,min-dist,max-dist, cur-dist)

 

camera.setFlyMode()

 

watchView.edit(newValue)

 

watchView.remove()

 

watchView.queryAll()

 

watchView.clear()

Debris

obj.init(position, velocity)

EditTSCtrl

EditTSCtrl.renderSphere(pos, radius,=)

 

EditTSCtrl.renderCircle(pos, normal, radius,=)

 

EditTSCtrl.renderTriangle(pnt, pnt, pnt)

 

EditTSCtrl.renderLine(start, end)

FileObject

file.openForRead(fileName)

 

file.openForWrite(fileName)

 

file.openForAppend(fileName)

 

file.writeLine(text)

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file.isEOF()

file.readLine()

file.close()

FlyingVehicle FlyingVehicle.setCreateHeight(bool) GameBase obj.getDataBlock()

obj.setDataBlock(DataBlock) GameConnection conn.chaseCam(size)

conn.setControlCameraFov(fov)

conn.getControlCameraFov()

conn.transmitDataBlocks(seq)

conn.activateGhosting()

conn.resetGhosting()

conn.setControlObject(%obj)

conn.getControlObject()

conn.isAIControlled()

conn.play2D(AudioProfile)

conn.play3D(AudioProfile,Transform)

conn.isScopingCommanderMap()

conn.scopeCommanderMap(bool)

conn.listenEnabled()

conn.getListenState(clientId)

conn.canListen(clientId) conn.listenTo(clientId, true|false) conn.listenToAll() conn.listenToNone() conn.setVoiceChannels(0-3) conn.setVoiceDecodingMask(mask)

conn.setVoiceEncodingLevel(codecLevel) conn.setBlackOut(fadeTOBlackBool, timeMS) conn.setMissionCRC(crc)

GuiBitmapCtrl guiBitmapCtrl.setBitmap(blah) guiBitmapCtrl.setValue(xAxis, yAxis)

GuiCanvas canvas.renderFront(bool) canvas.setContent(ctrl) canvas.getContent() canvas.pushDialog(ctrl) canvas.popDialog() canvas.popLayer() canvas.cursorOn() canvas.cursorOff()

canvas.setCursor(cursor)

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730 Appendix A The Torque Game Engine Reference

canvas.hideCursor()

canvas.showCursor()

canvas.repaint()

canvas.reset()

canvas.isCursorOn()

canvas.getCursorPos()

canvas.setCursorPos(pos) GuiControl ctrl.getPosition()

ctrl.getExtent()

ctrl.getMinExtent() ctrl.resize(x, y, w, h) ctrl.setValue(value) ctrl.getValue() ctrl.setActive(value) ctrl.isActive() ctrl.setVisible(value) ctrl.isVisible() ctrl.isAwake() ctrl.setProfile(profile)

ctrl.makeFirstResponder(value) GuiEditCtrl editCtrl.addNewCtrl(ctrl)

editCtrl.select(ctrl)

editCtrl.setRoot(root)

editCtrl.setCurrentAddSet(ctrl)

editCtrl.toggle()

editCtrl.justify(mode)

editCtrl.bringToFront()

editCtrl.pushToBack()

editCtrl.deleteSelection() GuiFilterCtrl guiFilterCtrl.getValue()

guiFilterCtrl.setValue(f1, f2,...) guiFilterCtrl.identity()

GuiFrameSetCtrl gfsc.frameBorder(index, enable) gfsc.frameMovable(index, enable) gfsc.frameMinExtent(index, w, h)

GuiInspector inspector.inspect(obj) inspector.apply(newName)

GuiMessageVectorCtrl [GuiMessageVectorCtrl].attach(MessageVectorId) [GuiMessageVectorCtrl].detach()

GuiPopUpMenuCtrl menu.sort()

menu.add(name,idNum{,scheme})

