{{tag>dragonscript project behavior gettingstarted}}
[[:start|Start Page]] >> [[dragengine:modules:dragonscript:main|DragonScript Scripting Language]] >> [[abstractions|Abstraction Layers]] >> **Behavior Elements**
====== Behavior Elements ======
**Behavior Elements** are build on top of the **Scenery Elements** and provide a **composeable** way to build game logic. This is the fastest way to build your game by befitting elements with reusable **behavior** while still retaining all the powerful coupling to other script classes.
===== Basics =====
Behavior elements are created by subclassing from #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElementClass.html,BehaviorElementClass~@# script class. This class extends the #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ElementClass.html,ElementClass~@# script class with support to add **Behavior Definitions**. When a #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElement.html,BehaviorElement~@# instance is created these **behavior definitions** are used to befit the element with all the required functionality. All this can be done manually by using **Scenery Elements** but using **Behavior Elements** this boils down to just adding the **behavior definitions** you like to use.
Behavior definitions are created by subclassing from #@LinkApiDocDEDS2_HTML~interfaceDragengine_1_1Scenery_1_1ECBehavior.html,ECBehavior~@# script class. This stands for **Element Class Behavior**. Behavior definitions typically contain **Composeable Element Class** or **Element Class Property** instances with appropriate parameters set. This has a few nice properties making life simpler.
Element class properties can be used with **XML Subclassing**. You can created a new element class just using an XML file (*.deeclass) and change the properties added by the behavior definition. This is especially useful for mappers to add variations of **Game Objects** without needing to touch script code for such a simple task.
Furthermore **Element Stubs** used to create **Game Objects** in your game world use the same names as the element class properties. This allows mappers to modify behaviors on a per **Game Object** basis if required.
You can query #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElementClass.html,BehaviorElementClass~@# if it contains behaviors of a specific type. Some behavior definitions can be used more than once on the same element class. In this case you can assign each instance a unique **identifier**. This identifier is used to distinguish between the behavior definition instances and acts also as prefix modified of the added element class properties.
Once a #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElement.html,BehaviorElement~@# instance is created each behavior definitions adds a subclass of #@LinkApiDocDEDS2_HTML~interfaceDragengine_1_1Scenery_1_1ECBehaviorInstance.html,ECBehaviorInstance~@#. These provide the actual behavior to the #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElement.html,BehaviorElement~@# instance. Here too you can query the element if it contains instances of a specific behavior.
===== Behavior Compendium =====
Behaviors are split in two groups: **Basic Behaviors** and **Complex Behaviors**. **Basic Behaviors** add a small basic building block of game logic like for example a component showing the visual appearance of a game object. These are highly reusable. **Complex Behaviors** on the other hand typically expect one or more **Basic Behaviors** to be present in the element class to provide a complex behavior for example animating the visual appearance.
* [[behaviors_use_cases|Behaviors Explained: By Use-Case]]
* [[behaviors_a_to_z|Behaviors Explained: From A to Z]]
Many more complex behaviors can be created either just for this game project or to be shared with other projects. Behaviors can extend other behaviors by subclassing or by using other behaviors present in the behavior element class.
===== Examples =====
This is an example of an element class which which has a visual appearance, physical interaction, is animated, has two lights, has a speaker and moves along a rail. Basically this describes a kind of train running on a rail between two destinations.
++++ Show Example|
pin Dragengine.Gui
pin Dragengine.Scenery
pin Dragengine.Utils
class MyTrainClass extends BehaviorElementClass
public var ECBehaviorComponent component // visual appearance
public var ECBehaviorAnimated animated // animated the visual appearance
public var ECBehaviorCollider collider // physical interaction
public var ECBehaviorMoveOnRail moveOnRail // move the collider on along a rail
public var ECBehaviorLight headLightLeft // left head light
public var ECBehaviorLight headLightRight // right head light
public var ECBehaviorSpeaker speaker // engine sound
public func new() super("MyTrainTest")
// create visual appearance with default model(mesh), skin and rig. the rig is used both for
// physical interaction and animation purpose. this method assigns the resources located
// in the common directory "/content/train"
component.setCommonPath("/content/train", "train.demodel", "train.deskin", "train.derig")
// create collider which is used for physical interaction. in most situations you want to
// animate the component with the rig. this requires to component behavior to go first
collider = ECBehaviorCollider.new(this, component)
// create head lights. attached to collider with id "headlightLeft" respectively "headlightRight"
headLightLeft = ECBehaviorLight.new(this, collider, "headlightLeft")
headLightLeft.getLight().getColor().setColor(Color.yellow)
headLightLeft.getAttach().getPosition().setVector(Vector.new(-1, 0.5, 2))
headLightRight = ECBehaviorLight.new(this, collider, "headlightRight")
headLightRight.getLight().getColor().setColor(Color.yellow)
headLightRight.getAttach().getPosition().setVector(Vector.new(1, 0.5, 2))
// create engine speaker. attached to the collider
speaker = ECBehaviorSpeaker.new(this, collider)
speaker.getSpeaker().getSound().setPath("/content/train/engine.ogg")
speaker.getAttach().getPosition().setVector(Vector.new(0.0, 0.5, 1.5))
// create behavior animating the visual appearance (component) using an animator
animated = ECBehaviorAnimated.new(this, component)
animated.getAnimator().getAnimator().setPath("/content/train/train.deanimator")
// create behavior moving collider on rail. the mapper defines what rail to use.
