![]() What if you wanted to make your control scheme configurable? That would be a mess.What if you decide to change your control scheme? You’d have to change it everywhere. Why can’t we just check the key directly? Now, when you check whether a key is pressed, released or down, instead of checking directly on a certain key (such as spacebar), you check the state of the Control. From there, you tell us the name of the Control and the button it maps to. Next, click the Controls button to view the Controls pane. To set Controls, click the Settings button, shown below, to open that dialog. The same idea applies to Stencyl, through a game’s Controls Page. For example, if we were designing a control scheme for a Mario game, it would look like this. We use the notion of a an Control to make your keyboard controls flexible and easy to remap.Ī Control is a name that you assign to an action in a game. The best way is to improve integration of code with external editors rather than trying to build better (but still inferior) support into Stencyl itself.įor the time being, sending code mode behaviors to an external editor of your choosing is the best way to edit code in Stencyl.Looking for our article on Gamepads (External Controllers)? Contentsĭetecting keyboard input works differently in Stencyl than it does in other systems. Attribute Typeĭown the road, we'd like to significantly enhance the coding experience. The following types are supported, listed with the corresponding type in Haxe. Note: After exposing a new attribute to a behavior, you need to reload the scenes or actors to which the behavior is attached for the changes to take effect. So to define a Control attribute without ambiguity, you need to provide the type parameter. For example a Control is stored as a String, the same type used for Text attributes. The type is necessary for attributes that don't have a distinct type in Haxe. Use this if specify the type of your attribute What order it appears in the Behavior page Public var moveSpeed:Float Accepted Properties Name The "type" property can be in uppercase too, like a name='Move Speed' desc='A Number Attribute' type='NUMBER' default='20.0'") Public var name='Action 1' desc='A Control Attribute' type='control'") Public var name='My Color' desc='A Color Attribute' type='color'") Expose your attributes like name='Display Name' desc='A Text Attribute'") The easiest way to learn the syntax is by example. This is using the Metadata feature of the Haxe language. In order to expose a class member for a Code Mode Behavior as a configurable attribute, you need to annotate it. If you want to mix the two, you need to make a design mode behavior and stick in code blocks. A behavior is designated as always being in one or another and cannot be changed after the fact. It will open up the editor on demand and auto-sync the changes when you save in that external editor.Īt this point in time, we don't support switching between these two modes. Stencyl plays nicely with external editors such as Notepad and FlashDevelop.Ĭonfigure this setting inside Preferences > Workspace. For more advanced features use an external editor. Syntax highlighting and find/replace are supported. In Freeform Mode you cannot define attributes, so this area does not exist. Scroll down to the How to Define Attributes section below for further details. To define attributes, you have to annotate them. ![]() The Attributes Pane stores all attributes currently defined by this behavior. View API: Lets you view Stencyl's Haxe API.Open in External Editor: This allows you to use an IDE of your choosing, such as Eclipse, Notepad++, FlashDevelop, etc.Refresh Attributes: This updates the attributes in your Behavior by running an annotation parser over it.This area has three separate buttons: Refresh Attributes, Open in External Editor, and View API. In order to make use of a Freeform Mode class, you will need to call the code from another behavior. They are not behaviors, so you cannot define attributes or attach them to your scenes or actors. In Freeform Mode, you can write arbitrary classes. You can also define attributes in Code Mode behaviors (explained later in this article). For a scene behavior, write a class that extends SceneScript for an actor behavior write a class that extends ActorScript. ![]() Code Mode behaviors are just like normal behaviors, you can attach them to your scenes and actors. This article is about the latter two options.
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