Difference between revisions of "Oolite JavaScript Reference: Mission"
Eric Walch (talk | contribs) |
Eric Walch (talk | contribs) |
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This is the recommended way to set up a missionscreen. It does all the setup or clearing of the Key's. Strictly spoken it is not a method but a JS routine that calls the appropriate methods in the right order. After setting up and showing the missionscreen it clears the keys. |
This is the recommended way to set up a missionscreen. It does all the setup or clearing of the Key's. Strictly spoken it is not a method but a JS routine that calls the appropriate methods in the right order. After setting up and showing the missionscreen it clears the keys. |
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+ | e.g. <code>mission.runMissionScreen("myMessage", null, "myChoices")</code> will display a missionscreen with "myMessage" and wil give the choices of "myChoices". Any previous defined background image as well as rotating ships and music, is cleared. |
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function '''markSystem'''(systemNumbers : Number, ...) |
function '''markSystem'''(systemNumbers : Number, ...) |
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Mark the listed systems on the long range chart; for example, <code>mission.markSystem(4, 54, 222)</code> will mark system numbers 4, 54, and 222. '''Note:''' eventually this will be deprecated for syntax along the lines of <code>currentGalaxy.systems[4].marked = false;</code>, but this form should continue to work. |
Mark the listed systems on the long range chart; for example, <code>mission.markSystem(4, 54, 222)</code> will mark system numbers 4, 54, and 222. '''Note:''' eventually this will be deprecated for syntax along the lines of <code>currentGalaxy.systems[4].marked = false;</code>, but this form should continue to work. |
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− | |||
function '''unmarkSystem'''(systemNumbers : Number, ...) |
function '''unmarkSystem'''(systemNumbers : Number, ...) |
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− | Remove the marks from the listed systems on the long range chart; for example, <code>mission.unmarkSystem(4 54)</code> will unmark system numbers 4, and 54. |
+ | Remove the marks from the listed systems on the long range chart; for example, <code>mission.unmarkSystem(4, 54)</code> will unmark system numbers 4, and 54. |
[[Category:Oolite scripting]] |
[[Category:Oolite scripting]] |
Revision as of 10:15, 25 June 2008
Properties
choice : String (read/write)
The most recently selected choice from the mission screen. The empty string "None"
is used for no choice. Important: in future versions, null
will be used to indicate no choice. A choice can be cleared by setting mission.choice = null. This clearing will trigger the missionChoiceWasReset handler.
Methods
function addMessageTextKey(messageKey : String)
Sets the dictionary key for the mission screen text. Use the same value you’d give addMissionText:
. Must be called after showMissionScreen
.
function setBackgroundImage(backgroundImage : String)
Specifies a background image to be shown at the mission screen. Must be called before showMissionScreen
.
function setChoicesKey(choicesKey : String)
Specifies the choices to be shown at the mission screen. Must be called after showMissionScreen
.
function setInstructionsKey(descriptionKey : String, [worldScript : String])
Sets the dictionary key of the text to put on the manifest screen (usually short instructions for current missions. F5-F5). When not called from within the worldScript, the script name has to be specified additionally.
function setMusic(musicKey : String)
Specifies a music file to be played at the mission screen. Must be called before showMissionScreen
.
function showMissionScreen()
Shows the mission screen. Due to implementation details musicKey
, backgroundImage
and shipKey
must be set before this method is called, but messageKey
and choicesKey
must be set after this method is called.
function showShipModel(shipKey : String)
Specifies a ship model to be displayed on the mission screen. Must be called before showMissionScreen
. (Open issue: why is this a method rather than a write-only property? --ahruman)
function runMissionScreen(messageKey : String, backgroundImage : String, choiceKey : String, shipKey : String, musicKey : String)
This is the recommended way to set up a missionscreen. It does all the setup or clearing of the Key's. Strictly spoken it is not a method but a JS routine that calls the appropriate methods in the right order. After setting up and showing the missionscreen it clears the keys.
e.g. mission.runMissionScreen("myMessage", null, "myChoices")
will display a missionscreen with "myMessage" and wil give the choices of "myChoices". Any previous defined background image as well as rotating ships and music, is cleared.
function markSystem(systemNumbers : Number, ...)
Mark the listed systems on the long range chart; for example, mission.markSystem(4, 54, 222)
will mark system numbers 4, 54, and 222. Note: eventually this will be deprecated for syntax along the lines of currentGalaxy.systems[4].marked = false;
, but this form should continue to work.
function unmarkSystem(systemNumbers : Number, ...)
Remove the marks from the listed systems on the long range chart; for example, mission.unmarkSystem(4, 54)
will unmark system numbers 4, and 54.