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public:t-vien-07-1:lab_5_materials [2007/02/16 20:44] hannespublic:t-vien-07-1:lab_5_materials [2024/04/29 13:33] (current) – external edit 127.0.0.1
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   * Download and unzip the [[http://www.ru.is/kennarar/hannes/classes/ve2007/Lab5Assets.zip|Lab 5 Asset File]] into your working directory   * Download and unzip the [[http://www.ru.is/kennarar/hannes/classes/ve2007/Lab5Assets.zip|Lab 5 Asset File]] into your working directory
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 </code> Now, whenever you click on your actor, an event with the name **'clicked_render/Eve'** occurs, which you can of course **accept** in your **Character** class.  See if you can make your character respond to your clicking. </code> Now, whenever you click on your actor, an event with the name **'clicked_render/Eve'** occurs, which you can of course **accept** in your **Character** class.  See if you can make your character respond to your clicking.
   -  **Context sensitive messaging:**\\ Create a new state called **Conversing** and enter that state when you click on your character in the **Noticing** state.  Make sure the click is only received if the character is actually in the **Noticing** state (hint: you'll need to use the **ignore** method as well as the **accept** method).  Similarly, only in the **Conversing** state should you receive the **'clicked_None'** event (when user clicks on nothing) and that should send the character back to **Pacing**.  As for what happens in the **Conversing** state, you can use **OnscreenText** to display a greeting while you are in this state (and remove it when you exit the state).  Verify that the behavior of your character is following the original state diagram.   -  **Context sensitive messaging:**\\ Create a new state called **Conversing** and enter that state when you click on your character in the **Noticing** state.  Make sure the click is only received if the character is actually in the **Noticing** state (hint: you'll need to use the **ignore** method as well as the **accept** method).  Similarly, only in the **Conversing** state should you receive the **'clicked_None'** event (when user clicks on nothing) and that should send the character back to **Pacing**.  As for what happens in the **Conversing** state, you can use **OnscreenText** to display a greeting while you are in this state (and remove it when you exit the state).  Verify that the behavior of your character is following the original state diagram.
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-You can take a look at a {{public:t-vien-07-1:lab5solution.zip|solution}} to parts 1 - 8 once you've given it a try yourself.   
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