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Start Page » DragonScript Scripting Language » Abstraction Layers: How you want to build your Game » Behavior Elements » ECBehaviorWorld

ECBehaviorWorld

Behavior loads world file and adds contained content to the the game world this element is located in.

Instance Counts

This behavior can be added multiple times to an element. Use the behavior identifier to tell them apart.

Element Class Properties

Element class properties have the prefix world. or world({id}). if id is not empty.

path

Set path to world file to use.

position

Set position relative to element matrix to add created content at.

orientation

Set orientation relative to element matrix to add created content at.

Events

This behavior has no events.

Required Behaviors

This behavior requires no other behaviors.

Optional Behaviors

This behavior does not support optional behaviors.

Persistency

This behavior does support element class to be persistable (setPersistable).

API Documentation

ECBehaviorWorld.

Since DragonScript Module Version 1.26

Use Cases

Element Class Example

This example defines an element which loads a single world.

class MyElement extends BehaviorElementClass
  public var ECBehaviorWorld world
  func new()
    world = ECBehaviorWorld.new(this)
    world.getPath().setPath("/content/worlds/storageRoom.deworld")
  end
end

Behavior Factory

Using element class supporting adding behaviors the behavior can be added like this:

<?xml version='1.0' encoding='UTF-8'?>
<elementClass name='MyClass' class='GenericBehaviorElement'>
  <!-- add world behavior -->
  <behavior type='ECBehaviorWorld'>
    <!-- set element properties. omit property prefix if used inside behavior tag -->
    <string name='.path'>/content/worlds/storageRoom.deworld</string>
  </behavior>
 
  <!-- for adding multiple behaviors use unique identifiers -->
  <behavior type='ECBehaviorWorld' id='second'/>
</elementClass>

Live Examples