Viz Artist
Version 3.11 | Published August 27, 2018 ©
Program Examples
To explain the described terms and definitions, this section shows some source code examples and explains the important steps and commands.
Most of the examples detailed here are written in an easy and understandable form for programing beginners. Some are basic, while others are more advanced and specific for their use case. More efficient code structures and improvements are possible.
This section contains information on the following topics:
Initializing Scripts
This example declares and defines two variables with a value. In the main procedure OnInit() those two variables and their addition are output to the console using Println.
Callback procedures like OnInit() are used to initialize scripts (see ).
'Declaration of the variables
dim a as Integer
a =
10000
dim b as Integer
b =
5000
'Start of the main procedure sub OnInit()
'Executing the commands
println
"\n"
println
"The variable a has the following value: "
& a
println
"\n"
println
"The variable b has the following value: "
& b
println
"\n"
println
"The sum of the variables is: "
& a + b
'End of the main procedure
end sub
Result output to the Viz Engine console:
Register Parameters
This script example creates a custom editor for filling in index and alpha values. The index value decides which container that will not receive the alpha value whereas the alpha value is set for all other containers.
sub OnInitParameters()
RegisterParameterInt(
"index"
,
"Index"
,
1
,
1
,
7
)
RegisterParameterDouble(
"alpha"
,
"Alpha"
,
50.0
,
0.0
,
100.0
)
RegisterPushButton(
"action"
,
"Action"
,
1
)
end sub
sub OnExecAction(buttonId as Integer)
dim c as Container
dim i, index as Integer
dim a as Double
index = GetParameterInt(
"index"
)
a = GetParameterDouble(
"alpha"
)
i =
1
c = ChildContainer
do
while
c <>
null
if
i = index then
c.alpha.value =
100.0
else
c.alpha.value = a
end
if
i = i +
1
c = c.NextContainer
loop
end sub
Mouse Events I (Set)
This script example shows how to use a ‘mouse event’” to set an object’s alpha value with OnEnter and OnLeave.
sub OnEnter()
alpha.value =
100.0
end sub
sub OnLeave()
alpha.value =
50.0
end sub
Mouse Events II (Start, Stop and Reverse)
This script, when added to a container, allows an animation to be started with the click of a mouse button over an object (e.g. rectangle). Press again and it will stop. Press again and it will continue from the point it stopped.
dim my_dir = stage.FindDirector(
"Default"
)
sub OnLButtonDown()
if
my_dir.IsAnimationRunning() then
my_dir.StopAnimation()
else
my_dir.ContinueAnimation()
end
if
end sub
With the script detailed below, start an animation and let it run until a stop point. Click again and it will run in reverse:
dim my_dir = stage.FindDirector(
"Defult"
)
sub OnLButtonDown()
menu.ContinueAnimation()
if
my_dir.reverse ==
true
then
my_dir.reverse =
false
else
my_dir.reverse =
true
end
if
end sub
Mouse Events III (Grow and Shrink)
With this script added to a Container an object will grow when the mouse is hovering over the object and conversely. In this case the center of the object is set to the lower right corner to let it grow out from that center.
dim growing as Boolean =
false
sub OnInitParameters()
RegisterParameterDouble(
"min"
,
"MinScale"
,
1.0
,
0.0
,
10.0
)
RegisterParameterDouble(
"max"
,
"MaxScale"
,
1.5
,
0.0
,
10.0
)
RegisterParameterDouble(
"fac"
,
"GrowFactor"
,
1.1
,
1.0
,
10.0
)
end sub
sub OnEnter()
growing =
true
end sub
sub OnLeave()
growing =
false
end sub
sub OnExecPerField()
dim min = GetParameterDouble(
"min"
)
dim max = GetParameterDouble(
"max"
)
dim fac = GetParameterDouble(
"fac"
)
if
growing then
scaling.xyz *= fac
if
scaling.x > max then scaling.xyz = max
else
scaling.xyz /= fac
if
scaling.x < min then scaling.xyz = min
end
if
end sub
Simple Gesture Recognition
This example script can be used to detect a drawn square on the screen:
dim gRecognizer as gesturerecognizer
sub OnInit()
gRecognizer.handlepatterns =
true
gRecognizer.addhandler(scriptplugininstance)
end sub
sub OnGesture(gesture As Gesture)
if
gesture.patternid == PATTERN_SQUARE then
println(
"This is a square"
)
end
if
end sub
sub OnTouchTrace(trace as Trace, touch as Touch)
gRecognizer.addtrace(trace)
end sub
Note: Some gesture patterns need to be checked for their alignment as well, for example up, down, left, and so on. For this you can activate the CheckPatternOrientation property in the gesture recognizer object.