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menu.addScheme(id, fontColor, fontColorHL, fontColorSEL) menu.getText()

menu.setText(text)

menu.getValue()

menu.setValue(text)

menu.clear()

menu.forceOnAction()

menu.forceClose()

menu.getSelected()

menu.setSelected(id)

menu.getTextById(id) menu.setEnumContent(class, enum) menu.findText(text)

menu.size()

menu.replaceText(bool) GuiSliderCtrl guiSliderCtrl.getValue() GuiTerrPreviewCtrl guiTerrPreviewCtrl.reset()

guiTerrPreviewCtrl.setRoot()

guiTerrPreviewCtrl.getRoot() guiTerrPreviewCtrl.setOrigin(x, y) guiTerrPreviewCtrl.getOrigin() guiTerrPreviewCtrl.getValue() guiTerrPreviewCtrl.getValue(t)

GuiTextListCtrl textList.getSelectedId() textList.setSelectedById(id) textList.setSelectedRow(index) textList.clearSelection() textList.clear() textList.addRow(id,text,index) textList.setRow(id,text) textList.getRowId(index) textList.removeRowById(id) textList.getRowTextById(id) textList.getRowNumById(id) textList.getRowText(index) textList.removeRow(index) textList.rowCount() textList.scrollVisible(index) textList.sort(colId{,increasing})

textList.sortNumerical(colId{, increasing})

textList.findText(text)

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The Torque Game Engine Reference

 

 

textList.setRowActive(id)

 

 

textList.isRowActive(id)

 

GuiTreeViewCtrl

treeViewCtrl.open(obj)

 

HTTPObject

obj.get(addr, request-uri)

 

 

obj.post(addr, request-uri, query, post)

 

InteriorInstance

[InteriorObject].activateLight()

 

 

[InteriorObject].deactivateLight()

 

 

[InteriorObject].echoTriggerableLights()

 

 

[InteriorObject].getNumDetailLevels()

 

 

[InteriorObject].setDetailLevel(level)

 

Item

obj.isStatic()

 

 

obj.isRotating()

 

 

obj.setCollisionTimeout(object)

 

 

obj.getLastStickyPos()

 

 

obj.getLastStickyNormal()

 

Lightning

[LightningObject].warningFlashes()

 

 

[LightningObject].strikeRandomPoint()

 

 

[LightningObject].strikeObject(id)

 

MessageVector

[MessageVector].deleteLine(DeletePos)

 

 

[MessageVector].clear()

 

 

[MessageVector].dump(filename{, header})

 

 

[MessageVector].getNumLines()

 

 

[MessageVector].getLineText(Line)

 

 

[MessageVector].getLineTag(Line)

 

 

[MessageVector].getLineTextByTag(Tag)

 

 

[MessageVector].getLineIndexByTag(Tag)

 

PhysicalZone

obj.activate()

 

 

obj.deactivate()

 

Player

obj.setActionThread(sequenceName)

 

 

obj.setControlObject(obj)

 

 

obj.getControlObject()

 

 

obj.clearControlObject()

 

 

obj.getDamageLocation(pos)

 

Precipitation

precipitation.setPercentage(percentage <1.0 to 0.0>)

 

 

precipitation.stormPrecipitation(percentage <0 to 1>, Time)

 

SceneObject

obj.getScale()

 

 

obj.getWorldBox()

 

 

obj.getWorldBoxCenter()

 

 

obj.getObjectBox()

 

 

obj.getForwardVector()

 

ShapeBase

obj.setShapeName(tag)

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obj.getShapeName()

obj.playAudio(slot,AudioProfile)

obj.playAudio(slot)

obj.playThread(thread)

obj.setThreadDir(thread,bool)

obj.stopThread(thread)

obj.pauseThread(thread)

obj.mountObject(object,node)

obj.unmountObject(object)

obj.unmount()

obj.isMounted()

obj.getObjectMount()

obj.getMountedObjectCount()

obj.getMountedObjectNode(index)

obj.getMountedObject(index)

obj.getMountNodeObject(node)

obj.mountImage(DataBlock,slot,[loaded=true],[skinTag])

obj.unmountImage(slot)

obj.getMountedImage(slot)

