ViewsSplitEvent
Since 0.7
views-split's data: the shared camera ({@link ViewsHandle.shared}) split the window.
Signature
export interface ViewsSplitEvent {
/** The layout it split into. */
layout: ViewLayout
/** How many views: one per live target, two to four. */
views: number
/** The targets' spread when it split: the widest distance between two of them, metres. */
spread: number
/** The id of the target each view frames, view 1 first. */
targets: string[]
}
Import: import type { ViewsSplitEvent } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
layout | layout: ViewLayout | The layout it split into. |
views | views: number | How many views: one per live target, two to four. |
spread | spread: number | The targets' spread when it split: the widest distance between two of them, metres. |
targets | targets: string[] | The id of the target each view frames, view 1 first. |
Example
The tested fixture fixtures/recipes/couch-coop/scenes/behaviors/couch.ts.
import type { Behavior } from "@argus/api"
/**
* Two players on one keyboard, one screen split down the middle.
*
* The scene's `meta.players` (`max: 2`, `keyboard: "split"`) gives player 1 the keys on the left
* half (WASD) and player 2 the right half (the arrows), and `spawn { for: "player", player: N }`
* makes `p1` and `p2` theirs; the engine walks each one's controller from their own keys. This
* behaviour does the rest: it seats player 2 and gives each player a view.
*
* Seating: `join: "script"` means only a script seats anyone. A lobby would wait for a press; this
* seats the right half at once, which is also what lets a headless self-test drive player 2
* (headless, no key or pad ever joins anyone).
*
* Both players home is a win: each pad emits `goal-reached` (`home.ts`), and this counts them.
*/
interface State {
home: string[]
won: boolean
layout: string
views: number
seated: number
}
export default {
init(ctx) {
// No number is no seat: under `keyboard: "player"` (the default) the keyboard has no halves.
if (ctx.players.count < 2 && typeof ctx.players.join("keyboard-right") !== "number") {
throw new Error('player 2 was not seated: "keyboard-right" needs meta.players.keyboard "split"')
}
// View 1 is `ctx.camera`; view 2 has a rig of its own. Each follows its player from behind.
ctx.views.setLayout("left-right")
for (const [view, id] of [[1, "p1"], [2, "p2"]] as const) {
ctx.views.set(view, "third-person", { distance: 6, yaw: 0, pitch: -15 })
ctx.views.follow(view, id)
}
ctx.state.home = []
ctx.state.won = false
// Kept so a test can read what was set up.
ctx.state.layout = ctx.views.layout
ctx.state.views = ctx.views.count
ctx.state.seated = ctx.players.count
ctx.events.on("goal-reached", (event) => {
const goal = (event.data as { goal?: string }).goal
if (goal === undefined || ctx.state.home.includes(goal)) return
ctx.state.home.push(goal)
if (ctx.state.home.length === 2 && !ctx.state.won) {
ctx.state.won = true
ctx.events.emit("both-home", { home: ctx.state.home })
}
})
},
} satisfies Behavior<State>