// if you assign also the trigger table from the BaseGameApp then the mapper
// can use triggers to start/stop moving the train. if you want to control this
// on your own (or by other behaviors only) leave out this argument
moveOnRail = ECBehaviorMoveOnRail.new(this, collider, BaseGameApp.getApp().getTriggerTable())
end
end
++++
The above script code creates a working element class which adds instances of BehaviorElement to the game world set up with the defined behaviors. If you want to have a unique element instance for your class to work with you can modify the code like this:
++++ Show Example|
class MyTrainClass extends BehaviorElementClass
...
protected func Element createElement()
return MyTrain.new(this)
end
end
class MyTrain extends BehaviorElement
public func new(MyTrainClass eclass) super(eclass)
...
end
end
++++
Using unique instances allows to add run-time features to your class on top of what BehaviorElement provides without creating an own behavior. In general it is recommended to work with behaviors only and creating your own ones. This way you can reuse game logic across different projects easily.
====== Attachable Behaviors ======
Attachable behaviors allow to add temporary behaviors to an element at runtime. They are similar in how the work to regular behaviors but instead of being added to #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElementClass.html,BehaviorElementClass~@# they are added to #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElement.html,BehaviorElement~@# directly. Hence while all #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElement.html,BehaviorElement~@# belonging to the same #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorElementClass.html,BehaviorElementClass~@# own the same behaviors they all can have individual attachable behaviors. Furthermore attachable behaviors can be removed which can not be done with regular behaviors.
Attachable behaviors implement #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1ECAttachableBehavior.html,ECAttachableBehavior~@# or subclass #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1DefaultECAttachableBehavior.html,DefaultECAttachableBehavior~@#. At runtime script code can attach behaviors using BehaviorElement.addAttachableBehavior() as well as removing it any time using BehaviorElement.removeAttachableBehavior().
Once added attachable behaviors can react to similar events like behaviors if they request it. Usually attachable behaviors react to onAddToElement() and onRemoveFromElement() to add or remove their effect to the parent element.
Attachable behaviors also are required to be persistable the same way as behaviors are. Hence attachable behaviors added to behavior elements are persisted in a future proof way as regular behaviors are.
Important to note is that attachable behaviors do not use the same interface as regular behaviors. This is on purpose since regular behaviors are split into ECBehavior and ECBehaviorInstance working together while ECAttachableBehavior is a standalone instance.
====== XML Element Classes ======
{{ youtube>heBLyt3b6G0?1000x591 }}
\\
Video explaining what behavior factories are, what they can be used for and how they are created. Shown using ExampleApp which contains an example for this.
XML Element classes allow to create new element classes using an XML file (''*.deeclass'') instead of writing script code. XML element classes always subclass from an existing script class or XML element class. Using an XML element class you can change properties added by the behavior definitions.
Element class properties are typically in the form ''behavior.property'' or ''behavior(id).property''. The identifier is omitted if it is empty string. For example the ECBehaviorComponent behavior uses the prefix ''component.''. Hence ''component.model'' would set the _model_ property. The same for an ECBehaviorComponent with the identifier ''second''. Here the name would be ''component(second).model''.
Behaviors can be complex and nested. This allows behaviors to add other behaviors to achieve their goals. Such nested behaviors need to be differentiated from other behaviors of the same kind. The rule is to prefix the property names of the behaviors with their parent prefix to make them unique. For example if you have a fictional behavior MyBehavior with the prefix ''mybehavior.'' which adds one or more ECBehaviorComponent then the property names of those component behaviors would look like ''mybehavior.component.model'' or ''mybehavior.component(second).model''. This nesting can go deeper depending on how complex of a behavior you are designing. In general it is favorable to keep the nesting as little as possible as this is easier to use for team members and modders.
