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Room
AreThingsOverlapping(int thing1, int thing2)
Checks whether two characters or objects are overlapping each other on screen. This simply carries out a quick rectangular check on the two things to decide - so if they have large transparent regions around the edges, it may seem to be overlapping too soon.
THING1 and THING2 can either be a CHARID, or can be an object number PLUS 1000. So for example, passing EGO as THING1, and 1004 as THING2, will compare the character EGO with Object 4 in the current room.
Returns 0 if they are not overlapping, or the overlapping amount if they are. This amount is an arbitrary scale, but 1 means they are just about touching, all the way up to higher numbers for more overlappingness.
Calling this function with both the parameters as objects is the same as calling Object.IsCollidingWithObject.
Example:
if (AreThingsOverlapping(1002, EGO)) {
// code here
}
will run the code if object 2 is overlapping EGO. This could be useful if object 2 was a bullet, for instance.
See Also: Character.IsCollidingWithChar, Object.IsCollidingWithObject
DisableGroundLevelAreas(int disableTints)
Disables all ground-level events. This means that all Region events, the Player Stands On Hotspot event, and the room edges become disabled.
This command is useful in conjunction with the character[].z variable, if you want the player to be able to temporarily fly or levitate, for example. It allows you to stop the character from triggering Player Stands On events while they are in the air.
This command is also useful during some cutscenes, if you don't want the player to trigger events as they walk around the room while in the cutscene.
The DISABLETINTS parameter specifies whether the visual effects of the regions (ie. light levels and tints) are also disabled. If you pass this as 0, then just the events will be turned off.
Example:
DisableGroundLevelAreas(0);
will disable all ground-level events, but leave light levels working
See Also: Hotspot.Enabled, Region.Enabled, EnableGroundLevelAreas
EnableGroundLevelAreas()
Re-enables all ground-level events. This is used to reverse the effects of using the DisableGroundLevelAreas command, and will return things to normal.
Example:
EnableGroundLevelAreas();
will re-enable all ground-level events.
See Also: Hotspot.Enabled, Region.Enabled, DisableGroundLevelAreas
GetBackgroundFrame()
Returns the number of the current background being displayed. In a room without animating backgrounds, this will always return 0. Otherwise, the current frame number is returned from 0 to 4.
Example:
if (GetBackgroundFrame()==4)
object[2].Visible = true;
will turn on object 2 if the background frame of the room is frame 4.
See Also: SetBackgroundFrame
static DrawingSurface* Room.GetDrawingSurfaceForBackground(optional int backgroundNumber)
Gets a drawing surface for a room background, which allows you to directly draw onto the room's background image. You can provide a background frame number if you want to modify a specific frame; otherwise, the current background's surface will be returned.
After calling this method, use the various DrawingSurface functions to modify the background, then call Release on the surface when you are finished.
Any changes you make will only last until the player leaves the room, at which point they will be lost. If you need to make long-lasting changes, you can either use this method in the Player Enters Room event, or consider using an alternate background frame for the changed image.
NOTE: Drawing onto the room background can be slow, especially when using the Direct3D driver. Do not use this command in repeatedly_execute; make sure you only use this command when absolutely necessary.
Example:
DrawingSurface *surface = Room.GetDrawingSurfaceForBackground();
surface.DrawingColor = 14;
surface.DrawLine(0, 0, 50, 50);
surface.Release();
draws a yellow diagonal line across the top-left of the current room background, then releases the image.
See Also: DrawingSurface.DrawLine, DrawingSurface.Release
GetPlayerCharacter ()
THIS COMMAND IS NOW OBSOLETE.
The recommended replacement is to use the player character's ID
property, as follows:
Example:
Display("The player character number is %d", player.ID);
See Also: Character.ID
(Formerly known as global function GetRoomProperty, which is now obsolete)
Room.GetProperty(string property)
Returns the custom property setting of the PROPERTY for the current room.
This command works with Number properties (it returns the number), and with Boolean properties (returns 1 if the box was checked, 0 if not).
Use the equivalent Room.GetTextProperty function to get a text property.
Note that you cannot retrieve room properties of other rooms - only the current room can be checked.
Example:
if (Room.GetProperty("CanBeAttackedHere"))
Display("An evil monster lunges at you!");
will print the message if the current room has its "CanBeAttackedHere" box ticked.