obj.getPendingImage(slot)

obj.isImageFiring(slot)

obj.isImageMounted(DataBlock)

obj.getMountSlot(DataBlock)

obj.getImageSkinTag(slot)

obj.getImageState(slot)

obj.getImageTrigger(slot)

obj.setImageTrigger(slot,bool)

obj.getImageAmmo(slot)

obj.setImageAmmo(slot,bool)

obj.getImageTarget(slot)

obj.setImageTarget(slot,bool)

obj.getImageLoaded(slot)

obj.setImageLoaded(slot,bool)

obj.getMuzzleVector(slot)

obj.getMuzzlePoint(slot)

obj.getSlotTransform(slot)

obj.getAIRepairPoint()

obj.getVelocity()

obj.setVelocity(Vector)

obj.applyImpulse(Pos,Vector)

obj.getEyeVector()

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obj.getEyeTransform()

 

 

obj.setEnergyLevel(value)

 

 

obj.getEnergyLevel()

 

 

obj.getEnergyPercent()

 

 

obj.setDamageLevel(value)

 

 

obj.getDamageLevel()

 

 

obj.getDamagePercent()

 

 

obj.setDamageState(state)

 

 

obj.getDamageState()

 

 

obj.isDestroyed()

 

 

obj.isDisabled()

 

 

obj.isEnabled()

 

 

obj.applyDamage(value)

 

 

obj.applyRepair(value)

 

 

obj.setRepairRate(value)

 

 

obj.getRepairRate()

 

 

obj.setRechargeRate(value)

 

 

obj.getRechargeRate()

 

 

obj.getControllingClient()

 

 

obj.getControllingObject()

 

 

obj.canCloak()

 

 

obj.setCloaked(true|false)

 

 

obj.isCloaked()

 

 

obj.setDamageFlash(flash level)

 

 

obj.getDamageFlash()

 

 

obj.setWhiteOut(flash level)

 

 

obj.getWhiteOut()

 

 

obj.setInvincibleMode(time, speed)

 

 

obj.getCameraFov()

 

 

obj.setCameraFov(fov)

 

 

obj.hide(bool)

 

 

obj.isHidden()

 

 

startFade( U32, U32,bool)

 

 

obj.setDamageVector(vec)

 

ShapeBaseData

obj.checkDeployPos(xform)

 

 

obj.getDeployTransform(pos, normal)

 

SimpleNetObject

obj.setMessage(msg)

 

Sky

sky.stormCloudsOn(0 or 1,Time)

 

 

sky.stormFogOn(Percentage <0 to 1>, Time)

sky.realFog(0 or 1, max, min, speed)

sky.getWindVelocity()

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sky.setWindVelocity(x, y, z)

 

 

sky.stormCloudsShow(bool)

 

 

sky.stormFogShow(bool)

 

StaticShape

obj.setPoweredState(bool)

 

 

obj.getPoweredState(bool)

 

TCPObject

obj.listen(port)

 

 

obj.send(string,...)

 

 

obj.connect(addr)

 

 

obj.disconnect()

 

Terraformer

Terraformer.canyon(dst, freq, turb, seed)

 

 

Terraformer.preview(dst_gui, src)

 

 

Terraformer.previewScaled(dst_gui, src)

 

 

Terraformer.clearRegister(r)

 

 

Terraformer.fBm(r, freq, 0.0-1.0{roughness}, detail, seed)

 

 

Terraformer.smoothRidges(src,dst,0-1{factor},iterations)

 

 

Terraformer.setTerrain(r)

 

Trigger

[TriggerObject].getNumObjects()

 

 

[TriggerObject].getNumObjects(Object Index)

 

TriggerData

[TriggerData].enterTrigger(Trigger, ObjectId)

 

 

[TriggerData].leaveTrigger(Trigger, ObjectId)

 

 

[TriggerData].tickTrigger(Trigger)

 

WaterBlock

waterBlock.toggleWireFrame()

 

WorldEditor

worldEditor.redirectConsole(objID)

 

 

 

 

 

Table A.3

Torque Script Keywords

 

Keyword

Description

 

 

break

Breaks execution out of a loop.

