Bitfighter
021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
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Propels ships at high speed.
Member Functions | |
SpeedZone() | |
Constructor. | |
SpeedZone(lineGeom) | |
Constructor. [details] | |
SpeedZone(lineGeom, speed) | |
Constructor. [details] | |
getDir() | |
Returns the object's direction. [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] | |
getSnapping() | |
Returns the SpeedZone's snapping parameter. [details] | |
getSpeed() | |
Returns the SpeedZone's speed. [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] | |
setDir(dest) | |
Sets the direction of the SpeedZone. [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] | |
setSnapping(snapping) | |
Sets the SpeedZone's snapping parameter. [details] | |
setSpeed(speed) | |
Sets the SpeedZone's speed. [details] | |
setTeam(teamIndex) | |
Assigns the object to a team. [details] | |
Propels ships at high speed.
SpeedZones are game objects that propel ships around a level. Each SpeedZone has a direction point that is only used for aiming the SpeedZone. The speed at which ships are flung can be set with the setSpeed() method. SpeedZones also have a snapping parameter which, when true
, will first move the ship to the SpeedZone's center before propelling them. This allows level designers to control the exact path a ship will take, which can be useful if there is a target that the ships should hit.
Note that a SpeedZone's setGeom() method will take two points. The first will be the SpeedZone's location, the second represents its direction. The distance between the two points is not important; only the angle between them matters.
returns SpeedZone |
returns point |
Returns the object's direction.
The distance between the returned point and the object's location is not important; only the angle between them matters.
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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.
returns bool |
Returns the SpeedZone's snapping parameter.
true
if snapping is enabled, false
if not. returns int |
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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 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.
Arg types: dest: point | returns nothing |
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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: snapping: bool | returns nothing |
Sets the SpeedZone's snapping parameter.
When a ship hits a SpeedZone, it is flung at speed in the direction the SpeedZone is pointing. Depending on exactly how the ship approaches the SpeedZone, its trajectory may differ slightly. By enabling snapping, the ship will first be moved to the center of the SpeedZone before its velocity is calculated. This will cause the ship to follow an exact and predictable path, which may be important if there is a specific target you want the ship to hit.
Snapping is off by default.
snapping | true if snapping should be enabled, false otherwise. |
Arg types: speed: int | returns nothing |
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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: