Difference between revisions of "Script Classes for Adventure Games/Event Class"

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Chapter:  
 
Chapter:  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
 
[[Script Classes for Adventure Games/Introduction|1]] |  
[[Script Classes for Adventure Games/RootObj|2]] |  
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[[Script Classes for Adventure Games/RootObj Class|2]] |  
[[Script Classes for Adventure Games/Object|3]] |  
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[[Script Classes for Adventure Games/Object Class|3]] |  
[[Script Classes for Adventure Games/Collection|4]] |  
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[[Script Classes for Adventure Games/Collection Class|4]] |  
[[Script Classes for Adventure Games/List|5]] |  
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[[Script Classes for Adventure Games/Script Class|5]] |  
[[Script Classes for Adventure Games/Set|6]] |  
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[[Script Classes for Adventure Games/Timer Class|6]] |  
[[Script Classes for Adventure Games/EventHandler|7]] |  
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[[Script Classes for Adventure Games/Feature Class|7]] |  
[[Script Classes for Adventure Games/Inventory|8]] |  
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[[Script Classes for Adventure Games/View Class|8]] |  
[[Script Classes for Adventure Games/Script|9]] |  
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[[Script Classes for Adventure Games/PicView Class|9]] |  
[[Script Classes for Adventure Games/Timer|10]] |  
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[[Script Classes for Adventure Games/Cycling Classes|10]] |  
[[Script Classes for Adventure Games/Feature|11]] |  
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[[Script Classes for Adventure Games/Motion Classes|11]] |  
[[Script Classes for Adventure Games/View|12]] |  
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[[Script Classes for Adventure Games/Avoider Class|12]] |  
[[Script Classes for Adventure Games/Prop|13]] |  
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[[Script Classes for Adventure Games/Event Class|13]] |  
[[Script Classes for Adventure Games/Actor|14]] |
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[[Script Classes for Adventure Games/User Class|14]]<br />
[[Script Classes for Adventure Games/Ego|15]] |
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[[Script Classes for Adventure Games/Game Class|15]] |  
[[Script Classes for Adventure Games/PicView|16]] |
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[[Script Classes for Adventure Games/Locale Class|16]] |  
[[Script Classes for Adventure Games/Cycle|17]] |
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[[Script Classes for Adventure Games/Region Class|17]] |  
[[Script Classes for Adventure Games/Forward|18]] |
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[[Script Classes for Adventure Games/Room Class|18]] |  
[[Script Classes for Adventure Games/Walk|19]] |
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[[Script Classes for Adventure Games/Timer2 Class|19]] |  
[[Script Classes for Adventure Games/Reverse|20]] |
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[[Script Classes for Adventure Games/InvItem Class|20]] |  
[[Script Classes for Adventure Games/CycleTo|21]] |
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[[Script Classes for Adventure Games/Block Class|21]] |  
[[Script Classes for Adventure Games/EndLoop|22]] |
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[[Script Classes for Adventure Games/Cage Class|22]] |  
[[Script Classes for Adventure Games/BegLoop|23]] |
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[[Script Classes for Adventure Games/Sound Class|23]] |  
[[Script Classes for Adventure Games/Motion|24]] |
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[[Script Classes for Adventure Games/StatusLine Class|24]] |  
[[Script Classes for Adventure Games/MoveTo|25]] |
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[[Script Classes for Adventure Games/File Class|25]] |  
[[Script Classes for Adventure Games/Wander|26]]<br />
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[[Script Classes for Adventure Games/Code Class|26]] |  
[[Script Classes for Adventure Games/Follow|27]] |
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[[Script Classes for Adventure Games/Global Variables|27]] |  
[[Script Classes for Adventure Games/Chase|28]] |
 
[[Script Classes for Adventure Games/Jump|29]] |
 
[[Script Classes for Adventure Games/JumpTo|30]] |
 
[[Script Classes for Adventure Games/Orbit|31]] |
 
[[Script Classes for Adventure Games/Path|32]] |
 
[[Script Classes for Adventure Games/RelPath|33]] |
 
[[Script Classes for Adventure Games/Avoider|34]] |
 
[[Script Classes for Adventure Games/Event|35]] |
 
[[Script Classes for Adventure Games/User|36]] |
 
[[Script Classes for Adventure Games/Game|37]] |  
 
[[Script Classes for Adventure Games/Locale|38]] |  
 
[[Script Classes for Adventure Games/Region|39]] |  
 
[[Script Classes for Adventure Games/Room|40]] |  
 
[[Script Classes for Adventure Games/Timer2|41]] |
 
[[Script Classes for Adventure Games/TimeOut|42]] |  
 
[[Script Classes for Adventure Games/InvItem|43]] |  
 
[[Script Classes for Adventure Games/Block|44]] |  
 
[[Script Classes for Adventure Games/Cage|45]] |  
 
[[Script Classes for Adventure Games/Sound|46]] |  
 
[[Script Classes for Adventure Games/StatusLine|47]] |  
 
[[Script Classes for Adventure Games/File|48]] |  
 
[[Script Classes for Adventure Games/Code|49]] |  
 
[[Script Classes for Adventure Games/Global Variables|50]] |  
 
 
[[Script Classes for Adventure Games/Index|Index]]
 
