Bitfighter
021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
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Just like the arcade game! Yo!
Member Functions | |
Asteroid() | |
Constructor. | |
Asteroid(pos) | |
Constructor. [details] | |
getAngle() | |
Get the items's angle in radians. [details] | |
getCaptureZone() | |
Returns capture zone holding the item. [details] | |
getGeom() | |
Returns an object's geometry. [details] | |
getId() | |
Gets an object's user assigned id. [details] | |
getObjType() | |
Gets an object's ObjType. [details] | |
getOwner() | |
Gets an object's owner as a PlayerInfo. [details] | |
getPos() | |
Gets an object's position. [details] | |
getRad() | |
Returns the radius of an item. [details] | |
getShip() | |
Returns the ship where the item is mounted. [details] | |
getSizeCount() | |
Returns size index of smallest asteroid. [details] | |
getSizeIndex() | |
Get this asteroid's current size index. [details] | |
getTeamIndex() | |
Gets the index of the object's team. [details] | |
getVel() | |
Get the items's velocity. [details] | |
isInCaptureZone() | |
Is item in a capture zone? [details] | |
isSelected() | |
Determine if an object is selected in the editor. [details] | |
removeFromGame() | |
Removes the object from the current game or editor session. [details] | |
setAngle(angle) | |
Sets the item's rotation angle. [details] | |
setGeom(geometry) | |
Sets an object's geometry. [details] | |
setId(id) | |
Sets an object's user assigned id. [details] | |
setOwner(playerName) | |
Sets the owner of the object. [details] | |
setPos(pos) | |
Set the object's position. [details] | |
setSelected(selected) | |
Set whether an object is selected in the editor. [details] | |
setSize(size) | |
Set the size of the Asteroid. [details] | |
setTeam(teamIndex) | |
Assigns the object to a team. [details] | |
setVel(vel) | |
Sets the item's velocity. [details] | |
Just like the arcade game! Yo!
returns Asteroid |
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inherited from MoveObject |
Get the items's angle in radians.
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inherited from Item |
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inherited from BfObject |
Returns an object's geometry.
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inherited from BfObject |
Gets an object's user assigned id.
Users can assign an id to elements in the editor with the ! or # keys. Use this function to obtain this id. If the user has not assigned an object an id, getId() will return a negative id that will remain consistent throught the game.
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inherited from BfObject |
Gets an object's ObjType.
See ObjType for a list of possible return values.
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inherited from BfObject |
Gets an object's owner as a PlayerInfo.
Some objects (like projectiles) have an owning player associated. This method returns a PlayerInfo object if there is an owner. Otherwise, returns nil.
This method is intended to be used with bullets and other projectiles, not with game objects like zones.
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inherited from BfObject |
Gets an object's position.
For objects that are not points (such as a LoadoutZone), will return the object's centroid.
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inherited from Item |
Returns the radius of an item.
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inherited from Item |
Returns the ship where the item is mounted.
Most objects cannot be mounted. For those, this function will always return nil.
returns int |
Returns size index of smallest asteroid.
Remember, bigger indices mean smaller asteroids.
returns int |
Get this asteroid's current size index.
Index 1 represents the asteroid's initial size. After it has been broken once, its size index will be 2, and so on. This method will always return an integer between 1 and the value returned by the getSizeCount() method (inclusive).
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inherited from BfObject |
Gets the index of the object's team.
Many BfObjects (such as TestItems) are never part of any particular team. For these objects, this method will return Team.Neutral
.
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inherited from MoveObject |
Get the items's velocity.
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inherited from Item |
Is item in a capture zone?
true
if item is held in a capture zone, false
if it is not.
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inherited from BfObject |
Determine if an object is selected in the editor.
This is useful for editor plugins only.
true
if the object is selected, false
if not.
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inherited from BfObject |
Removes the object from the current game or editor session.
May not be implemented for all objects.
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inherited from MoveObject |
Sets the item's rotation angle.
Set the rotation angle (in radians) of this MoveObject
angle | A rotation angle in radians |
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inherited from BfObject |
Sets an object's geometry.
geometry | The object's new geometry. |
Note that not all objects support changing geometry if the object has already been added to a game.
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inherited from BfObject |
Sets an object's user assigned id.
Users can assign an id to elements in the editor with the ! or # keys. Use this function to set this id from Lua. When called from an editor plugin, the value passed will be displayed in the editor when the player presses ! or #.
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inherited from BfObject |
Sets the owner of the object.
playerName | Name of player as a string. |
This method is intended to be used with bullets and other projectiles, not with game objects like zones.
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inherited from BfObject |
Set the object's position.
To set the full geometry of a more complex object, see the setGeom() method.
pos | The new position of the object. |
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inherited from BfObject |
Set whether an object is selected in the editor.
This is useful for editor plugins only.
selected | true to select the object, false to deselect it. |
Arg types: size: int | returns nothing |
Set the size of the Asteroid.
Setting the size of an Asteroid will give you (size 1) levels you'll have to destroy. Each level reduction will produce two more asteroids
size | The size the asteroid will be set to. |
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inherited from BfObject |
Assigns the object to a team.
teamIndex | Index of the team the object should be assigned to. (first team index is 1; there is no team 0) |
Instead of a team index, you can use the special team enums Team.Neutral
and Team.Hostile
.
Limitations:
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inherited from MoveObject |
Sets the item's velocity.
As with other functions that take a point as an input, you can also specify the x and y components as numeric arguments.
vel | A point representing item's velocity. |