CreatePlace(BobsHouse, Cottage) CreateCharacter(Bob, M, 25) ChangeClothing(Bob, Peasant) SetPosition(Bob, BobsHouse.Door) Game
RECEIVED: input Selected StartThen type these commands into the experience manager:
SetCameraFocus(Bob) EnableInput()
Camelot.exe -em_path "C:\XP\run.bat"
start [ActionName]([Action Arguments])For the arguments, double quotation is only necessary if the string includes empty spaces.
started [ActionName]([Action Arguments])Remember to only use double quotations in your strings.
start GameAfter the player presses the start button, Camelot responds with:
input Selected Start
start Quit()After resetting is complete, Camelot responds with:
input Reset
succeeded [ActionName]([Action Arguments])
failed [ActionName]([Action Arguments])
stop [ActionName]([Action Arguments])Everything currently executed by that action is reversed.
# Send a command to Camelot.
def action(command):
print('start ' + command)
# Set up a small house with a door.
action('CreatePlace(BobsHouse, Cottage)')
action('CreateCharacter(Bob, M, 25)')
action('ChangeClothing(Bob, Peasant)')
action('SetPosition(Bob, BobsHouse.Door)')
action('EnableIcon("Open_Door", Open, BobsHouse.Door, "Leave the house", true)')
action('Game')
# Respond to input.
while(True):
i = input()
if(i == 'input Selected Start'):
action('SetCameraFocus(Bob)')
action('EnableInput()')
elif(i == 'input "Open_Door" BobsHouse.Door'):
action('SetNarration("The door is locked!")')
action('ShowNarration()')
elif(i == 'input Key Cancel'):
action('HideNarration()')
python em.py
input [Action name] [Entity name]
input arrived [Character name] position [Entity name]This is important for place exits that do not include a door and only send an arrived message.
exited Player position [Entity name]
input Key Inventoryand
input Key Interact