===== Behavior Factories =====
Scripted element classes can be also assigned a list of #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1BehaviorFactor.html,Behavior Factories~@#. This allows the user to add behaviors to XML element classes if they are in the list of allowed behavior factories. The DragonScript module provides the #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1GenericBehaviorElementClass.html,GenericBehaviorElementClass~@# which contains the factories of all DragonScript module provided behavior factories. You can create your own behaviors and make them available to the generic behavior element class by extending #@LinkApiDocDEDS2_HTML~classDragengine_1_1BaseGameApp.html,BaseGameApp.createAndAddBehaviorFactories()~@#.
Adding behaviors is done using the ''behavior'' tag. Some behaviors require additional parameters during construction time. These parameters can be defined inside the ''behavior'' tag using the same tags as you use to define element properties. The behavior documentation list the supported parameters. After adding a behavior you can set the element properties outside the ''behavior'' tag as you usually would do.
To simplify the adding of behaviors properties of a just added behavior can be also defined by moving the property tags inside the ''behavior'' tag. If you do this you have to remove the behavior property prefix from the property names leaving being only the ''.'' as first character in the name. This way the DragonScript module prepends the behavior property prefix while setting the property values. This is easier to write, increases readability and has less possibility for errors. It is thus recommended to set properties of just added behaviors in this way.
(TODO: add video of behavior factories)
===== XML File Structure =====
@startuml
object "elementClass" as elementClass {
<#transparent,#transparent>|behavior||
|string| string|
|float| float|
|integer| int|
|boolean| bool|
|vector| vector3|
|vector2| vector2|
|point| point2|
|point3| point3|
|borderSize| borderSize|
|rectArea| rectArea|
|floatRectArea| floatRectArea|
|color| color4|
|null| null|
|list||
|map||
}
object "behavior" as behavior {
<#transparent,#transparent>|string| string|
|float| float|
|integer| int|
|boolean| bool|
|vector| vector3|
|vector2| vector2|
|point| point2|
|point3| point3|
|borderSize| borderSize|
|rectArea| rectArea|
|floatRectArea| floatRectArea|
|color| color4|
|null| null|
|list||
|map||
}
elementClass --> behavior
object "list" as list {
<#transparent,#transparent>|string| string|
|float| float|
|integer| int|
|boolean| bool|
|vector| vector3|
|vector2| vector2|
|point| point2|
|point3| point3|
|borderSize| borderSize|
|rectArea| rectArea|
|floatRectArea| floatRectArea|
|color| color4|
|null| null|
|list||
|map||
}
elementClass --> list
object "map" as map {
<#transparent,#transparent>|string| string|
|float| float|
|integer| int|
|boolean| bool|
|vector| vector3|
|vector2| vector2|
|point| point2|
|point3| point3|
|borderSize| borderSize|
|rectArea| rectArea|
|floatRectArea| floatRectArea|
|color| color4|
|null| null|
|list||
|map||
}
elementClass --> map
@enduml
===== Tags =====
==== elementClass ====
^Attribute^Description^Required^Default^
|name|Unique name of the element class to create.|true|-|
|class|Name of the element class to subclass.|true|-|
^Tag^Description^Occurance^Default^
|behavior|Add behavior to element class.|0..N|-|
|string|Set named element property to string type value. Tag content is string value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|empty string|
|float|Set named element property to float type value. Tag content is float value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|0|
|integer|Set named element property to integer type value. Tag content is integer value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|0|
|boolean|Set named element property to boolean type value. Tag content is boolean value where ''true'', ''yes'', ''1'' are true values and ''false'', ''no'', ''0'' are false values. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|false|
|vector|Set named element property to floating point vector type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|vector2|Set named element property to floating point vector2 type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point|Set named element property to integer point type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point3|Set named element property to integer point3 type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|borderSize|Set named element property to integer borderSize type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* left: Left value. Optional. Defaults to ''0''.
* top: Top value. Optional. Defaults to ''0''.
* right: Right value. Optional. Defaults to ''0''.
* bottom: Bottom value. Optional. Defaults to ''0''.
* all: Set left, top, right and bottom to the same value. Optional. Convenience attribute.
|0..N|-|
|rectArea|Set named element property to integer rectArea type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|floatRectArea|Set named element property to floating point rectArea type value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|color|Set named element property to floating point color4 type value. Color can be defined either using hex, r/g/b/a or ir/ig/ib/ia. Mixing is not possible. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
* r: Red value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* g: Green value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* b: Blue value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* a: Alpha value in the range 0..1 with values outside range allowed. Optional. Defaults to ''1''.
