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One of the predefined behaviour layers in Crystal Entity Layer is the BLPYTHON behaviour layer. In this behaviour layer PYTHON is used as simple scripting language. This allows one to create game logic using PYTHON, and thus creating full scripting games without need of recompilation.
There are several python modules for Crystal Space and CEL:
Also it has to be noted pycel is automatically imported into each behaviour
namespace, so you need not import it unless to import *
from it.
When using the BLPYTHON behaviour layer you basically create scripts. Every script corresponds to a behaviour for an entity (multiple entities can use it of course).
Every script must include a behaviour of the same name.
A python behaviour has the following structure:
# file fovcontrol.py from pycel import * class fovcontrol: def __init__(self,celEntity): print "Initializing fovcontrol...",celEntity.Name # get camera from main actor (called camera in this case) self.camera = celGetDefaultCamera(Entities["camera"]).Camera self.initfov = self.camera.GetFOV () # get/create a pccommandinput self.input = celCommandInput(celEntity) self.input.Bind("z","zoomin") self.input.Bind("x","zoomout") self.input.Bind("c","zoom0") # get/create a timer self.timer = celTimer(celEntity) self.timer.WakeUpFrame(CEL_EVENT_PRE) # define some initial values self.zoomin = False self.zoomout = False # get initial time self.time = Clock.GetCurrentTicks() # property class message callbacks def pctimer_wakeupframe(self,celEntity,args): self.time = Clock.GetCurrentTicks() - self.time if self.zoomin: self.camera.SetFOV(int(self.camera.GetFOV()+(5*(self.time/1000.0))),Graphics2D.GetWidth()) if self.zoomout: self.camera.SetFOV(int(self.camera.GetFOV()-(5*(self.time/1000.0))),Graphics2D.GetWidth()) def pccommandinput_zoomin1(self,celEntity,args): self.zoomin = True def pccommandinput_zoomout1(self,celEntity,args): self.zoomout = True def pccommandinput_zoomin0(self,celEntity,args): self.zoomin = False def pccommandinput_zoomout0(self,celEntity,args): self.zoomout = False def pccommandinput_zoom01(self,celEntity,args): self.camera.SetFOV(self.initfov,Graphics2D.GetWidth()) |
As can be seen we have a class with several methods.
First we have the constructor (__init__
function) that gets a pointer
to the entity it's being attached to (celEntity). As usual in python all
methods in the class get a first parameter that points to the own python class
instance (self
) of the behaviour, we can use it to save variables for
the instance.
After this we have some callback functions, in many situations CEL will
call certain functions in our python behaviours so we may react to events.
For example pctimer_wakeup
is got when the entity receives a wakeup
event from a timer, pctrigger_entertrigger
is got when the entity
enters some trigger's area.
Python behaviours can be set directly in CEL XML format as seen elsewhere in this manual.
Here is an example entity with some property classes and a python behaviour set to it:
<addon entityname="camera" plugin="cel.addons.celentity"> <propclass name="pcmesh"> <action name="SetMesh"> <par name="name" string="ActorMesh"/> </action> </propclass> <propclass name="pcdefaultcamera"> <action name="SetCamera"> <par name="modename" string="thirdperson"/> </action> </propclass> <propclass name="pccommandinput"/> <propclass name="pcmeshselect"> <action name="SetCamera"> <par name="entity" string="camera"/> </action> <action name="SetMouseButtons"> <par name="buttons" long="2"/> </action> </propclass> <behaviour layer='blpython' name='actor'/> </addon> |
Note the python behaviour will be loaded from the `actor.py' file that must lie somewhere in PYTHONPATH (note `celstart' will add the main folder of your ZIP file to the PYTHONPATH if you're using it).
Usually the celentity addon is placed in a Crystal Space sector inside the world files.
pycel is a high level layer which defines some aliases for some of the most accessed things:
The physical layer is your main pointer to CEL functionality, and you'll require this to create entities, destroy them, get string IDs.... It can be accessed from python at `pycel.PhysicalLayer'.
All the physical layer dictionaries can be accessed directly from pycel:
Some often used plugins in CS are ready to use (if present). These are:
pycel.Engine
The engine plugin where you can get access to most Crystal Space objects in
your map (iEngine
interface)
pycel.Vfs
The virtual file system plugin that you can use to move around the file system
(iVFS
interface).
pycel.Clock
The virtual clock plugin, used to get precise times to calculate motion
(iVirtualClock
interface).
pycel.Graphics2D
The graphics2d plugin presently in use, used to draw 2D things on the
screen (iGraphics2D
interface).
pycel.Graphics3D
The graphics3d plugin presently in use, used to draw 3D things on the
screen (iGraphics3D
interface).
pycel.Config
The configuration manager plugin, used to query or load Crystal Space config
files (iConfigManager
interface).
pycel.Loader
The loader plugin from Crystal Space, used to load world or library files
(iLoader
interface).
pycel.Stringset
The string set plugin, used to transform from CS string IDs to
regular strings (iStringSet
interface).
getid
/ fromid
Functions to transform from string to stringid.
pycel.getid(string)
returns a string ID from the given string.
pycel.fromid(stringid)
returns a string from the given stringid.
parblock
Function to create a celParameterBlock
from a python dict or list.
This is described in detail later.