For more information about the possible properties and procedures, please refer to .
Tetris
This script example creates the classical game of Tetris.
dim HEIGHT, WIDTH, TOTAL, NUM_BRICKS as Integer
dim currentBrick, currentRot, counter as Integer
dim xpos, ypos as Integer ' position of the falling brick
dim squares as Array[integer]
dim squareContainers as Array[Container]
dim bricks as Array[String]
HEIGHT =
15
WIDTH =
9
TOTAL = HEIGHT * WIDTH
squares.size = TOTAL
sub OnInit()
dim i, j as Integer
'
0100
'
0100
'
0100
'
0100
bricks.push(
"0100010001000100"
)
bricks.push(
"0000111100000000"
)
bricks.push(
"0100010001000100"
)
bricks.push(
"0000111100000000"
)
'
0000
'
0000
'
0110
'
0110
bricks.push(
"0000000001100110"
)
bricks.push(
"0000000001100110"
)
bricks.push(
"0000000001100110"
)
bricks.push(
"0000000001100110"
)
'
0000
'
0100
'
0110
'
0010
bricks.push(
"0000010001100010"
)
bricks.push(
"0000000001101100"
)
bricks.push(
"0000010001100010"
)
bricks.push(
"0000000001101100"
)
'
0000
'
0010
'
0110
'
0100
bricks.push(
"0000001001100100"
)
bricks.push(
"0000000011000110"
)
bricks.push(
"0000001001100100"
)
bricks.push(
"0000000011000110"
)
'
0000
'
0110
'
0010
'
0010
bricks.push(
"0000011000100010"
)
bricks.push(
"0000001011100000"
)
bricks.push(
"0100010001100000"
)
bricks.push(
"0000011101000000"
)
'
0000
'
0110
'
0100
'
0100
bricks.push(
"0000011001000100"
)
bricks.push(
"0000111000100000"
)
bricks.push(
"0010001001100000"
)
bricks.push(
"0000010001110000"
)
'
0000
'
0000
'
1110
'
0100
bricks.push(
"0000000011100100"
)
bricks.push(
"0000010011000100"
)
bricks.push(
"0000010011100000"
)
bricks.push(
"0000010001100100"
)
NUM_BRICKS = bricks.size /
4
deleteGeometry
update
deleteChildren
dim blocksGroup as Container
blocksGroup = addContainer(TL_DOWN)
open =
false
for
i=
0
to HEIGHT-
1
for
j=
0
to WIDTH-
1
dim b as Container
if
i >=
3
then
b = blocksGroup.addContainer(TL_DOWN)
b.createMaterial
b.name =
"f_"
& j &
"_"
& i
b.createGeometry(
"BUILT_IN*GEOM*Cube"
)
b.scaling.xyz =
0.1
b.position.x = (j-WIDTH/
2.0
+
0.5
) *
10.0
b.position.y = - (i-HEIGHT/
2.0
-
1.0
) *
10.0
end
if
squareContainers.push(b)
next
next
initGame
end sub
sub display()
dim i, j, index, fb as Integer
dim fc as Container
for
i=
3
to HEIGHT-
1
for
j=
0
to WIDTH-
1
index = i * WIDTH + j
fb = squares[index]
fc = squareContainers[index]
if
fb =
0
then
fc.active =
false
else
fc.active =
true
if
fb =
1
then
fc.material.diffuse = CColor(
60.0
,
60.0
,
60.0
)
elseif fb =
3
then
fc.material.diffuse = CColor(
30.0
,
30.0
,
30.0
)
else
fc.material.diffuse = CColor(
40.0
,
0.0
,
80.0
)
end
if
end
if
next
next
end sub
sub initGame()
dim i as Integer
for
i=
0
to TOTAL-
1
squares[i] =
0
next
for
i=
0
to HEIGHT-
1
squares[WIDTH*i] =
3
squares[WIDTH*i + WIDTH-
1
] =
3
next
for
i=TOTAL-WIDTH to TOTAL-
1
squares[i] =
3
next
newBrick
display
end sub
sub newBrick()
xpos = WIDTH /
2
-
2
ypos = -
1
counter =
0
currentBrick = random(NUM_BRICKS)
currentRot =
0
end sub sub clear2()
' clear the squares occupied by the falling brick
dim i as Integer
for
i=
0
to TOTAL-
1
if
squares[i] =
2
then
squares[i] =
0
end
if
next
end sub