 

case

Indicates a choice in a switch block.

 

continue

Causes execution to continue at top of loop.

 

datablock

Indicates that the following code block defines a datablock.

 

default

Indicates the choice to make in a switch block when no cases match.

 

do

Indicates start of a do-while type loop block.

 

else

Indicates alternative execution path in an if statement.

 

false

Evaluates to 0, the opposite of true.

 

for

Indicates start of a for loop.

 

function

Indicates that the following code block is a callable function.

 

if

Indicates start of a conditional (comparison) statement.

 

new

Creates a new object datablock.

 

 

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package

Indicates that the following code block encompasses a package.

 

return

Indicates return from a function.

 

switch

Indicates start of a switch selection block.

 

true

Evaluates to 1, the opposite of false.

 

while

Indicates the start of a while loop.

 

 

 

Table A.4 Torque Script Operators

Symbol

Meaning

+

Add.

-

Subtract.

*

Multiply.

/

Divide.

%

Modulus.

++

Increment by 1.

--

Decrement by 1.

+=

Addition totalizer.

-=

Subtraction totalizer.

*=

Multiplication totalizer.

/=

Division totalizer.

%=

Modulus totalizer.

@

String append.

( )

Parentheses—operator precedence promotion.

[ ]

Brackets—array index delimiters.

{ }

Braces—indicate start and end of code blocks.

SPC

Space append macro (same as @ " " @).

TAB

Tab append macro (same as @ "\t" @).

NL

New line append (same as @ "\n" @).

~

(Bitwise NOT) Flips the bits of its operand.

|

(Bitwise OR) Returns a 1 in a bit if bits of either operand is 1.

&

(Bitwise AND) Returns a 1 in each bit position if bits of both operands are 1s.

^

(Bitwise XOR) Returns a 1 in a bit position if bits of one but not both operands are 1.

<<

(Left-shift) Shifts its first operand in binary representation the number of bits to

 

the left specified in the second operand, shifting in 0s from the right.

>>

(Sign-propagating right-shift) Shifts the first operand in binary representation the

 

number of bits to the right specified in the second operand, discarding bits shifted off.

|=

Bitwise OR with result assigned to the first operand.

&=

Bitwise AND with result assigned to the first operand.

^=

Bitwise XOR with result assigned to the first operand.

<<=

Left-shift with result assigned to the first operand.

 

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>>=

Sign-propagating right-shift with result assigned to the first operand.

 

!

Evaluates the opposite of the value specified.

 

&&

Requires both values to be true for the result to be true.

 

||

Requires only one value to be true for the result to be true.

 

==

Left-hand value and right-hand value are equal.

 

!=

Left-hand value and right-hand value are not equal.

 

<

Left-hand value is less than right-hand value.

 

>

Left-hand value is greater than right-hand value.

 

<=

Left-hand value is less than or equal to right-hand value.

 

>=

Left-hand value is greater than or equal to right-hand value.

 

$=

Left-hand string is equal to right-hand string.

 

!$=

Left-hand string is not equal to right-hand string.

 

//

Comment operator—ignore all text from here to the end of the line.

 

;

Statement terminator.

 

.

Object/datablock method or property delimiter.

 

 

 

 

Table A.5 Torque Script Operator Precedence

High Priority

 

 

 

 

 

Low Priority

( )

*

/

%

+

-

=

Table A.6 Torque Script Tokens

Token

Description

string constant

A sequence of alphanumeric characters bracketed by single or double quotes.

variable

Prefixed with % for local variable or $ for global variable, which is then always

 

followed by a letter character. After the initial letter character, there can be a series of

 

alphanumeric characters, underscores, or colons; a variable cannot end with a colon.

identifier

An initial letter character followed by an optional sequence of alphanumeric

 

characters or underscores.

number

A decimal integer or floating point number. Hexadecimal numbers can be used if

 

the token begins with 0x (zero-x).

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