* hex: Set color using hex notation. Value can be ''#rrggbb'' or ''#rrggbbaa'' with components in the range from ''00'' to ''ff''. Both upper and lower case are valid. Optional. Convenience attribute.
* ir: Red value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ig: Green value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ib: Blue value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ia: Alpha value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
|0..N|-|
|null|Set named element property to null value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|-|
|list|Set named element property to Array value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|-|
|map|Set named element property to Dictionary value. Attributes:
* name: Name of the property to set. Same name as used for stub properties in world editor. Required.
|0..N|-|
==== behavior ====
^Attribute^Description^Required^Default^
|type|Unique name of the behavior to add to the element class. Only names matching behavior factories added to the super element class can be used.|true|-|
|id|Unique identifier of behavior. Required to be used if multiple behaviors of the same type are added.|false|empty string|
^Tag^Description^Occurance^Default^
|string|Set named element property to string type value. Tag content is string value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|empty string|
|float|Set named element property to float type value. Tag content is float value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|0|
|integer|Set named element property to integer type value. Tag content is integer value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|0|
|boolean|Set named element property to boolean type value. Tag content is boolean value where ''true'', ''yes'', ''1'' are true values and ''false'', ''no'', ''0'' are false values. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|false|
|vector|Set named element property to floating point vector type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|vector2|Set named element property to floating point vector2 type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point|Set named element property to integer point type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point3|Set named element property to integer point3 type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|borderSize|Set named element property to integer borderSize type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* left: Left value. Optional. Defaults to ''0''.
* top: Top value. Optional. Defaults to ''0''.
* right: Right value. Optional. Defaults to ''0''.
* bottom: Bottom value. Optional. Defaults to ''0''.
* all: Set left, top, right and bottom to the same value. Optional. Convenience attribute.
|0..N|-|
|rectArea|Set named element property to integer rectArea type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|floatRectArea|Set named element property to floating point rectArea type value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|color|Set named element property to floating point color4 type value. Color can be defined either using hex, r/g/b/a or ir/ig/ib/ia. Mixing is not possible. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
* r: Red value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* g: Green value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* b: Blue value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* a: Alpha value in the range 0..1 with values outside range allowed. Optional. Defaults to ''1''.
* hex: Set color using hex notation. Value can be ''#rrggbb'' or ''#rrggbbaa'' with components in the range from ''00'' to ''ff''. Both upper and lower case are valid. Optional. Convenience attribute.
* ir: Red value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ig: Green value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ib: Blue value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ia: Alpha value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
|0..N|-|
|null|Set named element property to null value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|-|
|list|Set named element property to Array value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|-|
|map|Set named element property to Dictionary value. Attributes:
* name: Name of the parameter/property to set. If the name begins with with ''.'' the element property is set using name with behavior property prefix prepended. Otherwise construction parameter is set with the given name. Required.
|0..N|-|
==== list ====
^Tag^Description^Occurance^Default^
|string|String type value. Tag content is string value.|0..N|empty string|
|float|Float type value. Tag content is float value.|0..N|0|
|integer|Integer type value. Tag content is integer value.|0..N|0|
|boolean|Boolean type value. Tag content is boolean value where ''true'', ''yes'', ''1'' are true values and ''false'', ''no'', ''0'' are false values.|0..N|false|
|vector|Floating point vector type value. Attributes:
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|vector2|Floating point vector2 type value. Attributes:
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point|Integer point type value. Attributes:
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point3|Integer point3 type value. Attributes:
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|borderSize|Integer borderSize type value. Attributes:
* left: Left value. Optional. Defaults to ''0''.
* top: Top value. Optional. Defaults to ''0''.
* right: Right value. Optional. Defaults to ''0''.
* bottom: Bottom value. Optional. Defaults to ''0''.
* all: Set left, top, right and bottom to the same value. Optional. Convenience attribute.
|0..N|-|
|rectArea|Integer rectArea type value. Attributes:
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|floatRectArea|Floating point rectArea type value. Attributes:
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|color|Floating point color4 type value. Color can be defined either using hex, r/g/b/a or ir/ig/ib/ia. Mixing is not possible. Attributes:
* r: Red value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* g: Green value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* b: Blue value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* a: Alpha value in the range 0..1 with values outside range allowed. Optional. Defaults to ''1''.
* hex: Set color using hex notation. Value can be ''#rrggbb'' or ''#rrggbbaa'' with components in the range from ''00'' to ''ff''. Both upper and lower case are valid. Optional. Convenience attribute.
