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UI Callbacks
jakubg1 edited this page Dec 3, 2024
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Here's a list of all UI callbacks that can be defined in UI script.
Name | Class | Description |
---|---|---|
sessionInit |
Game | Fired when starting the game. |
levelLoaded |
Game | Fired when a level has been loaded from a saved state. |
levelStart |
Game, Level | Fired when a new level has been started. |
levelComplete |
Level | Fired when a player completes the level (the level sequence executes a {type = "end", status = "win"} entry). |
levelLost |
Level | Fired when a player fails the level (the level sequence executes a {type = "end", status = "fail"} entry). |
gameOver |
Game | Fired when the game has attempted to take away a life from Profile, but it didn't have any. |
init |
UIManager | Fired at the very start when the game is loaded. |
tick |
UIManager | Fired every game tick (1/60 of a second). |
lostFocus |
UIManager | Fired when the game window has lost focus (has been minimized, another window has been clicked, etc.) |
click |
UIManager | Fired when the left mouse button is released. |
newCoin |
Profile | Fired when the player has obtained a coin. |
newLife |
Profile | Fired when the player has got an extra life. |
comboEnded |
SphereChain | Fired when a match/chain reaction ends. Has two parameters: [1] - combo , [2] - comboScore . |
Custom callbacks can be executed using the callbacks
field in UI1 Buttons and creating an appropriate entry in UI2 Sequences.