Bitfighter  021
The Bitfighter Lua Documentation - Robots, Levelgens, and Plugins
WallItem Class Reference

Traditional wall item.

Inheritance diagram for WallItem:
BfObject

Member Functions

WallItem()
 Constructor.
 
WallItem(polyLineGeom, thickness)
 Constructor. [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]
 
getTeamIndex()
 Gets the index of the object's team. [details]
 
getWidth()
 Returns the WallItem's width setting. [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]
 
setWidth(width)
 Sets the WallItem's width. [details]
 

Detailed Description

Traditional wall item.

A WallItem is a traditional wall consisting of a series of straight-line segments. WallItems have a width setting that expands the walls outward on the edges, but not the ends. The game may make slight adjustments to the interior vertices of a wall to improve visual appearance. Collinear vertices may be deleted to simplify wall geometry.

Geometry
WallItem geometry consists of two or more points forming a linear sequence, each consecutive pair defining a straight-line segment. WallItem geometry can cross or form loops with no adverse consequences.

Constructor Documentation

◆ WallItem.new()[1/2]

returns WallItem

Constructor.

Example:

wallitem = WallItem.new()
...
levelgen:addItem(wallitem)
Traditional wall item.
Definition: barrier__cpp.h:7

◆ WallItem.new(polyLineGeom, thickness)[2/2]

Arg types: polyLineGeom: Geom, thickness: int  |  returns WallItem

Constructor.

Example:

wallitem = WallItem.new(polyLineGeom, thickness)
...
levelgen:addItem(wallitem)

Member Function Documentation

◆ getGeom()

Returns an object's geometry.

Returns
A geometry as described on the Geom page

◆ getId()

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()

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()

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()

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()

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.

◆ getWidth()

returns int

Returns the WallItem's width setting.

Walls have a default width of 50.

Returns
The WallItem's width.

◆ isSelected()

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
inherited from BfObject

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
inherited from BfObject

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
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 #.

◆ setOwner(playerName)

Arg types: playerName: string  |  returns nothing
inherited from BfObject

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
inherited from BfObject

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
inherited from BfObject

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
inherited from BfObject

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.

◆ setWidth(width)

Arg types: width: int  |  returns nothing

Sets the WallItem's width.

Walls have a default width of 50.

Parameters
widthThe WallItem's new width.