See Also: Room.GetTextProperty
(Formerly known as global function GetRoomPropertyText, which is now obsolete)
static String Room.GetTextProperty(string property)
Returns the custom property setting of the PROPERTY for the current room.
This command works with Text properties only. The property's text will be returned from this function.
Use the equivalent Room.GetProperty function to get a non-text property.
Note that you cannot retrieve room properties of other rooms - only the current room can be checked.
Example:
String description = Room.GetTextProperty("Description");
Display("The room's description: %s", description);
will retrieve the room's "description" property then display it.
See Also: Room.GetProperty
static bool Room.SetProperty(const string property, int value)
Sets the new value for the custom property for the specified room. Returns TRUE if such property exists and FALSE on failure.
This command works with Number properties (it sets the numeric value), and with Boolean properties (sets FALSE is value is equal to 0, or TRUE otherwise).
Use the equivalent SetTextProperty function to set new text property value.
Note that you cannot set room properties of other rooms - only the current room.
Example:
Room.SetProperty("Darkness", 10);
will change room's "Darkness" custom property to 10.
Compatibility: Supported by AGS 3.4.0 and later versions.
See Also: Room.SetTextProperty
bool Room.SetTextProperty(const string property, const string value)
Sets the new value text for the custom property for the specified room. Returns TRUE if such property exists and FALSE on failure.
This command works with Text properties only. The property's text will be changed to new value.
Use the equivalent SetProperty function to set a non-text property.
Note that you cannot set room properties of other rooms - only the current room.
Example:
Room.SetTextProperty("Description", "The Throne Room");
will change room's "description" property.
Compatibility: Supported by AGS 3.4.0 and later versions.
See Also: Room.SetProperty
GetScalingAt (int x, int y)
Returns the room area scaling at room co-ordinates (X,Y).
The value returned is from 1 to 200, with 100 being the normal un-scaled setting.
Example:
if (GetScalingAt(player.x, player.y) == 100)
Display ("The player is currently at normal size.");
See Also: GetWalkableAreaAt, SetAreaScaling
GetViewportX ()
Returns the X-offset of the current viewport in a scrolling room. This allows you to find out what part of the room the player is looking at. The co-ordinate returned is the left edge of the screen, and so it can have a value between 0 and (ROOM WIDTH - 320).
If the room is a non-scrolling room, returns 0.
See the SetViewport function description for more information.
Example:
if (GetViewportX()>100)
object[2].Visible = true;
will turn object 2 on if the player has scrolled the room by 100 pixels to the right.
See Also: GetViewportY, SetViewport
GetViewportY ()
Returns the Y-offset of the current viewport in a scrolling room. This allows you to find out what part of the room the player is looking at. The co-ordinate returned is the top edge of the screen, and so it can have a value between 0 and (ROOM HEIGHT - 200).
If the room is a non-scrolling room, returns 0.
Example:
if (GetViewportY()>20)
object[2].Visible = true;
will turn object 2 on if the player has scrolled the room by 20 pixels to the bottom.
See Also: GetViewportX, SetViewport
GetWalkableAreaAt (int x, int y)
Returns the number of the walkable area at SCREEN co-ordinates (X,Y). If there is no walkable area there, or if invalid co-ordinates are specified, returns 0.
NOTE: The co-ordinates are SCREEN co-ordinates, NOT ROOM co-ordinates. This means that with a scrolling room, the co-ordinates you pass are relative to the screen's current position, and NOT absolute room co-ordinates. This means that this function is suitable for use with the mouse cursor position variables.
Example:
if (GetWalkableAreaAt(mouse.x,mouse.y) == 0)
Display ("You can't walk there.");
See Also: Hotspot.GetAtScreenXY, Region.GetAtRoomXY, GetScalingAt
HasPlayerBeenInRoom(int room_number)
Checks whether the player has ever been in ROOM_NUMBER (ie. has the 'First Time Player Enters Room' event there ever been run). Returns 1 if they have, and 0 if they haven't.
You can use this function to determine whether the player has been to a particular location previously. If you reset the room with ResetRoom, then this command will return 0 until they enter the room again.
This command will always return 1 if you ask it about the current room; and it will always return 0 if you ask it about a non-state saving room (ie. rooms numbered > 300).
