How do I Access Actions and Expressions from the SDK?

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  • I just picked up Construct 2 this Monday. Our studio is switching from RPG maker, and so far I am finding Construct 2 to be vastly more powerful, full featured, and transparent! I'm new to Javascript, and I'm working on setting up our damage dice etc, and I want to have a popup appear over a character's head when they take damage. I figured out how to get it to instantiate a text object with runtime.createInstance(), which will drift up and fade, but I'm having trouble accessing the SetText action in the text so I can insert the damage value. I've . The area I seem to be having trouble is around Line 173. I can also paste the whole capx if needed.

    Thank you!

    Edit: apparently I am too new to pastebin the code, but here it is. BBCode doesn't seem to support line numbers, but it's about 3/4 of the way to the bottom, under the "Defend" action.

    // ECMAScript 5 strict mode
    "use strict";
    
    assert2(cr, "cr namespace not created");
    assert2(cr.behaviors, "cr.behaviors not created");
    
    /////////////////////////////////////
    // Behavior class
    // *** CHANGE THE BEHAVIOR ID HERE *** - must match the "id" property in edittime.js
    //           vvvvvvvvvv
    cr.behaviors.RPGChar = function(runtime)
    {
        this.runtime = runtime;
    };
    
    (function ()
    {
        // *** CHANGE THE BEHAVIOR ID HERE *** - must match the "id" property in edittime.js
        //                               vvvvvvvvvv
        var behaviorProto = cr.behaviors.RPGChar.prototype;
            
        /////////////////////////////////////
        // Behavior type class
        behaviorProto.Type = function(behavior, objtype)
        {
            this.behavior = behavior;
            this.objtype = objtype;
            this.runtime = behavior.runtime;
        };
        
        var behtypeProto = behaviorProto.Type.prototype;
    
        behtypeProto.onCreate = function()
        {
        };
    
        /////////////////////////////////////
        // Behavior instance class
        behaviorProto.Instance = function(type, inst)
        {
            this.type = type;
            this.behavior = type.behavior;
            this.inst = inst;               // associated object instance to modify
            this.runtime = type.runtime;
        };
        
        var behinstProto = behaviorProto.Instance.prototype;
    
        behinstProto.onCreate = function()
        {
            // Load properties
            this.HP =       this.properties[0];
            this.MaxHP =    this.properties[1];
            this.Armor =    this.properties[2];
            
            this.InvulnerabilityTimer = false;
            this.InvulnerabilityDelay = 1000;
            this.AttackTimer = false;
            this.AttackDelay = 300;
    		this.Popup = undefined;
    		this.PopupImgPt = 0;
    		// object is sealed after this call, so make sure any properties you'll ever need are created, e.g.
            // this.myValue = 0;
        };
        
        behinstProto.onDestroy = function ()
        {
            // called when associated object is being destroyed
            // note runtime may keep the object and behavior alive after this call for recycling;
            // release, recycle or reset any references here as necessary
        };
        
        // called when saving the full state of the game
        behinstProto.saveToJSON = function ()
        {
            // return a Javascript object containing information about your behavior's state
            // note you MUST use double-quote syntax (e.g. "property": value) to prevent
            // Closure Compiler renaming and breaking the save format
            return {
                // e.g.
                "hitPoints": this.HP
            };
        };
        
        // called when loading the full state of the game
        behinstProto.loadFromJSON = function (o)
        {
            // load from the state previously saved by saveToJSON
            // 'o' provides the same object that you saved, e.g.
            // this.myValue = o["myValue"];
            // note you MUST use double-quote syntax (e.g. o["property"]) to prevent
            // Closure Compiler renaming and breaking the save format
        };
    
        behinstProto.tick = function ()
        {
            var dt = this.runtime.getDt(this.inst);
            
            // called every tick for you to update this.inst as necessary
            // dt is the amount of time passed since the last tick, in case it's a movement
        };
        
        // The comments around these functions ensure they are removed when exporting, since the
        // debugger code is no longer relevant after publishing.
        /**BEGIN-PREVIEWONLY**/
        behinstProto.getDebuggerValues = function (propsections)
        {
            // Append to propsections any debugger sections you want to appear.
            // Each section is an object with two members: "title" and "properties".
            // "properties" is an array of individual debugger properties to display
            // with their name and value, and some other optional settings.
            propsections.push({
                "title": this.type.name,
                "properties": [
                    // Each property entry can use the following values:
                    // "name" (required): name of the property (must be unique within this section)
                    // "value" (required): a boolean, number or string for the value
                    // "html" (optional, default false): set to true to interpret the name and value
                    //                                   as HTML strings rather than simple plain text
                    // "readonly" (optional, default false): set to true to disable editing the property
                    {"name": "My property", "value": this.myProperty},
                    {"name": "Attack Timer", "value": this.AttackTimer},
    				//{"name": "Popup", "value": this.Popup}
                ]
            });
        };
        