* ir: Red value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ig: Green value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ib: Blue value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ia: Alpha value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
|0..N|-|
|null|Null value.|0..N|-|
|list|Array value.|0..N|-|
|map|Dictionary value.|0..N|-|
==== map ====
^Tag^Description^Occurance^Default^
|string|Set string value. Attributes:
* key: Key to assign value to. Required.
|0..N|empty string|
|float|Set float type value. Tag content is float value. Attributes:
* key: Key to assign value to. Required.
|0..N|0|
|integer|Set integer type value. Tag content is integer value. Attributes:
* key: Key to assign value to. Required.
|0..N|0|
|boolean|Set boolean type value. Tag content is boolean value where ''true'', ''yes'', ''1'' are true values and ''false'', ''no'', ''0'' are false values. Attributes:
* key: Key to assign value to. Required.
|0..N|false|
|vector|Set floating point vector type value. Attributes:
* key: Key to assign value to. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|vector2|Set floating point vector2 type value. Attributes:
* key: Key to assign value to. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point|Set integer point type value. Attributes:
* key: Key to assign value to. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|point3|Set integer point3 type value. Attributes:
* key: Key to assign value to. Required.
* x: X coordinate of vector. Optional. Defaults to ''0''.
* y: Y coordinate of vector. Optional. Defaults to ''0''.
* z: Z coordinate of vector. Optional. Defaults to ''0''.
|0..N|-|
|borderSize|Set integer borderSize type value. Attributes:
* key: Key to assign value to. Required.
* left: Left value. Optional. Defaults to ''0''.
* top: Top value. Optional. Defaults to ''0''.
* right: Right value. Optional. Defaults to ''0''.
* bottom: Bottom value. Optional. Defaults to ''0''.
* all: Set left, top, right and bottom to the same value. Optional. Convenience attribute.
|0..N|-|
|rectArea|Set integer rectArea type value. Attributes:
* key: Key to assign value to. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|floatRectArea|Set floating point rectArea type value. Attributes:
* key: Key to assign value to. Required.
* x1: Left value. Optional. Defaults to ''0''.
* y1: Top value. Optional. Defaults to ''0''.
* x2: Right value. Optional. Defaults to ''0''.
* y2: Bottom value. Optional. Defaults to ''0''.
|0..N|-|
|color|Set floating point color4 type value. Color can be defined either using hex, r/g/b/a or ir/ig/ib/ia. Mixing is not possible. Attributes:
* key: Key to assign value to. Required.
* r: Red value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* g: Green value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* b: Blue value in the range 0..1 with values outside range allowed. Optional. Defaults to ''0''.
* a: Alpha value in the range 0..1 with values outside range allowed. Optional. Defaults to ''1''.
* hex: Set color using hex notation. Value can be ''#rrggbb'' or ''#rrggbbaa'' with components in the range from ''00'' to ''ff''. Both upper and lower case are valid. Optional. Convenience attribute.
* ir: Red value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ig: Green value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ib: Blue value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
* ia: Alpha value in the range 0..255 with values outside range allowed. Optional. Convenience attribute.
|0..N|-|
|null|Set null value. Attributes:
* key: Key to assign value to. Required.
|0..N|-|
|list|Set Array value. Attributes:
* key: Key to assign value to. Required.
|0..N|-|
|map|Set Dictionary value. Attributes:
* key: Key to assign value to. Required.
|0..N|-|
===== Examples =====
This example creates a simple XML element class based on the #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1SimpleElementClass.html,SimpleElementClass~@#. It modifies some element properties to use a specific model, skin and rig resource. The path are either absolute path (if starting with ''/'') or relative to the directory the ''*.deeclass'' file is located in.
++++ Show Example|
box.demodel
/content/materials/concrete/material.deskin
box.derig
box.demodel
box:position,0,0.3,-0.05:extends,1.3,0.5,1.3
++++
This example creates a complex XML element class which is based on the #@LinkApiDocDEDS2_HTML~classDragengine_1_1Scenery_1_1GenericBehaviorElementClass.html,GenericBehaviorElementClass~@#. This allows adding behaviors inside the ''*.deeclass'' file avoiding the need to write an explicit script class to do the same. This is the example file used in the behavior factory video above.
++++ Show Example|
/content/models/box/box.demodel
/content/models/box/box.derig
customColor.deskin
Background
Dragoness
Text Left
Text Right
Text Center
customColor
color1
customColor
color1.png
color2
customColor
color2.png
color3
customColor
color3.png
color4
customColor
color4.png
color5
customColor
color5.png
50
0.5
1
/content/emitters/flame1.depemit
/content/emitters/smoke.depemit
/content/sound/crackle.ogg
15
0.5
++++