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Superfighters Deluxe
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Access to certain information and functions about an object. More...
abstract string | Name [get] |
Gets the object's map name More... | |
abstract string | CustomID [get, set] |
Gets or Sets the object's custom ID More... | |
abstract int | UniqueID [get] |
Gets the unique ID for this object. More... | |
abstract Vector2 | GetWorldPosition () |
Gets the world position. More... | |
abstract void | SetWorldPosition (Vector2 worldPosition) |
Sets the world position. More... | |
abstract void | SetWorldPosition (Vector2 worldPosition, bool updateConnectedObjects) |
Sets the world position. More... | |
abstract float | GetAngle () |
Gets the current angle in radians. More... | |
abstract void | SetAngle (float value) |
Sets the current angle in radians. More... | |
abstract void | SetAngle (float value, bool updateConnectedObjects) |
Sets the current angle in radians. More... | |
abstract int | GetFaceDirection () |
Gets the face direction. More... | |
abstract void | SetFaceDirection (int value) |
Sets the face direction. More... | |
abstract Vector2 | GetLinearVelocity () |
Gets the linear velocity. More... | |
abstract void | SetLinearVelocity (Vector2 value) |
Sets the linear velocity. More... | |
abstract void | SetLinearVelocity (Vector2 value, bool updateConnectedObjects) |
Sets the linear velocity. More... | |
abstract float | GetAngularVelocity () |
Gets the angular velocity. More... | |
abstract void | SetAngularVelocity (float value) |
Sets the angular velocity. More... | |
abstract void | SetAngularVelocity (float value, bool updateConnectedObjects) |
Sets the angular velocity. More... | |
abstract Area | GetAABB () |
Gets the world AABB for this object. More... | |
abstract BodyType | GetBodyType () |
Gets the body type. More... | |
abstract void | SetBodyType (BodyType type) |
Sets the body type. More... | |
abstract float | GetHealth () |
Gets the object's current health. More... | |
abstract void | SetHealth (float value) |
Sets the object's current health. This is capped to the object's maximum health. More... | |
abstract float | GetMaxHealth () |
Gets the object's maximum health. More... | |
abstract bool | IsBurning [get] |
If this object is burning. More... | |
abstract bool | CanBurn [get] |
If this object can burn. More... | |
abstract void | SetMaxFire () |
Sets the object to maximum fire level. Only objects that can burn will start to burn. More... | |
abstract void | ClearFire () |
Clears the fire on the object. More... | |
abstract bool | IsRemoved [get] |
Gets if the object is completely removed. More... | |
abstract bool | RemovalInitiated [get] |
Gets if this body is about to be removed next clean-cycle. More... | |
abstract void | Remove () |
Removes the object. Certain objects may override this and can't be removed. More... | |
abstract bool | DestructionInitiated [get] |
Gets if this object is about to be destroyed next clean-cycle. More... | |
abstract void | Destroy () |
Destroyes the object. Certain objects may override this and can't be destroyed. More... | |
abstract bool | Destructable [get] |
Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players. More... | |
abstract void | DealDamage (float damage) |
Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More... | |
abstract void | DealDamage (float damage, int sourceID) |
Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps. More... | |
abstract bool | GetTargetAIEnabled () |
Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget. More... | |
abstract void | SetTargetAIEnabled (bool targetAIEnabled) |
Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value). More... | |
abstract ObjectAITargetData | GetTargetAIData () |
Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled. More... | |
abstract void | SetTargetAIData (ObjectAITargetData targetAIData, bool targetAIEnabled=true) |
Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other. More... | |
abstract SizeableType | Sizeable [get] |
Gets the SizeableType enum of the object that tells how the object can be sized. More... | |
abstract Point | GetSizeFactor () |
Gets the size factor on the object. More... | |
abstract void | SetSizeFactor (Point size) |
Sets the size factor on the object. More... | |
abstract Point | GetBaseSize () |
Gets the base tile size of this object. More... | |
abstract Point | GetSize () |
Gets the current total size on the object. This is BaseSize * SizeFactor. More... | |
abstract int | GetAnimationFrame () |
Gets the current animation frame index. More... | |
abstract int | GetTotalAnimationFrames () |
Gets the total animation frames for the object. More... | |
abstract void | SetAnimationFrame (int frame) |
Sets the current animation frame index. More... | |
abstract void | SetAnimationFrame (int frame, bool paused) |
Sets the current animation frame index. More... | |
abstract bool | IsAnimationPaused () |
Gets if the current animation is paused. More... | |
abstract void | PauseAnimation () |
Pauses the current animation. More... | |
abstract void | PlayAnimation () |
Resumes the current animation from a paused state. More... | |
abstract bool | IsMissile [get] |
Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More... | |
abstract void | TrackAsMissile (bool value) |
Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status. More... | |
abstract void | SetStickyFeet (bool value) |
Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators. More... | |
abstract bool | GetStickyFeet () |
Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. More... | |
abstract float | GetMass () |
Gets the box2D mass for the object. More... | |
abstract void | SetMass (float mass) |
Sets the box2D mass for the object. Only affects dynamic objects. More... | |
abstract CollisionFilter | GetCollisionFilter () |
Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions. More... | |
abstract void | SetCollisionFilter (CollisionFilter value) |
Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care! More... | |
abstract RayCastResult | RayCast (Vector2 start, Vector2 end) |
Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More... | |
abstract RayCastResult | RayCast (Vector2 start, Vector2 end, bool includeOverlap) |
Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed. More... | |
abstract bool | HitTest (Vector2 position) |
Performs a hittest on this object. More... | |
abstract PhysicsLayer | GetPhysicsLayer () |
Gets the physics layer this object belongs to. Returns None if the object is removed. More... | |
abstract string | GetColorPaletteName () |
Gets the color palette for this object. More... | |
abstract string[] | GetColors () |
Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array. More... | |
abstract string | GetColor1 () |
Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0]. More... | |
abstract string | GetColor2 () |
Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1]. More... | |
abstract string | GetColor3 () |
Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2]. More... | |
abstract bool | SetColors (string[] colorPackages) |
Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object). More... | |
abstract bool | SetColor1 (string colorPackage) |
Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More... | |
abstract bool | SetColor2 (string colorPackage) |
Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More... | |
abstract bool | SetColor3 (string colorPackage) |
Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object). More... | |
Access to certain information and functions about an object.
