OnEvent wrapper for easy usage

This is the place for discussion and support for LunaLua and related modifications and libraries.
Forum rules
Before you make a topic/post, consider the following:
-Is there a topic for this already?
-Is your post on topic/appropriate?
-Are you posting in the right forum/following the forum rules?
User avatar
Enjl
Cute Yoshi Egg
Cute Yoshi Egg
Posts: 7362
Joined: Mon Jan 20, 2014 12:58 pm
Flair: Orphion Egamalenitar Osmos IV, Esq.

OnEvent wrapper for easy usage

Postby Enjl » Sat Oct 13, 2018 4:14 am

Tired of being confused at the structure of onEvent/onEventDirect? Do you always get lost in a heap of if/elseif statements that seem odd?
Maybe not. Maybe yes. Here's a cleaner way to make entirely seperate per-event onEvent branches anyway.

In every case of the different examples, all that needs to be done is to create a new function and reference it in the table with the key as the name of the event that should call it. Multiple events can, of course, call to the same function, by binding the function to 2 event names seperately.
It comes in 3 flavours:

OnEvent and I don't care about which event was fired:

Code: Select all

--write your code for onEvent into functions like this

local function myFirstEventFunc()
    -- do stuff
end

--reference functions to have them be called at the right time

local eventFuncs = {
    ["Level-Start"] = myFirstEventFunc,
    ["mycustomevent"] = myFirstEventFunc
}

--onEvent doesn't need to be touched

function onEvent(eventname)
    if eventFuncs[eventname] then eventFuncs[eventname]()
end

OnEvent and I do care about what was fired:

Code: Select all

--write your code for onEvent into functions like this

local function myFirstEventFunc(eventname)
    -- do stuff
end

--reference functions to have them be called at the right time

local eventFuncs = {
    ["Level-Start"] = myFirstEventFunc,
    ["mycustomevent"] = myFirstEventFunc
}

--onEvent doesn't need to be touched

function onEvent(eventname)
    if eventFuncs[eventname] then eventFuncs[eventname](eventname)
end
I want to be able to cancel events so I'm using onEventDirect:

Code: Select all

--write your code for onEvent into functions like this

local function myFirstEventFunc(eventobj, eventname)
    -- do stuff
end

--reference functions to have them be called at the right time

local eventFuncs = {
    ["Level-Start"] = myFirstEventFunc,
    ["mycustomevent"] = myFirstEventFunc
}

--onEvent doesn't need to be touched

function onEventDirect(eventobj, eventname)
    if eventFuncs[eventname] then eventFuncs[eventname](eventobj, eventname)
end
Might be helpful for those of you who previously got confused at the notion of onEvent("killboss1") not working. This is kind of the next best thing. That specific concept is kind of represented in the eventFuncs table with lines like ["mycustomevent"] = myFirstEventFunc.
ImageImageImageImage
ImageImageImageImageImageImage

User avatar
ThePieSkyHigh
Nipper Plant
Nipper Plant
Posts: 727
Joined: Fri Jun 15, 2018 3:03 pm
Flair: "Nothing is impossible!" But I do nothing all day.
Current Project: ☆ Jump up super star! ☆
Chat Username: ThePieSkyHigh
Contact:

Re: OnEvent wrapper for easy usage

Postby ThePieSkyHigh » Fri Oct 19, 2018 1:53 pm

This will help a lot of people.

I don't use a lot of events and layers yet, but I'll get to it someday.

Somebody is gonna quote me saying: "Please make more productive posts."

:/
Image
Go check out my levels
Go check out my short stories
You may call me "Pie" if you'd like.

If you want a logo for your episode, go PM AndrewPixel!
Working on: show
Image

A game with a classic selection of world styles, each having 5 levels to play!
Demo is out now! viewtopic.php?f=90&t=22538&p=336507#p336507

I support: show
Image

Image

Image

Image


Return to “LunaLua”

Who is online

Users browsing this forum: No registered users and 8 guests