        behinstProto.onDebugValueEdited = function (header, name, value)
        {
            // Called when a non-readonly property has been edited in the debugger. Usually you only
            // will need 'name' (the property name) and 'value', but you can also use 'header' (the
            // header title for the section) to distinguish properties with the same name.
            if (name === "My property")
                this.myProperty = value;
        };
        /**END-PREVIEWONLY**/
    
        //////////////////////////////////////
        // Conditions
        function Cnds() {};
    
        // the example condition
        Cnds.prototype.IsDead = function ()
        {
            // ... see other behaviors for example implementations ...
            return this.HP < 0;
        };
        
        // ... other conditions here ...
        
        behaviorProto.cnds = new Cnds();
    
        //////////////////////////////////////
        // Actions
        function Acts() {};
    
        // the example action
        Acts.prototype.Attack = function ()
        {
            // ... see other behaviors for example implementations ...
        };
        Acts.prototype.Defend = function (damage)
        {
            if (damage === undefined) {
                damage = "0";
            }
            var dmg = (Number(damage) - this.Armor);
            if (dmg > 0) {
    			this.HP -= dmg;
    			if (this.Popup != undefined ) {
    				var popinst = this.inst.runtime.createInstance(this.Popup, this.inst.layer, this.inst.getImagePoint(this.PopupImgPt, true), this.inst.getImagePoint(this.PopupImgPt, false));
    				if (popinst === undefined) {alert("wtf")} else {
    					popinst.SetText(String(dmg));
    				}
    				
    			} else {alert("Popup undefined!")}
    		}
            // ... see other behaviors for example implementations ...
        };
    	Acts.prototype.SetPopup = function (object, imgpt)
        {
    		//alert("setting popup on " & this.inst.toString() & " to " & this.Popup);
            this.Popup = object;
    		this.PopupImgPt = imgpt;
    		
        };
        
        // ... other actions here ...
        
        behaviorProto.acts = new Acts();
    
        //////////////////////////////////////
        // Expressions
        function Exps() {};
    
        // the example expression
        Exps.prototype.HP = function (ret)  // 'ret' must always be the first parameter - always return the expression's result through it!
        {
            ret.set_int(this.HP);               // return our value
            // ret.set_float(0.5);          // for returning floats
            // ret.set_string("Hello");     // for ef_return_string
            // ret.set_any("woo");          // for ef_return_any, accepts either a number or string
        };
        Exps.prototype.Attack = function (ret)  // 'ret' must always be the first parameter - always return the expression's result through it!
        {
            if (this.AttackTimer ) {
                ret.set_string("0");
            } else {
                ret.set_string( String(1+Math.floor(Math.random()*5)));
                
                this.AttackTimer = true;
    			var self = this;
                setTimeout(function(){ self.AttackTimer = false},this.AttackDelay)
            }
            // ret.set_float(0.5);          // for returning floats
            // ret.set_string("Hello");     // for ef_return_string
            // ret.set_any("woo");          // for ef_return_any, accepts either a number or string
        };
        
        // ... other expressions here ...
        
        behaviorProto.exps = new Exps();
        
    }());[/code:3b0o1be9]
    
    While I was poking around I stumbled accross the inst.text and inst.text_changed. I set the text to what I wanted and text_changed to true, and that seemed to work. I checked in the settext action of the text plugin, and I found that there were three lines there. [code:3b0o1be9]popinst.text = String(dmg);
    					popinst.text_changed = true;
    					this.runtime.redraw = true;[/code:3b0o1be9]
    I added the redraw line to my code, but I don't imagine it's good coding practice to duplicate the action this way. I would much rather find a way to test to make sure I spawned a text object, then invoke it's SetText action, so it can handle the text change itself. Any ideas on how I might do this in a more correct manner?
    
    Edit: I found inst.type.plugin.acts.SetText(dmg); But it seems to crash Text_Plugin.js at line 707, column 24.  This is the redraw line above. It says "cannot set property 'redraw' of undefined".  I'm guessing that I am trying to call the action before the text object is properly intialized. Is there a way to schedule an action for the next frame? Or should I initialize the popup instance somehow? I tried runtime.trigger(Object.getPrototypeOf(this.Popup.plugin).cnds.OnCreated, popinst); but that didn't seem to work.
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