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Tasks are functions that Triggers process during a trigger run. |
Creating a task
Create a function, then add it to a trigger like so:
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var myTaskFunc = function(params...) { // task code here } function anotherTaskFunc(params...) { // task code here } // add two tasks to "myTrigger": Pulse("myTrigger").addTask(myTaskFunc).addTask(anotherTaskFunc); // Note: See trigger.addTask() for more info on the .addTask() params // You can also just add anonymous functions Pulse("myTrigger").addTask(function(params...) { // task code here }); |
There are several parameters to the trigger.addTask() function that you should check out, such as setting a task scope and indicating that tasks should be player-iterated.
Task parameters
When the trigger processes a task, it passes in a bunch of parameters as follows:
Parameter | Type | Notes | Pulse Version |
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player | Number | The player ID the task is to process, see Task Iteration for more info. | 0.1 |
taskData | Object | A container where a task can store data to access next time it runs. Does not get saved when user saves a game. | 0.1 |
triggerData | Object | A trigger-level data container, allowing tasks within that trigger to share data between themselves. Does not get saved when user saves a game. | 0.1 |
runData | Variant | Any data that is passed in when a trigger run starts - see trigger() for more info. | 0.1 |
timeRemaining | Number | The number of millisecods remaining on this game tick before game lag will be noticed by end users. Not an exact figure, but usually fairly accurate. | 0.1 |
triggerName | String | The name of the trigger that's processing the task. | 0.1 |
Task return values
Tasks can optionally return 'true' to indicate they're not finished yet.
Value | Type | Notes | Pulse Version |
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| Anything that equates to Boolean false | If that task function does not return anything, or returns something that equates to false, the task is deemed to be complete for this run and the trigger will move on to processing the next task. | 0.1 |
true | Boolean | If the task returns In this scenario, the trigger will stop processing any additional tasks on the current game tick, and on a subsequent game tick will resume processing tasks starting with the one that was incomplete. Your task can store where it was up to, etc., on the taskData object so that it can pick up where it left off next time it runs. | 0.1 |
<error> | Any exception | The trigger will abort the current run. | Planned for 0.2 |
Notes
When a trigger runs (see trigger()) it will run each of its tasks in the order they were added to the trigger. If there isn't enough time left in the current game tick, some tasks may be deferred to a later game tick.
If game objects (anything derived from Base object) are stored in taskData, triggerData or runData, it's possible those objects have been destroyed before a task gets round to processing them so ensure you have good Error Handling around any code that processes game objects within a task.
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AvailabilityRequires:
Some changes to return values are planned for Pulse v0.2. |