New to torque script, need few questions answered.
by Law Rus · in Technical Issues · 01/07/2008 (1:39 pm) · 2 replies
I have been working on a game for a month or so on GameStudio, but decided to switch to this for the better particle effects. I'm familiar with C script but a few things are throwing me off with this new language.
Following some tutorials I've managed to create a basic game, but I'm still unsure of how it all works.
For example:
function playerShip::onLevelLoaded(%this, %scenegraph)
{
%this.setTimerOn(25);
}
function playerShip::onTimer(%this)
{
}
the first part of the function, according to a tutorial I read, is the class; which defines what can use the function, but isn't it also the name of the function?
I am using pre 1.3 version of GameBuilder. I heard somewhere that the code is different, but I can't find any articles on this to explain what has changed. So how different is the code?
I see a lot of things which I assume are variables, but I don't see them defined anywhere in the code. I know about the dynamic fields and everything, but what about things like
%targetRotation = mRadToDeg(mAtan(%vector.y, %vector.x)) + %this.rotationOffset;
I found this in a code example for facing the mouse. I don't understand what %targetRotation is. I didn't see it being defined and this is the first instance of it in the code.
Finally, what is a behavior? I was trying to follow a tutorial and it had a behaviors menu in TGB. Is this something new to TGB that I don't have with my old version?
Thank you all.
Following some tutorials I've managed to create a basic game, but I'm still unsure of how it all works.
For example:
function playerShip::onLevelLoaded(%this, %scenegraph)
{
%this.setTimerOn(25);
}
function playerShip::onTimer(%this)
{
}
the first part of the function, according to a tutorial I read, is the class; which defines what can use the function, but isn't it also the name of the function?
I am using pre 1.3 version of GameBuilder. I heard somewhere that the code is different, but I can't find any articles on this to explain what has changed. So how different is the code?
I see a lot of things which I assume are variables, but I don't see them defined anywhere in the code. I know about the dynamic fields and everything, but what about things like
%targetRotation = mRadToDeg(mAtan(%vector.y, %vector.x)) + %this.rotationOffset;
I found this in a code example for facing the mouse. I don't understand what %targetRotation is. I didn't see it being defined and this is the first instance of it in the code.
Finally, what is a behavior? I was trying to follow a tutorial and it had a behaviors menu in TGB. Is this something new to TGB that I don't have with my old version?
Thank you all.
Associate Phillip O'Shea
Violent Tulip
The coding style hasn't changed too much since 1.3, but there are massive upgrades in newer versions, like behaviors for instance. Also, I do not think the %vector.x and %vector.y usages will work in 1.3, I always thought it was a newer implementation. X and Y just refer to the 1st and 2nd words in a string, which can be worked around using:
Normal variables are not defined, nor are dynamic variables.