CreateEntity
/ RemoveEntity
These can be accessed directly from pycel to create and destroy entities. Use them in the same way as the physical layer functions of the same name.
Some functions are defined to easily create CEL property classes for entities, or access the pre existent ones. This will be described in the next section of this manual.
Property classes are objects we can create attached to an entity, and which augment the entity with some functionality (see section Property Classes).
First it must be noted to use each property class it must be ensured it is registered at the physical layer, to do this in python simply add the property class factory full name (cel.pcfactory.pcclass) to the `PcFactories' dict (which is a member of the physicallayer but has global access due to pycel layer).
An example of this follows:
pcclasses = ["region","tooltip","mesh","solid","meshselect","zonemanager","trigger", "quest","light","inventory","defaultcamera","gravity","movable", "pccommandinput","linmove","actormove","colldet","timer","soundlistener", "soundsource","billboard","properties"] for pcclass in pcclasses: PcFactories.append("cel.pcfactory."+pcclass) |
For each property class there are several functions in pycel module that allow easily fetching or creating of the appropiate property class from an entity object:
Where `PropertyClass' would be substituted for the appropiate name, like
in celGetTimer
, celAddCommandInput
...
As an example at the initialization section we could do:
def __init__(self,celEntity): self.input = celCommandInput(celEntity) self.timer = celAddTimer(celEntity) self.timer.WakeUpFrame (CEL_EVENT_POST) self.select = celMeshSelect(celEntity) |
Each property class in CEL can generate a number of messages. A python behaviour receives this messages as python function calls with the same name as the message. We can use this calls to respond to events from the different property classes appropiately.
In the first example we're receiving a pctimer_wakeupframe
function call
each frame, due to the activated pctimer
.
Also there are some pccommandinput_*
functions, that are triggered by
the pccommandinput
binds.
Notice for each input bind we make through pccommandinput
, the behaviour
will receive three different events named pccommandinput_bind1
,
pccommandinput_bind0
and pccommandinput_bind_
, respectively for
the key press, release and maintain events.
Other property classes like pcmechanicsobject
, pcmeshselect
,
pcbillboard
, pcdamage
, pclinmove
also generate their own
special messages.
Message function calls get three parameters. The first is the behaviour class
instance, the second the entity receiving the message, and the last a
celParameterBlock
that holds all message specific values.
You can access the values from the parameter block as a python dict with CEL StringIDs for index instead of normal strings.
# a pcbillboard select message def pcbillboard_select(self,celEntity,args): bx = args[getid("cel.parameter.x")] by = args[getid("cel.parameter.y")] button= args[getid("cel.parameter.button")] |
It is possible to test for existence of a certain parameter, or iterate over the values. Also note for efficiency you would save the StringIDs for later use instead of querying them each time.
A final snippet for printing all parameters to a message:
def pcbillboard_select(self,celEntity,Args): for strid in args.keys(): print fromid(strid),args[strid] |
Some messages (like __init__
and messages from property classes) are
automatically called but you can also define your own messages and call them
using the iCelBehaviour.SendMessage
function.
To send a message/event to another entity, we must create the same kind of
parameter list. There exists a helper function in the physical layer to do this
called CreateParameterBlock
, and also the `pycel' alias
parblock
. It accepts either a dict, list or tuple as arguments. If we
provide a dict, it will initialize the IDs and values in the parameter
block; if we provide a list or tuple, it will only fill the IDs and will
require filling the values later:
#Creating a parameter block from a list. This is more similar to the c++ method pars = parblock(["control","x","y"]) pars[getid ("cel.parameter.control")] = "specular" pars[getid ("cel.parameter.x")] = 15 pars[getid ("cel.parameter.y")] = 200 #Creating a parameter block from a dictionary. pars2 = parblock({"control":"shininess","x":30,"y":200}) |
The difference is in speed, usually if you'll be sending the same kind of parameter block many times, you'll want to build it in the constructor from the behaviour, and just fill values before sending. In other situations it can be appropriate to create the entire parameter block from a dict when needed.
After this, the message is sent using SendMessage
in the target entity
behaviour:
Entities["player"].Behaviour.SendMessage("control_variable", None, pars) |
The best way to run python (or XML and python) only CEL worlds is to use the `celstart' CEL application (see section celstart).
For this you will need to load the python behaviourlayer from the celstart configuration file. Another common procedure is to define some starting entity to be created with an app behaviour. From here it is possible to load the map entirely from python although note other setups are possible.
In order to do do this, we would add something like the following to the config file:
CelStart.BehaviourLayer.blpython = cel.behaviourlayer.python CelStart.Entity.bootstrap = bootstrap CelStart.EntityBehaviour.bootstrap = appinit CelStart.EntityBehaviourLayer.bootstrap = blpython |
This would create a starting entity and load the python behaviour
appinit
, which would be loaded from the file `appinit.py'.
From this behaviour you can load a map using either CS or CEL
API, an usual way of doing this is through a celZoneManager
property class (see section Zone Manager) at the initial entity:
def __init__(self,celEntity): zoneMgr = celZoneManager(celEntity) Vfs.ChDirAuto("/tmp/celstart/") zoneMgr.Load("/tmp/celstart","level.xml") |
Note `/tmp/celstart/' is the VFS path where `celstart' maps the ZIP file initially, so this doesn't change depending on operating system or real file location.
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