Bitfighter  021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
BfObject Class Reference
Inheritance diagram for BfObject:
Item ItemSpawn LineItem PolyWall Projectile Spawn SpeedZone Teleporter TextItem WallItem Zone

Member Functions

getGeom()
 Returns an object's geometry.
 
getId()
 Gets an object's user assigned id.
 
getObjType()
 Gets an object's ObjType. [details]
 
getOwner()
 Gets an object's owner as a PlayerInfo. [details]
 
getPos()
 Gets an object's position. [details]
 
getTeamIndex()
 Gets the index of the object's team. [details]
 
isSelected()
 Determine if an object is selected in the editor. [details]
 
removeFromGame()
 Removes the object from the current game or editor session. [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]
 
setTeam(teamIndex)
 Assigns the object to a team. [details]
 

Member Function Documentation

◆ getGeom()

returns Geom

Returns an object's geometry.

Returns
A geometry as described on the Geom page

◆ getId()

returns int

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.

Returns
The object's id.

◆ getObjType()

returns ObjType

Gets an object's ObjType.

obj = TestItem.new()
print(obj:getObjType() == ObjType.TestItem) -- prints 'true'
ObjType getObjType()
Gets an object's ObjType.
Definition: BfObject__cpp.h:9
Large bouncy ball type item.
Definition: moveObject__cpp.h:41

See ObjType for a list of possible return values.

Returns
The object's ObjType.

◆ getOwner()

returns PlayerInfo

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.

Returns
A PlayerInfo representing the object's owner, or nil.

◆ getPos()

returns point

Gets an object's position.

For objects that are not points (such as a LoadoutZone), will return the object's centroid.

Returns
A Point representing the object's position.

◆ getTeamIndex()

returns int

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.

Note
Remember that in Lua, indices start with 1!
Returns
Team index of the object.

◆ isSelected()

returns bool

Determine if an object is selected in the editor.

This is useful for editor plugins only.

Returns
Returns true if the object is selected, false if not.

◆ removeFromGame()

returns nothing

Removes the object from the current game or editor session.

May not be implemented for all objects.

◆ setGeom(geometry)

Arg types: geometry: Geom  |  returns nothing

Sets an object's geometry.

Parameters
geometryThe object's new geometry.

Note that not all objects support changing geometry if the object has already been added to a game.

◆ setId(id)

Arg types: id: int  |  returns nothing

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 #.

◆ setOwner(playerName)

Arg types: playerName: string  |  returns nothing

Sets the owner of the object.

Parameters
playerNameName of player as a string.
Note
This method only works if the item in question has already been added to the game via addItem(object). The owner cannot be set beforehand. Also, 'playerName' must exactly match a the name of a player already in the game (case-sensitive).

This method is intended to be used with bullets and other projectiles, not with game objects like zones.

◆ setPos(pos)

Arg types: pos: point  |  returns nothing

Set the object's position.

To set the full geometry of a more complex object, see the setGeom() method.

Parameters
posThe new position of the object.

◆ setSelected(selected)

Arg types: selected: bool  |  returns nothing

Set whether an object is selected in the editor.

This is useful for editor plugins only.

Parameters
selectedtrue to select the object, false to deselect it.

◆ setTeam(teamIndex)

Arg types: teamIndex: int  |  returns nothing

Assigns the object to a team.

Parameters
teamIndexIndex 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:

  • Will have no effect on items that are inherently teamless (such as a NexusZone).
  • Neither Ships nor Robots can be assigned to Team.Neutral or Team.Hostile.