1.44MiniGame . 1.44.1 MiniGame.AddCustomExitMenuOption . 1.44.2 MiniGame.CloseSession . 1.44.3 MiniGame.ConfirmReceivedWelcomeMessage . . . 1.44.4 MiniGame.DisableWelcomeMessages . 1.44.5 MiniGame.EnableQueue . 1.44.6 MiniGame.GetCurrentFocusPersonld . 1.44.7 MiniGame.GetCurrentFocusPlayerSlot . 1.44.8 MiniGame.GetJoinType . 1.44.9 MiniGame.GetMaxPlayerSlots . 1.44.10 MiniGame.GetNumberOfUsedPlayerSlots . 1.44.11 MiniGame.GetPersonldFromPlayerSlot . 1.44.12 MiniGame.GetPlayerSlotUsedByPersonld . 1.44.13 MiniGame.GetQueueSize . 1.44.14 MiniGame.GetTriggerFtadius . 1.44.15 MiniGame.lsAbleToChangeCustomExitMenuOption 1.44.16 MiniGame.lsPersonJoined . 1.44.17 MiniGame.lsSessionOpen . 1.44.18 MiniGame.lsSessionOwner . 1.44.19 MiniGame.LocalPlayerLeaveGame . 1.44.20 MiniGame.OpenSession . 1.44.21 MiniGame.RemoveCustomExitMenuOption . 1.44.22 MiniGame.SetJoinType . 1.44.23 MiniGame.SetLocalPlayerExcludeMessage . 1.44.24 MiniGame.SetSafeToSendWelcomeMessage ... MiniGame MiniGame.AddCustomExitMenuOption Brief Add a custom menu item to the Exit Menu for the mini-game. Definition MiniGame.AddCustomExitMenuOption(string optionText) Arguments optionText - The localized string to display. Note: This must contain the "[SQUARE]" tag to denote the SQUARE button selects this option. This will almost certainly be at the start of the text, and likely include a space after it, to separate it from the rest of the text. E.g. "[SQUARE] Settings". Return Values None. Description This enables the custom menu option in the mini-game's Exit Menu, and sets the text for that option. The text must be localized before input. Only one custom option can be added. Successive calls to this function can be used to alter the text displayed. Use the 'on_custom_exit_menu_option_selected l callback to detect the SQUARE button being pressed. Examples local customText = Object.GetMe():GetLocalizedText("myCustomOptionText") MiniGame.AddCustomExitMenuOption(myCustomOptionText) See Also • MiniGame. RemoveCustomExitMenuOption • MiniGame. IsAbleToChangeCustomExitMenuOption MiniGame.CloseSession Brief Close the minigame network session to new player entry. Definition Mini-Game .CloseSession() Arguments None. Return Values None. Description Close the current minigame network session to prevent new players from joining. While the session is closed, new players will not be able to join the game. Only the session owner may call this function. Examples if (MiniGame.IsSessionOwner() and gamelsReadyToStart) then — some user flag indicating the lobby period is finished MiniGame.CloseSession() end See Also • MiniGame.OpenSession • MiniGame.IsSessionOwner • MiniGame.IsSessionOpen MiniGame.ConfirmReceivedWelcomeMessage Brief Confirms that a valid welcome message has been received. Definition MiniGame.ConfirmReceivedWelcomeMessage() Arguments None Return Values None. Description Use this function to confirm that a valid welcome message has been received. Until this is called, the local player cannot join the mini-game (if welome messages are not disabled), as it is assumed they do not know the current state of it. Examples function OnReceivedMessage() local message = ReceivedMessage.GetEventMessage() local type = ReceivedMessage.GetType( message ) if ( type == WELCOME_MESSAGE ) then gameState = ReceivedMessage.Readlnt32( message ) MiniGame.ConfirmReceivedWelcomeMessage() else — Handle other message types end end See Also • MiniGame. DisableWelcomeMessages • MiniGame.SetSafeToSendWelcomeMessage MiniGame.DisableWelcomeMessages Brief Disables welcome messages. Definition ! MiniGame.DisableWelcomeMessages() Arguments None Return Values None. Description You must call this function if you do not want to use welcome messages in your mini-game. A welcome message is a full refresh of game state, typically used if an avatar joins a scene and has no prior knowledge of the game. If you don't call this function, the mini-game system will expect welcome messages to be sent and received, and therefore won't allow a player to join the game until one is received from a remote player. You are advised to call this function once when your script initializes. Examples ! MiniGame.DisableWelcomeMessages() See Also • MiniGame.ConfirmReceivedWelcomeMessage • MiniGame.SetSafeToSendWelcomeMessage MiniGame.EnableQueue Brief When called the mini-game uses the queuing system. Definition MiniGarae.EnableQueue () Arguments None Return Values None. Description When called the mini-game uses the queuing system. The default is for it to not use it. Note that this function must only be called at initialization of the script. The queuing system is totally automated and will handle joining players into the mini-game from the queue. Note: Queues act on game-types, not individual game instances. E.g. If you had 4 pool tables, the queue would be for all 4, and would place you on the first one available. The queuing system supplies queues based on the name of the mini-game. Note there's a maximum of 16 game types per scene. Examples Mini-Game . EnableQueue () See Also None MiniGame.GetCurrentFocusPersonld Brief Gets the person id currently in focus. Definition string MiniGame.GetCurrentFocusPersonld() Arguments None Return Values The person id relevant to the event callback in which it is called. Description Gets the currently focussed person id in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK's Object Editor. This function is only valid for the following callbacks: on_add_player on_remove_player on_local_playerJoin on_local_player_leave on_send_welcome_message Examples function OnAddPlayer() personid = MiniGame.GetCurrentFocusPersonld() print( "Player added: " .. personid ) end See Also • MiniGame.GetCurrentFocusPlayerSlot MiniGame.GetCurrentFocusPlayerSlot Brief Gets the player slot currently in focus. Definition number MiniGame.GetCurrentFocusPlayerSlot() Arguments None Return Values The player slot relevant to the event callback in which it is called. Description Gets the currently focussed player slot in the context of certain specific callbacks as specified by the 'mini_game' component in the HDK’s Object Editor. This function is only valid for the following callbacks: on_add_player on_remove_player on_local_playerJoin on_local_player_leave Examples function OnRemovePlayer() slot = MiniGame.GetCurrentFocusPlayerSlot() print( "Player slot of departing player: " . end slot) See Also • MiniGame.GetCurrentFocusPersonld MiniGame.GetJoinType Brief Get the current join type of the minigame. Definition JoinType MiniGame.GetJoinType() Arguments None Return Values The join type of the minigame. Description Get the current join type of the minigame. Examples ! if (MiniGame.GetJoinType() == JoinType.Auto) then MiniGame.SetJoinType(JoinType.Normal) | end See Also • MiniGame.SetJoinType MiniGame.GetMaxPlayerSlots Brief Returns the maximum number of player slots in the mini-game. Definition ! number MiniGame.GetMaxPlayerSlots() Arguments None Return Values The maximum number of player slots in the mini-game. Description Returns the maximum number of player slots in the mini-game. Not all of these necessarily get filled. Imagine a roulette table with 20 seats (the player slots), where only a maximum of 8 people are allowed to play at any one time. Examples ! print( "The max player slots are " .. MiniGame.GetMaxPlayerSlots() ) See Also • MiniGame.GetCurrentFocusPlayerSlot • MiniGame.GetPlayerSlotUsedByPersonld MiniGame. GetNumberOfUsedPlayerSlots Brief Returns the number of people currently joined to the mini-game. Definition ! number MiniGame.GetNumberOfUsedPlayerSlots() Arguments None Return Values The number of people currently joined to the mini-game. Description Returns the number of people currently joined to the mini-game. Each person takes one player slot. Examples ! print( "Player slot count = " .. MiniGame.GetNumberOfUsedPlayerSlots() ) See Also • MiniGame.GetCurrentFocusPlayerSlot • MiniGame.GetPlayerSlotUsedByPersonld MiniGame.GetPersonldFromPlayerSlot Brief Returns the person ID of the given player slot. Note: Slots start from 0 (e.g. first player slot is 0, second is 1, etc). Definition ! string MiniGame.GetPersonldFromPlayerSlot( number playerSlot ) Arguments playerSlot - The player slot in question. Return Values The person ID of the given player