[[Script Classes for Adventure Games/Index|Index]]
 
</div><br />
 
</div><br />
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&nbsp;
 
&nbsp;
  
xxxxxxx body xxxxxxxx
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==<br /> The Event Class ==
 +
 
 +
The Event class is the class of user input events (key presses, mouse clicks, etc.)
 +
 
 +
{|
 +
|width= "125"|In file:||system.sc
 +
|-
 +
|Inherits from:||Object
 +
|-
 +
|Inherited by:||none
 +
|}
 +
 
 +
===<br /> Properties ===
 +
 
 +
<blockquote>
 +
==== type ====
 +
<blockquote>The kind of input event. The event types are defined in kernel.sh:
 +
===== mouseDown =====
 +
<blockquote>Mouse button was pressed.</blockquote>
 +
===== mouseUp =====
 +
<blockquote>Mouse button was released.</blockquote>
 +
===== keyDown =====
 +
<blockquote>Key was pressed.</blockquote>
 +
===== keyUp =====
 +
<blockquote>Key was released.</blockquote>
 +
===== direction =====
 +
<blockquote>A direction event, meant to move the player.</blockquote>
 +
===== saidEvent =====
 +
<blockquote>User typed a line of input, which has been parsed.</blockquote>
 +
===== menuStart =====
 +
===== menuHit =====
 +
</blockquote>
 +
 
 +
==== message ====
 +
<blockquote>The 'value' of the event. For a key, this is the ASCII value corresponding to the key which was pressed.</blockquote>
 +
 
 +
==== modifiers ====
 +
<blockquote>Bit-mapped property containing any modifier keys which were down when the event occurred. Bits are shiftDown, ctrlDown, and altDown.</blockquote>
 +
 
 +
==== x <br /> y ====
 +
<blockquote>The coordinates of the mouse when the event occurred.</blockquote>
 +
 
 +
==== claimed ====
 +
<blockquote>TRUE if some object has already responded to the event, FALSE otherwise. You should set the claimed property of the event to TRUE whenever you respond to an event. In general, you will not want to respond to an event whose claimed property is TRUE (although there may be exceptions), so you'll want to test its value before doing anything based on the event.</blockquote>
 +
</blockquote>
 +
 
 +
===<br /> Methods ===
 +
 
 +
<blockquote>
 +
==== new: ====
 +
<blockquote>If an input event is in the event queue, return it. Otherwise, return 0.</blockquote>
 +
</blockquote>
  
 
&nbsp;
 
&nbsp;
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&nbsp;
 
&nbsp;
  
<span style="float: left">[[Script Classes for Adventure Games/Avoider|&lt; Previous: Avoider]]</span>
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<span style="float: left">[[Script Classes for Adventure Games/Avoider Class|&lt; Previous: The Avoider Class]]</span>
<span style="float: right">[[Script Classes for Adventure Games/User|Next: User &gt;]]</span>
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<span style="float: right">[[Script Classes for Adventure Games/User Class|Next: The User Class &gt;]]</span>
  
 
&nbsp;
 
&nbsp;

Latest revision as of 00:59, 11 December 2015

Official SCI Documentation

Chapter: 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14
15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | Index


The Event Class

Author: Jeff Stephenson

Date: 5 April 1988

 


The Event Class

The Event class is the class of user input events (key presses, mouse clicks, etc.)

In file: system.sc
Inherits from: Object
Inherited by: none


Properties

type

The kind of input event. The event types are defined in kernel.sh:

mouseDown

Mouse button was pressed.

mouseUp

Mouse button was released.

keyDown

Key was pressed.

keyUp

Key was released.

direction

A direction event, meant to move the player.

saidEvent

User typed a line of input, which has been parsed.

menuStart
menuHit

message

The 'value' of the event. For a key, this is the ASCII value corresponding to the key which was pressed.

modifiers

Bit-mapped property containing any modifier keys which were down when the event occurred. Bits are shiftDown, ctrlDown, and altDown.

x
y

The coordinates of the mouse when the event occurred.

claimed

TRUE if some object has already responded to the event, FALSE otherwise. You should set the claimed property of the event to TRUE whenever you respond to an event. In general, you will not want to respond to an event whose claimed property is TRUE (although there may be exceptions), so you'll want to test its value before doing anything based on the event.


Methods

new:

If an input event is in the event queue, return it. Otherwise, return 0.

 

Notes


 

Table of Contents

 

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