Example:
if (HasPlayerBeenInRoom(14)) {
Display("The player has been to room 14 before.");
}
will display a message if the player has been to room 14.
See Also: ResetRoom
(Formerly known as global function ProcessClick, which is now obsolete)
static void Room.ProcessClick(int x, int y, CursorMode)
Simulates clicking the mouse on the location (X,Y) on the screen, in the specified cursor mode. This "click" has special behavior in that it only affects Room elements and characters under given coordinates. Any conditions attached to the first object found on given coordinates will be executed. Game interface (buttons, sliders, and so on) will be ignored. Even if the coordinates happen to lie on a button, the simulated click will "pass through" that button as if it was not present.
The available cursor modes are the ones you define on your Cursors tab (but with eMode prepended to them). Usually these are eModeWalkto, eModeLookat, etc.
Example:
Room.ProcessClick(100, 50, eModeLookat);
will simulate a click in the Look mode on co-ordinates (100, 50).
See Also: GUI.ProcessClick, Mouse.Click, IsInteractionAvailable, Hotspot.RunInteraction
ReleaseViewport ()
Releases the lock on the screen viewport, allowing it to automatically scroll around following the player character as normal.
Example:
int x;
while (x<100) {
SetViewport(x,0);
x++;
Wait(1);
}
ReleaseViewport();
will scroll the room 100 pixels to the right and then return the screen to its original position and unlock the screen viewport.
See Also: SetViewport
RemoveWalkableArea (int areanum)
Removes the walkable areas in colour AREANUM from the current room. You can put the area back with RestoreWalkableArea.
NOTE: When the player leaves the screen, all the walkable areas are reset. Therefore, if you want an area to remain off when they leave the screen, you will need to set a flag, then run the RemoveWalkableArea command in the "Player enters room" event when they return.
Example:
RemoveWalkableArea(5);
will make the walking area 5 unwalkable.
See Also: RestoreWalkableArea
ResetRoom (int room_number)
Discards all the data that the engine has in memory about when the player last visited ROOM_NUMBER, and resets it as if they'd never been there. The next time the player goes to that room, all the objects and scripts will be in their initial state (as set up in the editor), and not how they were when the player left the room. The "First time enters room" event will be run when they enter this room again.
This function is useful if you want to have a "View intro" option to allow the player to watch an intro again - this function can reset all the objects in the intro rooms to their starting positions.
NOTE: You cannot reset the current room (ie. the room that the player is in).
Example:
ResetRoom(0);
will reset the intro room so it can be played again if the player wants to.
See Also: HasPlayerBeenInRoom
RestoreWalkableArea (int areanum)
Makes the area AREANUM walkable again.
Example:
RestoreWalkableArea(4);
will make the walking area 4 walkable again.
See Also: RemoveWalkableArea
SetAreaScaling(int area, int min, int max)
Changes walkable area number AREA's scaling.
There are two ways to use this command:
- Pass the same value for MIN and MAX. This will give the walkable area
fixed scaling (same as setting it in the editor with "Use continuous
scaling" un-ticked).
- Pass different values for MIN and MAX. In this case, continuous scaling is enabled for the walkable area, and will go from MIN at the top to MAX at the bottom.
MIN and MAX have ranges from 5 to 200, the same as in the editor. Pass
100 for both values to revert to the normal zoom level (100%
) for that
area.
Example:
SetAreaScaling(5, 120, 170);
will set walkable area 5 to use continuous scaling from 120 to 170 percent.
See Also: GetScalingAt, GetWalkableAreaAt
SetBackgroundFrame (int frame)
Locks the background to frame number FRAME of an animating-background screen. (Values for FRAME are from 0 to 4). This allows you to use the animating backgrounds feature for another purpose - you can have two frames of the background, one for example with a spaceship crashed on it. Then, once the right event has happened, call SetBackgroundFrame in the Player Enters Room event to set the background before the screen fades in.
Pass the frame as -1 to return to the default behaviour of automatically cycling through all the background frames.
The frame lock is released when the game changes rooms.
Example:
if (GetGlobalInt(20)==1)
SetBackgroundFrame(4);
will change the current room's background frame to 4 if the global integer 20 is 1.
See Also: GetBackgroundFrame
SetViewport (int x, int y)
Locks the screen viewport to having the top-left hand corner at (X,Y) in a scrolling room. This allows you to manually pan across a scrolling room or to have the screen follow a non-player character.
