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