function drawBrick(x as Integer, y as Integer, rot as Integer, fill as Integer) as Boolean
dim b as string
dim index, i, xb, yb, x2, y2 as Integer
clear2
b = bricks[currentBrick *
4
+ rot]
for
i=
0
to
15
xb = i mod
4
yb = i /
4
if
b.getChar(i) =
"1"
then
x2 = x + xb
y2 = y + yb
if
y2 >=
0
then
index = y2 * WIDTH + x2
if
x2 <
0
or x2 >= WIDTH or y2 >= HEIGHT or squares[index] <>
0
then
drawBrick =
false
' collision
exit function
elseif y2 >=
3
or fill <>
1
then
squares[index] = fill
end
if
end
if
end
if
next
drawBrick =
true
' no collision
end function
function isLineFilled(line as Integer) as Boolean
dim i, index as Integer
index = WIDTH * line
for
i=
0
to WIDTH-
1
if
squares[index+i] =
0
then
isLineFilled =
false
exit function
end
if
next
isLineFilled =
true
end function
sub eraseFullLines()
dim line, l2, r as Integer
for
line = HEIGHT -
2
to
0
step -
1
if
isLineFilled(line) then
' move lines one line down
for
l2 = line to
0
step -
1
for
r=
0
to WIDTH-
1
squares[l2*WIDTH+r] = squares[(l2-
1
)*WIDTH+r]
next
next
' clear top line
for
r=
1
to WIDTH-
2
squares[r] =
0
next
line++ ' test the same line again
end
if
next
end sub
sub OnKeyDown(keyCode as Integer)
dim x, y, r as Integer
x = xpos
y = ypos
r = currentRot
if
keyCode = KEY_RIGHT then
x++
elseif keyCode = KEY_LEFT then
x--
elseif keyCode = KEY_DOWN then
y++
elseif keyCode = KEY_S then
initGame
exit sub
elseif keyCode = KEY_CONTROL then
r = (r +
1
) mod
4
end
if
if
r <> currentRot then
if
drawBrick(x, y, r,
2
) then
currentRot = r
elseif drawBrick(x-
1
, y, r,
2
) then
xpos = x -
1
currentRot = r
elseif drawBrick(x+
1
, y, r,
2
) then
xpos = x +
1
currentRot = r
else
drawBrick(xpos, ypos, currentRot,
2
)
end
if
elseif x <> xpos or y <> ypos then
if
drawBrick(x, y, r,
2
) then
xpos = x
ypos = y
else
drawBrick(xpos, ypos, currentRot,
2
)
end
if
end
if
display
end sub
sub OnExecPerField()
counter++
if
counter >
30
then
counter =
0
if
drawBrick(xpos, ypos +
1
, currentRot,
2
) then
ypos++
else
' we hit the bottom
drawBrick xpos, ypos, currentRot,
1
eraseFullLines
newBrick
end
if
display
end
if
end sub
Calculate the Days of a Week and Month
This script example calculates the day of the week and the number of days of the month:
DIM smap AS Array[String]
smap.size =
7
smap[
0
] =
"Sun"
smap[
1
] =
"Mon"
smap[
2
] =
"Tue"
smap[
3
] =
"Wed"
smap[
4
] =
"Thu"
smap[
5
] =
"Fri"
smap[
6
] =
"Sat"
function CalcDayOfWeek(iYear AS Integer, iMonth AS Integer, iDay AS Integer) AS String
DIM dt AS DateTime
dt.year = iYear
dt.month = iMonth
dt.dayofmonth = iDay
dt.normalize()
CalcDayOfWeek = smap[dt.dayofweek]
end function
function CalcNumOfDaysOfMonth(iYear AS Integer, iMonth AS Integer) AS Integer
DIM dt AS DateTime
dt.year = iYear
dt.month = iMonth+
1
dt.dayofmonth =
0
dt.normalize()
CalcNumOfDaysOfMonth = dt.dayofmonth
end function
sub OnInit()
DIM dt AS DateTime
dt.year =
2012
dt.month =
2
dt.dayofmonth =
23
println(
"Date: "
& CalcDayOfWeek(dt.year, dt.month, dt.dayofmonth) &
", "
& dt.year &
""
& dt.month &
""
& dt.dayofmonth)
println(
"Days: "
& CalcNumOfDaysOfMonth(dt.year, dt.month))
end sub
Update a Scene Using a Text File
This script example updates a Scene from a text file.
