ListenOptions
Since 0.7
Options of {@link EventBus.on} and {@link EventBus.once}.
Signature
export interface ListenOptions {
/**
* Also hear `name` when it is meant for another entity: an `emitTo` to someone else, and another
* entity's character controller event (`land`, `jump`, `moving`, `idle`), which by default only
* that entity's own behaviours hear. A referee or a crowd director that watches everyone opts in:
*
* ```ts
* init(ctx) { ctx.events.on("land", (ev) => ctx.log("landed", { who: ev.by }), { every: true }) }
* ```
*/
every?: boolean
}
Import: import type { ListenOptions } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
every | every?: boolean | Also hear name when it is meant for another entity: an emitTo to someone else, and another entity's character controller event (land, jump, moving, idle), which by default only that entity's own behaviours hear. A referee or a crowd director that watches everyone opts in: ts init(ctx) { ctx.events.on("land", (ev) => ctx.log("landed", { who: ev.by }), { every: true }) } |
Example
The tested fixture fixtures/recipes/collectible-and-goal/scenes/behaviors/collectible.ts.
import type { Behavior } from "@argus/api"
/**
* A coin the player collects by walking into it.
*
* It says so once, as `collected`, and leaves the world. Counting is somebody else's job —
* `goal-exit.ts` — so a coin never needs to know how many there are.
*
* The contact is `onTrigger`, which needs three things in the scene: a collider with
* `isTrigger: true` (the volume), a `trigger` component (what fires), and a body on the player —
* the character controller's capsule is one.
*/
interface State {
collected: boolean
}
interface Props {
/** Tag the toucher must carry. Default `player`. */
playerTag?: string
}
export default {
init(ctx) {
if (typeof ctx.state.collected !== "boolean") ctx.state.collected = false
},
onTrigger(ctx, trigger) {
if (ctx.state.collected || !trigger.entering) return
if (!trigger.other.hasTag(ctx.props.playerTag ?? "player")) return
ctx.state.collected = true
// The `goal` component on this coin has the same id, so the playtester and the HUD agree.
ctx.events.emit("collected", { goal: ctx.entity.id })
// Last: after `despawn` every member of this entity's handles throws.
ctx.entity.despawn()
},
} satisfies Behavior<State, Props>