Difference between revisions of "Cutscene Framework"

From Headbone Creative
Jump to: navigation, search
(added category)
(added cutscene display state manager)
 
Line 1: Line 1:
 
The cutscene framework allows the game designer to implement a sequence of actions, driven by script. Each cutscene implements a particular interface for starting and stopping the cutscene, and the cutscene instance is responsible for handling those events (in Software Engineering this is called the [http://en.wikipedia.org/wiki/Command_pattern Command pattern]). In addition, the Cutscene object itself implements delegate functions to decouple the interface of calling into this interface with the actual acts that are performed (this is called the [http://en.wikipedia.org/wiki/Observer_pattern Observer pattern]). In addition, there is a special type of Cutscene called the CompoundCutscene that adheres to the cutscene interface, but has an entire list of cutscenes it manages itself (this is the [http://en.wikipedia.org/wiki/Composite_pattern Composite pattern]).
 
The cutscene framework allows the game designer to implement a sequence of actions, driven by script. Each cutscene implements a particular interface for starting and stopping the cutscene, and the cutscene instance is responsible for handling those events (in Software Engineering this is called the [http://en.wikipedia.org/wiki/Command_pattern Command pattern]). In addition, the Cutscene object itself implements delegate functions to decouple the interface of calling into this interface with the actual acts that are performed (this is called the [http://en.wikipedia.org/wiki/Observer_pattern Observer pattern]). In addition, there is a special type of Cutscene called the CompoundCutscene that adheres to the cutscene interface, but has an entire list of cutscenes it manages itself (this is the [http://en.wikipedia.org/wiki/Composite_pattern Composite pattern]).
  
From a practical standpoint, this means that there is one Cutscene script and different Cutscene commands that implement different things you may want a cutscene to do, such as translate, rotate or scale an object, play a sound, delay for some time, etc... There is a CutsceneDirector script that kicks the whole thing off. Usually, a CompoundCutscene is attached to the CutsceneDirector to drive a sequence of commands.
+
From a practical standpoint, this means that there is one Cutscene script and different Cutscene commands that implement different things you may want a cutscene to do, such as translate, rotate or scale an object, play a sound, delay for some time, etc... Each Cutscene command has its own Game Object, and they are all organized in a tree structure under the Compound Cutscene to which they belong. There is a CutsceneDirector script that kicks the whole thing off. (Usually, a CompoundCutscene is attached to the CutsceneDirector to drive a sequence of commands.)
  
 
This page has links to documentation for each script in the Cutscene Framework:
 
This page has links to documentation for each script in the Cutscene Framework:
Line 8: Line 8:
 
*[[Cutscene]]
 
*[[Cutscene]]
 
*[[CompoundCutscene]]
 
*[[CompoundCutscene]]
 +
*[[CutsceneDisplayStateManager]]
 
These are the commands (actions) currently supported by the framework:
 
These are the commands (actions) currently supported by the framework:
 
*[[CutsceneCmdActivate]]
 
*[[CutsceneCmdActivate]]

Latest revision as of 16:59, 15 April 2013

The cutscene framework allows the game designer to implement a sequence of actions, driven by script. Each cutscene implements a particular interface for starting and stopping the cutscene, and the cutscene instance is responsible for handling those events (in Software Engineering this is called the Command pattern). In addition, the Cutscene object itself implements delegate functions to decouple the interface of calling into this interface with the actual acts that are performed (this is called the Observer pattern). In addition, there is a special type of Cutscene called the CompoundCutscene that adheres to the cutscene interface, but has an entire list of cutscenes it manages itself (this is the Composite pattern).

From a practical standpoint, this means that there is one Cutscene script and different Cutscene commands that implement different things you may want a cutscene to do, such as translate, rotate or scale an object, play a sound, delay for some time, etc... Each Cutscene command has its own Game Object, and they are all organized in a tree structure under the Compound Cutscene to which they belong. There is a CutsceneDirector script that kicks the whole thing off. (Usually, a CompoundCutscene is attached to the CutsceneDirector to drive a sequence of commands.)

This page has links to documentation for each script in the Cutscene Framework:

These are the commands (actions) currently supported by the framework:

Personal tools
Namespaces

Variants
Actions
Navigation
Toolbox