I've added a tiny example (which is way more fun when you actually play it), for everyone to get a taste of what scripting will bring! Feel free to pull the ScriptEngine branch at for even more fun examples! You can find the scripts under stk-code/data/scripts. I'm still hoping to do quite a bit of work post-GSoC on things like the weather, object behaviors and perhaps some unit testing as well. The API is pretty comprehensive at this point (You can find the API documentation at ), and I intend to broaden it further to allow more fun stuff to happen during races. In addition some miscellaneous classes have also been bound ( For example 3-D vectors ), to make life easier for anyone writing scripts. I've also added several different ways of triggering scripts, from action-triggers (Think bubbles that pop and run a script when you enter it) to collisions (between karts, items and track-objects). Right now, most of the different track elements you see like animations, static objects have had various properties exposed to the API. Most of my work went into refactoring existing code so as to expose that functionality to the API. With this in mind, I chose AngelScript as the language, due to a variety of reasons, chief among them the fact that it had good synergy with our existing code. See the keyboard library reference for more information on using the Esplora as a keyboard or mouse.The first part of my project was to come up with a good language and an intuitive and user-friendly scripting API. Also Replays and Ghost drive are present. If the button's state has changed, then the corresponding keypress or release is sent to the computer. Game modes include: Single Race, Tutorials, Championships, Challenges, Multiplayer and Split Screen. The for() loop checks the state of all the buttons and the joystick. The Esplora has the ability to appear to a connected computer as a USB keyboard, so when you press the buttons and move the joystick, it's just like pressing keys on your keyboard. This code uses three different arrays: one for the buttons you'll read, a second to hold the current state of the buttons, and a third to hold the keystrokes associated with each button. Each array has an index (counting from 0) to keep track of the position you're reading in the array, and each position can contain a number. To handle the eight different buttons, you'll use arrays, ordered lists of variables with a fixed size. We can play up to 4 characters in one PC, and a network multiplayer is planned for future release. It's a fun game which make us addicted to it from playing again and again especially if you have friends to join in multiplayer 'battle'. You need to map these keyboard keystrokes to the available inputs on your Esplora board. SuperTuxKart is a free 3D kart racing game featuring many open source project characters and mascots. The default keys to play with the SuperTuxKart game are: command Connect the Esplora to your computer with a USB cable.Įsplora as SuperTuxKart game controller Code Only your Arduino Esplora is needed for this example. The configuration chosen in this example is suitable for SuperTuxKart, an open-source racing game, available for Windows, OSX, and Linux. The Esplora will appear to the computer as a standard keyboard, the computer will see joystick movement and button presses as keystrokes. It uses the analog joystick and the four switches as inputs to a video game. This example demonstrates how to turn your Esplora into a customized computer game pad.
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