# scene.t | documentation

    #charset "us-ascii"
    #include "advlite.h"

    /*
     *   ****************************************************************************
     *    scene.t
     *    This module forms an optional part of the adv3Lite library
     *    (c) 2012-13 Eric Eve
     */

    /*
     *   The sceneManager object is used to control the scene-switching and
     *   execution mechanism.
     */
    sceneManager: InitObject, Event
        execute()
        {

            /*
             *   Set up a new Schedulable in the game to run our doScene method each
             *   turn
             */

            eventManager.schedulableList += self;

            /*
             *   Run the executeEvent() method for the first time to set up any
             *   scenes that should be active at the start of play.
             */
    //        executeEvent();
        }

        eventOrder = 200

        /* The executeEvent() method is run each turn to drive the Scenes mechanism */
        executeEvent()
        {
            /* Go through each Scene defined in the game in turn. */
            for(local scene = firstObj(Scene); scene != nil ; scene = nextObj(scene,
                Scene))

            {
                /*
                 *   If the scene's startsWhen condition is true and the scene is
                 *   not already happening, then provided it's a recurring scene or
                 *   it's never been started before, start the scene.
                 */
                if(scene.startsWhen && !scene.isHappening
                   && (scene.recurring || scene.startedAt == nil))
                    scene.start();

                /*
                 *   If the scene is happening and its endsWhen property is non-nil,
                 *   then record the value of its endsWhen property in its howEnded
                 *   property and end the scene.
                 */
                if(scene.isHappening && (scene.howEnded = scene.endsWhen) != nil)
                    scene.end();

                /* If the scene is happening, call its eachTurn() method */
                if(scene.isHappening)
                    scene.eachTurn();
            }
        }

        execBeforeMe = [adv3LibInit]

        /* Run the beforeAction method on every currently active Scene */
        notifyBefore()
        {
            forEachInstance(Scene, function(scene)
            {
                if(scene.isHappening)
                    scene.beforeAction();
            });
        }

        notifyAfter()
        {
             forEachInstance(Scene, function(scene)
            {
                if(scene.isHappening)
                    scene.afterAction();
            });
        }
    ;

    /*
     *   A Scene is an object that represents a slice of time that starts and ends
     *   according to specified conditions, and which can define what happens when
     *   it starts and ends and also what happens each turn when it is happening.
     */
    class Scene: object

        /*
         *   An expression or method that evaluates to true when you want the scene
         *   to start
         */
        startsWhen = nil

        /*
         *   an expression or method that evaluates to something other than nil when
         *   you want the scene to end
         */
        endsWhen = nil

        /*
         *   Normally a scene will only occur once. Set recurring to true if you
         *   want the scene to start again every time its startsWhen condition is
         *   true.
         */
        recurring = nil

        /*
         *   Is this scene currently taking place? (Game code should treat this as
         *   read-only)
         */
        isHappening = nil

        /* The turn this scene started at */
        startedAt = nil

        /* The turn this scene ended at */
        endedAt = nil

        /*
         *   The method executed when this Scene starts. Game code should normally
         *   override whenStarting() rather than this method.
         */
        start()
        {
            /* Note that this Scene is now happening */
            isHappening = true;

            /* Note the turn on which this Scene started */
            startedAt = libGlobal.totalTurns;

            /*
             *   Execute our whenStarting() method to carry out the particular
             *   effects of this scene starting.
             */
            whenStarting();
        }

        /*
         *   The method executed when this Scene ends. Game code should normally
         *   override whenStarting() rather than this method.
         */
        end()
        {
            /*
             *   Execute our whenEnding method to carry out any particular effects
             *   of this scene coming to an end.
             */
            whenEnding();

            /* Note that this scene is no longer happening. */
            isHappening = nil;

            /* Note the turn on which this scene ended. */
            endedAt = libGlobal.totalTurns;

            /*
             *   Increment the counter of the number of times this scene has
             *   happened.
             */
            timesHappened++ ;
        }

        /* Routine to execute when this scene starts */
        whenStarting() {}

        /* Routine to execute when this scene ends */
        whenEnding() {}

        /* Routine to execute every turn this scene is in progress. */
        eachTurn() {}

        /* Flag to show whether this scene has ever happened. */
        hasHappened = (endedAt != nil)

        /* The numbter of times this scene has happened. */
        timesHappened = 0

        /*  A user defined flag showing how the scene ended */
        howEnded = nil

        /*
         *   This method is called on every active Scene just before an action is
         *   about to take place. By default we do nothing here.
         */
        beforeAction() { }

        /*
         *   This method is called on every active Scene just after an action has
         *   taken place. By default we do nothing here.
         */
        afterAction() { }
    ;

Adv3Lite Library Reference Manual
Generated on 01/03/2024 from adv3Lite version 1.6.2