slot. Description Returns the person ID of the given player slot. Examples print( "Person id of slot 0 is " .. MiniGame.GetPersonldFromPlayerSlot( 0 ) ) See Also • MiniGame.GetCurrentFocusPlayerSlot • MiniGame.GetPlayerSlotUsedByPersonld MiniGame.GetPlayerSlotUsedByPersonld Brief Returns the player slot of the specified person id. Definition number MiniGame.GetPlayerSlotUsedByPersonld( string personld ) Arguments personld - Person id of an avatar that has joined the mini-game. Return Values The player slot of the specified player person id. Description Returns the player slot of the specified person id. Returns -1 if the person does not have a player slot. Examples j localPlayerld = LocalPlayer.GetPersonld() i if MiniGame.IsPersonJoined( localPlayerld ) then slot = MiniGame.GetPlayerSlotUsedByPersonld( localPlayerld ) print( "I am playing the game and my slot is " .. slot ) i end See Also • LocalPlayer.GetPersonld • MiniGame.IsPersonJoined MiniGame.GetQueueSize Brief Used to determine the length of this mini game's queue. Definition number MiniGame.GetQueueSize () Arguments None Return Values Size of the queue. Description Returns the current size of the queue. Note: the accuracy of this value may fluctuate slightly depending on network traffic and timings etc. Examples if MiniGame.GetQueueSize() > 10 then TellCurrentPlayersToHurryUp() end See Also None MiniGame.GetTriggerRadius Brief Gets the mini-game's trigger radius. Definition number MiniGame.GetTriggerRadius() Arguments None Return Values The mini-game’s trigger radius. Description Gets the mini-game's trigger radius in meters. This is the radius from the game position that the player must be within in order to have the option to join. Examples j p = Object.GetlnitialPosition( Object.GetMe() ) i r = MiniGame.GetTriggerRadius() j print( "Game located at " .. p .. " with trigger radius " .. r ) See Also • Object.GetlnitialPosition • Object.GetMe MiniGame.IsAbleToChangeCustomExitMenuOption Brief Determines if a custom menu option can currently be added to the Exit Menu. Definition MiniGame.IsAbleToChangeCustomExitMenuOption() Arguments None Return Values Whether a custom menu option can currently be added to the Exit Menu. Description Changing the custom menu option while the Exit Menu is visible is not user friendly and is therefore restricted. This function can be used to determine when 'AddCustomExitMenuOption' and 'RemoveCustomExitMenuOption' will fail. Examples ! MiniGame.IsAbleToChangeCustomExitMenuOption() See Also • MiniGame. AddCustomExitMenuOption • MiniGame. RemoveCustomExitMenuOption MiniGame. IsPersonJoined Brief Returns true if the specified person has joined and false otherwise. Definition 1 boolean MiniGame.IsPersonJoined( string personld ) Arguments personld - The ID of the person. Return Values true if the specified person has joined and false otherwise. Description Returns true if the specified person has joined and false otherwise. Examples ! print( MiniGame.IsPersonJoined( LocalPlayer.GetPersonld() ) ) See Also • LocalPlayer.GetPersonld MiniGame.IsSessionOpen Brief Returns true if the minigame network session is currently open. Definition ! boolean MiniGame.IsSessionOpen() Arguments None. Return Values True if the network session is open, or false if closed. Description Returns true if the minigame network session is currently open. An open session will accept new player entry and a closed session will not. Examples ! if (MiniGame.IsSessionOpen() and MiniGame.IsSessionOwner()) then MiniGame.CloseSession() j end See Also • MiniGame.OpenSession • MiniGame.CloseSession • MiniGame.IsSessionOwner MiniGame.IsSessionOwner Brief Returns true if the current player is the minigame network session owner. Definition ! boolean MiniGame.IsSessionOwner() Arguments None. Return Values True if the current player is the network session owner, or false otherwise. Description One player is designated as the network session owner for the minigame at all times. This function can be used to identify this player. Examples j if (MiniGame.IsSessionOwner()) then print("I own this game.") I end See Also • MiniGame.OpenSession • MiniGame.CloseSession • MiniGame.lsSessionOpen MiniGame.LocalPlayerLeaveGame Brief Triggers the local player to leave the mini-game. Definition ! MiniGame.LocalPlayerLeaveGame() Arguments None Return Values None. Description Triggers the local player to leave the mini-game. This will cause the function associated with the 'on_local_player_leave' property of the 'mini_game' object component to be called. Examples function OnRemovePlayer() — If one player leaves the game, force everyone else to leave too me = LocalPlayer.GetPersonld() if (MiniGame.IsPersonJoined( me ) then MiniGame.LocalPlayerLeaveGame() end end See Also • LocalPlayer.GetPersonld • MiniGame.IsPersonJoined MiniGame.OpenSession Brief Open the minigame network session to new player entry. Definition MiniGame.OpenSession () Arguments None. Return Values None. Description Open a closed session to allow new players to join. Calling this on an already open session will have no effect. Only the session owner may call this function, otherwise a Lua error will occur. Examples ! if (MiniGame.IsSessionOwner() and not MiniGame.IsSessionOpen()) then MiniGame.OpenSession () | end See Also • MiniGame.CloseSession • MiniGame.IsSessionOwner • MiniGame.IsSessionOpen MiniGame. RemoveCustomExitMenuOption Brief Remove the custom menu item from the Exit Menu for the mini-game (if one has been added). Definition ! MiniGame.RemoveCustomTargetMenuOption(string optionText) Arguments None Return Values None. Description This removes the custom menu option in the mini-game's Exit Menu, if one has previously been added. Examples ! MiniGame.RemoveCustomExitMenuOption() See Also • MiniGame. AddCustomExitMenuOption • MiniGame. IsAbleToChangeCustomExitMenuOption MiniGame.SetJoinType Brief Set the join type of a minigame. Definition MiniGame.SetJoinType(JoinType type) Arguments type - The join type to use (JoinType.Normal, JoinType.Auto, JoinType.Minimal). Return Values None. Description Set the join type of a minigame. If the user is within range and the join type is changed to JoinType.Auto, the user will automatically join the game. Examples ! MiniGame.SetJoinType(JoinType.Normal) See Also • MiniGame.GetJoinType MiniGame.SetLocalPlayerExcludeMessage Brief Set the message to be displayed if the minigame prevents the local player from joining. Definition ! MiniGame.SetLocalPlayerExcludeMessage( string message ) Arguments message - the localized string to display, or an empty string to display the default message Return Values None. Description If the minigame implements the on_can_local_playerJoin callback, it is able to return false to indicate that the local player may not join at this time. This may be due to the game being busy or unable to accept new players at this time (for example, if a race is in progress). This function allows the script to specify a message to be displayed to the user in this event to clarify the reason for the game not being joinable, and when it will become available again. The function can be called from anywhere in the script and the message will remain active until set to another message. Note that if queueing is enabled, this function will raise an error. Examples function OnCanLocalPlayerJoin() if (RacelnProgress()) then local msg = Object.GetMe():GetLocalizedText("RACE_IN_PROGRESS") MiniGame.SetLocalPlayerExcludeMessage(msg) return false end return true end See Also None MiniGame.SetSafeToSendWelcomeMessage Brief Use this function to allow the mini-game to send welcome messages. Definition MiniGame.SetSafeToSendWelcomeMessage( boolean value = true ) Arguments value - true or false. Defaults to true. Return Values None. Description Use this function to allow the mini-game to send welcome messages (if using welcome messages in the mini-game). As an example, a Pool game will not want to send welcome messages when the balls are moving. So, you should set to true at all times other than when the balls are moving. Examples ! function OnUpdateO — Always safe for the mini-game to send a welcome message MiniGame.SetSafeToSendWelcomeMessage( true ) I end See Also • MiniGame.ConfirmReceivedWelcomeMessage • MiniGame. DisableWelcomeMessages