dim timer,limit as integer
timer =
0
sub OnInitParameters()
RegisterInfoText(
"Text File Grabber 1.0"
& chr(
10
) & chr(
10
)
&
"Grabs text file and puts optional prefix/suffix around the contents of the text file."
& chr(
10
)
&
"Filename supports paths with drive letters and UNC paths."
& chr(
10
) & chr(
10
)
&
"Text in \"Default Text\" box is used if file specified in File box cannot be opend or accessed."
& chr(
10
) & chr(
10
)
&
"Listens to scene map variable \"text_update\" -- text files will be re-read when this variable changes."
)
RegisterFileSelector(
"file"
,
"File"
,
"c:\test"
,
"1.txt"
,
"*.*"
)
RegisterParameterString(
"default"
,
"Default text"
,
""
,
40
,
50
,
""
)
RegisterParameterString(
"prefix"
,
"Prefix (optional)"
,
""
,
40
,
50
,
""
)
RegisterParameterBool(
"prefixIfNull"
,
"Include prefix if file not found"
,FALSE)
RegisterParameterString(
"suffix"
,
"Suffix (optional)"
,
""
,
40
,
50
,
""
)
RegisterParameterBool(
"suffixIfNull"
,
"Include suffix if file not found"
,FALSE)
RegisterParameterInt(
"updateFields"
,
"Auto-Update interval (fields)"
,
300
,
60
,
999999999999
)
RegisterParameterBool(
"debug"
,
"Debug output to console"
,FALSE)
end sub
sub OnParameterChanged(parameterName As String)
\qre-populate text when a parameter changes
if
parameterName <>
"updateFields"
then UpdateText
if
parameterName =
"updateFields"
then
limit = GetParameterInt(
"updateFields"
)
end
if
end sub
sub OnExecPerField()
timer = timer +
1
if
timer >= limit then
if
GetParameterBool(
"debug"
) then println
"Timer limit reached"
UpdateText
timer =
0
end
if
end sub
sub OnInit()
Scene.Map.RegisterChangedCallback(
"text_update"
)
limit = GetParameterInt(
"updateFields"
)
UpdateText
end sub
sub OnSharedMemoryVariableChanged(map As SharedMemory, mapKey As String)
if
mapKey =
"text_update"
then
UpdateText
end
if
end sub
sub UpdateText()
geometry.text = GetTextFile()
end sub
function GetTextFile() as string
dim content, path as string
path = GetParameterString(
"file"
)
if
GetParameterBool(
"debug"
) then println
"File path: "
& path
if
System.LoadTextFile( path, content ) then
if
GetParameterBool(
"debug"
) then println
"Successfully loaded file"
content.trim
if
len(GetParameterString(
"prefix"
)) >
0
then content = GetParameterString(
"prefix"
) &
" "
& content
if
len(GetParameterString(
"suffix"
)) >
0
then content = content &
" "
& GetParameterString(
"suffix"
)
else
if
GetParameterBool(
"debug"
) then println
"Could not load file; using default text"
content = GetParameterString(
"default"
)
if
GetParameterBool(
"prefixIfNull"
) then content = GetParameterString(
"prefix"
) &
" "
& content
if
GetParameterBool(
"suffixIfNull"
) then content = content &
" "
& GetParameterString(
"suffix"
)
end
if
GetTextFile = content
if
GetParameterBool(
"debug"
) then println
"Returning '"
& GetTextFile &
"'"
end function