Sonus Interactive
Section 1 – How it works
The GDE allows users to create a Sonus Interactive projects on their home
computer and export it into a game the Sonus can then process and play.
A project will consist of 2 main components which are Game Objects and
Global Variables.
Developers can use Global Variables to hold the data the entire game
needs to access such as the players health or money, complete and
incomplete objectives or perhaps their score.
Game Objects are the functioning components of the game. Each game
object consists of 3 things.
1. A list of their own local variables, these are like global variables
except they are relative to the game object. Other objects can access
this data if the developer intends but once the Game Object is
destroyed, its local variables are lost.
2. Properties such as X,Y and Z coordinates and boundary sizes which tell
the game how big the Game Object is and how far other Game Objects have
to be from it to trigger a collision event (more on events in a moment).
It also has a property to tell the game whether the Game Object should
loop audio when it plays it or only play it once. The last property is
the delay property which tells the Game Object how often it should fire
its "Periodical" event.
3. A Game Object has a list of what are called Events. These are things
that can influence the Game Object in some way, here is a list of all
the Events a Game Object has:
Creation Event, when the object is first made.
Destruction Event, when the object is destroyed.
Periodical Event, an event that fires every so often at a time interval
set by the objects "Delay" property.
Collision Event, When the objects is within the boundary of another
object or sharing the exact same coordinates.
Button Press Event, there is an event for each button being pressed.
Button Release Event, there is an event for each button being released.
Button Held Event, there is an event for each button being held.
Audio Finished Event, when an object has finished playing an audio file
it was requested to play.
Every event contains a list of actions which are instructions that tell
the Game Object how to behave when the event occurs.
Using a combination of Actions and Events a game can be created with no
programming knowledge needed what so ever.