Difference between revisions of "Oolite JavaScript Reference: Mission"
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The '''mission''' global object is used to run mission screens, and perform other actions related to mission scripting. |
The '''mission''' global object is used to run mission screens, and perform other actions related to mission scripting. |
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+ | == Properties == |
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+ | === <code>displayModel</code> === |
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+ | {{oolite-prop-future|1.75}} |
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+ | '''displayModel''' : {{oojsclass|Ship}} |
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+ | If currently running a mission screen with a <code>model</code>, the ship entity used to display the model. This can be animated by setting its position and orientation from a [[Oolite JavaScript Reference: Global#addFrameCallback|frame callback]]. |
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== Methods == |
== Methods == |
Revision as of 20:20, 23 January 2011
Prototype: Object
Subtypes: none
The mission global object is used to run mission screens, and perform other actions related to mission scripting.
Contents
Properties
displayModel
displayModel : Ship
If currently running a mission screen with a model
, the ship entity used to display the model. This can be animated by setting its position and orientation from a frame callback.
Methods
addMessageText
function addMessageText(message : String)
Appends text to the currently running mission screen.
markSystem
function markSystem(systemNumber : Number)
Mark a system on the long range chart. (It is currently possible to mark multiple systems at once, as in mission.markSystem(4, 54, 222)
, but this syntax may be deprecated for Oolite 1.75.)
See also: unmarkSystem()
runScreen
This method was added in Oolite test release 1.74.
runScreen(parameters : Object [, callback : Function [, this : Object]])
Present a mission screen.
The appearance of the mission screen is defined by the properties of the parameters
object. The currently defined properties are:
title : String
titleKey : String
(Key in missiontext.plist)music : String
(name of a music file)overlay : guiTextureSpecifier
(name of an image used as overlay)background : guiTextureSpecifier
(name of a picture used as background)model : String
(Role of a ship that will be shown as rotating ship)message : String
messageKey : String
(Key in missiontext.plist)spinModel: Boolean
(New in 1.75. Iffalse
, the model is shown from the top with no automatic animation.)choicesKey : String
(Key in missiontext.plist)
Some of these are mutually exclusive; for instance, “title” overrides “titleKey”. See setScreenBackground() for a discussion of guiTextureSpecifier.
The callback function is a function that is called when the player makes a choice. Every runScreen can have its own specific callback function, or you can design a single function to handle multiple mission screens instead.
Example:
A simple mission screen:
mission.runScreen({ title: "My first mission screen", message: "This am a mission screen wot is good", choicesKey: "me_firstmission_choices" }, function (choice) { if (choice === "1_YES") player.commsMessage("Yay!"); else if (choice === "2_NO") player.commsMessage("Boo."); else player.commsMessage("Whut?"); });
In missiontext.plist, you’ll need the following. The numbers are used because choices are sorted by key.
{ "me_firstmission_choices" = { "1_YES" = "Yes."; "2_NO" = "No."; "3_MAYBE" = "Maybe."; }; }
The call does not have to be laid out as above. The parameters object can be manipulated in any way you want beforehand, and the callback function can be written out of line. For example, the following is equivalent:
var parameters = new Object(); parameters.title = "My first mission screen"; parameters.message = "This am"; parameters.choicesKey = "me_firstmission_choices"; parameters.message += " a mission screen wot is good"; function callback(choice) { if (choice === "1_YES") player.commsMessage("Yay!"); else if (choice === "2_NO") player.commsMessage("Boo."); else player.commsMessage("Whut?"); } mission.runScreen(parameters, callback);
This form is more complicated, and the ordering is less intuitive. However, it does allow you to make complex decisions about the parameters in code, and writing the callback out of line can be preferable if it’s long. It is recommended that you start out with the first approach, but keep in mind that there are other options if it becomes too limiting.
setInstructions
function setInstructions(instructions : String, [worldScriptName : String])
Specify a message to put on the Manifest screen (usually short instructions for current mission), under the title “Missions”.
When not called from within a world script, the name of a world script must be specified so that Oolite knows which script the message belongs to. Clear the message by calling setInstructions(null)
.
It is recommended that setInstructions()
is used only when you need to customise the text for a specific scenario. For static text, use setInstructionsKey()
instead.
See also: setInstructionsKey()
setInstructionsKey
This method was added in Oolite test release 1.74.
function setInstructionsKey(messageKey : String, [worldScript : String])
Like setInstructions()
, but looks up the specified messageKey
in missiontext.plist.
See also: setInstructions()
unmarkSystem
function unmarkSystem(systemNumbers : Number)
Remove a mark set with markSystem()
. (It is currently possible to mark multiple systems at once, as in mission.unmarkSystem(4, 54, 222)
, but this syntax may be deprecated for Oolite 1.75.)
See also: markSystem()