Skyline Lua API
Version 1.0 RC1
Lua Script Reference for Skyline Game Engine.
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#include <LUA_API_Input.h>
Public Member Functions | |
int | keyDown (String Key) |
This function can be used to detect keys that are held down. More... | |
int | keyHit (String Key) |
This function can be used to detect keys that are pressd once or want to trigger code only once. More... | |
int | releaseKey (String Key) |
Use this function to free an key that is held down and is being monitored by the keyDown(key) method. More... | |
int | mouseDown (int button) |
Detect if the specified mouse button is pressed. More... | |
int | mouseHit (int button) |
Detect if the specified mouse button is clicked. More... | |
getFromMap (int id, string keyMapName) | |
getFromMap(int id, string keyMapName). More... | |
This area covers User input functions. Skyline Lua can intercept input events a check their current state. You can check to see if
a specified key is held down or detect the left mouse buttom. This does not effect the system events and can be used together with them. Use as input.function()
input::getFromMap | ( | int | id, |
string | keyMapName | ||
) |
getFromMap(int id, string keyMapName).
int | id : Define the button you want to check against. |
string | keymap : |
function getFromMap(int id, string keyMapName) end
int input::keyDown | ( | String | Key | ) |
This function can be used to detect keys that are held down.
String | Key : Define the key you want to check. |
This function can be called from another function such as the onUpdate(..) to detect if the specified key is held down. the value 1
is return as long as the specified key is held down. This is unlike the keyHit(key) which returns 1 then reverts to 0 again.
The following is a Small Example on how to use this function:
function onUpdate( timeDelta ) if( input.keyDown( "z" ) == 1) then entity.move(obj,-0.001,0,0);end if( input.keyDown( "x" ) == 1) then entity.move(obj,0.001,0,0); end end
int input::keyHit | ( | String | Key | ) |
This function can be used to detect keys that are pressd once or want to trigger code only once.
String | Key : Define the key you want to check. |
This function can be called from another function to detect if the specified key has been pressed. This will only trigger once
per key press not matter how long the key is help. This is unlike the keyDown(key) method which returns 1 as long as the key is held.
The following is a Small Example on how to use this function:
function onUpdate( timeDelta ) if( input.keyHit( "space" ) == 1) then sky.lprint("Shoot !"); end end
int input::mouseDown | ( | int | button | ) |
Detect if the specified mouse button is pressed.
int | Button : Define the button you want to check against. |
Detect if the specified mouse button is being held down.Pass the value 1 to check for the left button presses and 2 the for right button
The following is a Small Example on how to use this function:
function onUpdate( timeDelta ) if( input.mouseDown( 1 ) == 1) then sky.lprint("you pressed the Left mouse button"); end if( input.mouseDown( 2 ) == 1) then sky.lprint("you pressed the Right mouse button"); end end
int input::mouseHit | ( | int | button | ) |
Detect if the specified mouse button is clicked.
int | Button : Define the button you want to check against. |
Use this function if you only need to detect if the specified button has been clicked. This differs to mouseDown(button) which detects button being held down The following is a Small Example on how to use this function:
function onUpdate( timeDelta ) if( input.mouseHit( 1 ) == 1) then sky.lprint("LMB"); end if( input.mouseHit( 2 ) == 1) then sky.lprint("RMB"); end end
int input::releaseKey | ( | String | Key | ) |
Use this function to free an key that is held down and is being monitored by the keyDown(key) method.
String | Key : Define the key you want to release. |
Call this function to release the specified key, ie the key will return 0 to any code monitoring it, such as the keyDown(key) method
per key press not matter how long the key is help.
The releaseKey(key) function works well in conjunction with keyDown(key) if you are creating a simple player controller as it can
prevent key lock, ie when you try to press both keys together.
The following is a Small Example on how to use this function:
function onUpdate( timeDelta ) if( input.keyDown( "z" ) == 1) then entity.move(obj,-0.001,0,0); input.releaseKey("x"); end if( input.keyDown( "x" ) == 1) then entity.move(obj,0.001,0,0); input.releaseKey("z"); end end