* set_signal * clear_signal * wait_for_signal * teleport_player * load_level * label * goto * start_cutscene * stop_cutscene * wait_for_cutscene
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Level Signals
Signals are a way to indicate that something is happening in a level. They can be controlled by:
- Level objects
- Triggers
- Cutscenes
- Signal operators
Emitting a signal sets its state to the inverse of its default state.
Other parts of the level can listen for signals in order to perform some sort of action. The possible listeners are:
- Level objects
- Cutscenes
Signal information is output into generated level definition C source files at
level export time by the Lua scripts in tools/level_scripts/
, initiated by
export_level.lua
.
The code for sending and receiving signals is in src/scene/signals.c
. The
engine uses this to wire up the various emitters and listeners.
Level objects
Level objects which send or receive signals have the relevant signal name as
part of their object name in the level's .blend
file.
For example, consider the following object names:
@ball_catcher exit_activate
@door exit_activate
In this example, the ball catcher sets the exit_activate
signal when
activated. The door listens for that signal, and so it will open when a ball
reaches the ball catcher.
There are various other level objects that can send and receive signals, including those that the player cannot directly interact with such as the indicator light strips. Some other special cases, such as buttons, can set multiple signals. The exact name structure differs per object. See Level Objects for more details.
Objects which can be deactivated will stop emitting their associated signal when that occurs.
Triggers
Triggers are 3D boxes in a level that set signals
depending on which object type enters them. Like level objects, this information
is defined in their object name in the level's .blend
file. Trigger object
names are of the form:
@trigger PLAYER_CUTSCENE_NAME PLAYER_SIGNAL_NAME CUBE_CUTSCENE_NAME CUBE_SIGNAL_NAME
PLAYER_SIGNAL_NAME
is emitted while the player is inside the trigger and
CUBE_SIGNAL_NAME
is emitted while a cube is inside the trigger.
Cutscenes
Cutscenes can change the default state of signals using the set_signal and clear_signal steps, respectively. For example:
set_signal door_activate
[...]
clear_signal door_activate
In between set_signal
and clear_signal
, the door_activate
signal will be
read as set. Since emitting a signal inverts the default state, signal emitters
such as buttons will change the state to unset when activated.
Cutscenes can also wait for a particular signal to become set using the wait_for_signal step. A number of frames the signal must be set for can optionally be specified. For example:
[...]
wait_for_signal player_in_trigger
clear_signal door_activate
[...]
wait_for_signal player_in_trigger 42
clear_signal door_activate
[...]
Signal operators
Level definition YAML files can optionally contain an array property named
operators
. Each array entry must be an equation matching one of the following
forms:
signal_name = not other_signal_name
signal_name = signal_a or signal_b
signal_name = signal_c and signal_d
Only one not
, or
, or and
operator is allowed per entry. If more complex
combinations are required, operators can use signals defined by previous
operators. For example:
operators:
- door_not_activated = not door_activated
- cube_not_in_room = not cube_in_room
- trapped = door_not_activated and cube_not_in_room
Operators are evaluated from top to bottom to update their corresponding signals. Signals from any source can be used.