The lock is released when you either call ReleaseViewport or the player changes rooms.
NOTE: The co-ordinates supplied are 320x200-scale co-ordinates, and will be automatically multiplied up by the engine.
NOTE: This function has no effect if the current room isn't a scrolling room.
Example:
int ypos = 0;
while (ypos < 60) {
SetViewport(0, ypos);
Wait(1);
ypos++;
}
ReleaseViewport();
will scroll the screen down from the top 60 pixels, then release it back to follow the player around.
See Also: GetViewportX, GetViewportY, ReleaseViewport
SetWalkBehindBase (int area, int baseline)
Changes the walk-behind AREA to have new BASELINE. This effectively allows you to turn walk-behinds on and off, although you can do other tricks with it as well. BASELINE is from 1 to the height of the room (normally 200) and moves the line which you set originally in the editor.
Passing BASELINE as 0 disables the walk-behind area, so that the player will always walk in front of it.
Basically, if the character's feet are below BASELINE, he will be drawn in front of it, otherwise he will be drawn behind it.
Example:
SetWalkBehindBase (3,0);
will disable the walkbehind area number 3.
See Also: Object.Baseline
readonly static int Room.BottomEdge
Returns the Y co-ordinate of the bottom edge of the room, as set in the Room Settings pane of the editor.
Example:
Display("The current room's bottom edge is at %d.", Room.BottomEdge);
See Also: Room.LeftEdge, Room.RightEdge, Room.TopEdge
readonly static int Room.ColorDepth
Returns the colour depth of the room's background scene. This is important if you want to use DrawImage, since any sprites that you draw must be the same colour depth as the room itself.
Example:
Display("The current room background is %d-bit colour.", Room.ColorDepth);
See Also: DrawingSurface.DrawImage
(Formerly known as game.room_height, which is now obsolete)
readonly static int Room.Height
Returns the height of the room, in 320x200-style co-ordinates. This is the same height as is displayed as the "Relative size" in the Editor.
Example:
Display("The current room size is %d x %d.", Room.Width, Room.Height);
See Also: Room.Width
readonly static int Room.LeftEdge
Returns the X co-ordinate of the left edge of the room, as set in the Room Settings pane of the editor.
Example:
Display("The current room's left edge is at %d.", Room.LeftEdge);
See Also: Room.BottomEdge, Room.RightEdge, Room.TopEdge
(Formerly known as global function GetMessageText, which is now obsolete)
readonly static String Room.Messages[int message]
Gets the text of the specified room message. This is useful if you want to store, for example, a room description in Message 1 in each room -- this property allows you to retrieve the text for that message from the current room.
If an invalid message number is supplied, null will be returned. Otherwise, the message contents will be returned.
Example:
String message1 = Room.Messages[1];
Display("Message 1 says: %s", message1);
will print the contents of room message 1.
readonly static int Room.MusicOnLoad
This property is now obsolete. It is still accessible for backwards compatibility with old games.
Returns the music number that is set to play when the player enters this room, as set in the "Room Settings" pane in the editor. If no music is set for this room, returns 0.
Example:
Display("The current room plays music %d when the player enters.", Room.MusicOnLoad);
(Formerly part of GetGameParameter, which is now obsolete)
readonly static int Room.ObjectCount
Returns the number of objects in the room.
Example:
Display("The current room contains %d objects.", Room.ObjectCount);
readonly static int Room.RightEdge
Returns the X co-ordinate of the right edge of the room, as set in the Room Settings pane of the editor.
Example:
Display("The current room's right edge is at %d.", Room.RightEdge);
See Also: Room.BottomEdge, Room.LeftEdge, Room.TopEdge
readonly static int Room.TopEdge
Returns the Y co-ordinate of the top edge of the room, as set in the Room Settings pane of the editor.
Example:
Display("The current room's top edge is at %d.", Room.TopEdge);
See Also: Room.BottomEdge, Room.LeftEdge, Room.RightEdge
(Formerly known as game.room_width, which is now obsolete)
readonly static int Room.Width
Returns the width of the room, in 320x200-style co-ordinates. This is the same width as is displayed as the "Relative size" in the Editor.
Example:
Display("The current room size is %d x %d.", Room.Width, Room.Height);
See Also: Room.Height
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
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