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pure virtual |
Clears the fire on the object.
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pure virtual |
Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps.
For IPlayer: Deals misc damage to the player following all the health and death rules for a player. This counts towards TotalOtherDamageTaken. Runs the PlayerDamageCallback and OnPlayerDamageTriggers if they are not currently running. Calling DealDamage inside OnPlayerDamage or OnPlayerDamageTrigger won't trigger the damage event again. This will run OnPlayerDeath triggers and events if the player dies calling this.
damage | Amount of forced damage to deal (must be positive). |
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pure virtual |
Forcefully deals damage to the object. The object will be destoryed if it's destructable and health reaches 0. Runs the ObjectDamageCallback event if registered with ObjectDamageType.Other if not currently running for the specific IObject to avoid recursive traps.
For IPlayer: Deals misc damage to the player following all the health and death rules for a player. This counts towards TotalOtherDamageTaken. Runs the PlayerDamageCallback and OnPlayerDamageTriggers if they are not currently running. Calling DealDamage inside OnPlayerDamage or OnPlayerDamageTrigger won't trigger the damage event again. This will run OnPlayerDeath triggers and events if the player dies calling this.
damage | Amount of forced damage to deal (must be positive). |
sourceID | (Optional) SourceID of the damage, used by the ObjectDamageCallback event. |
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pure virtual |
Destroyes the object. Certain objects may override this and can't be destroyed.
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pure virtual |
Gets the world AABB for this object.
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pure virtual |
Gets the current angle in radians.
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pure virtual |
Gets the angular velocity.
Box2D scale
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pure virtual |
Gets the current animation frame index.
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pure virtual |
Gets the base tile size of this object.
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pure virtual |
Gets the body type.
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pure virtual |
Gets the total collision filter for all fixtures for this object. Note that some objects consist of multiple fixtures with different collisions.
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pure virtual |
Gets the name of the primary ColorPackage in the ColorPalette for this object item. This is the same as the first item of the GetColors function: GetColors()[0].
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pure virtual |
Gets the name of the secondary ColorPackage in the ColorPalette for this object item. /// This is the same as the second item of the GetColors function: GetColors()[1].
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pure virtual |
Gets the name of the tertiary ColorPackage in the ColorPalette for this object item. This is the same as the third item of the GetColors function: GetColors()[2].
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pure virtual |
Gets the color palette for this object.
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pure virtual |
Gets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns a fixed 3-element string array.
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pure virtual |
Gets the face direction.
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pure virtual |
Gets the object's current health.
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Gets the linear velocity.
Box2D scale
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pure virtual |
Gets the box2D mass for the object.
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pure virtual |
Gets the object's maximum health.
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pure virtual |
Gets the physics layer this object belongs to. Returns None if the object is removed.
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pure virtual |
Gets the current total size on the object. This is BaseSize * SizeFactor.
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pure virtual |
Gets the size factor on the object.
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Gets if the object has sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly.
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pure virtual |
Gets current target data for bots. Note: Use GetTargetAIEnabled() to see if target data is enabled.
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pure virtual |
Gets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.IsValidBotEliminateTarget.
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pure virtual |
Gets the total animation frames for the object.
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pure virtual |
Gets the world position.
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pure virtual |
Performs a hittest on this object.
position | World position |
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pure virtual |
Gets if the current animation is paused.
Will return true for tiles with no animation.
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pure virtual |
Pauses the current animation.
Will not affect tiles with no animation.
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pure virtual |
Resumes the current animation from a paused state.
Will not affect tiles with no animation.
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pure virtual |
Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed.
start | Start world position |
end | End world position |
value | RayCastResult |
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pure virtual |
Performs a ray cast on this specific object, returning the hit result. Always returns a false hit if the object is disposed or removed.
start | Start world position |
end | End world position |
includeOverlap | If overlapping objects at the start of the RayCast should be included. |
value | RayCastResult |
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pure virtual |
Removes the object. Certain objects may override this and can't be removed.
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pure virtual |
Sets the current angle in radians.
value | Angle in radians |
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pure virtual |
Sets the current angle in radians.
value | Angle in radians. |
updateConnectedObjects | If connected objects also should be updated. |
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Sets the angular velocity.
Box2D scale. Won't affect static objects.
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pure virtual |
Sets the angular velocity.
Box2D scale. Won't affect static objects.
value | Angular velocity |
updateConnectedObjects | If connected objects also should be updated. This doesn't affect LinearVelocity on connected objects! |
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pure virtual |
Sets the current animation frame index.
frame |
Will not affect tiles with no animation.
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pure virtual |
Sets the current animation frame index.
frame | |
paused | True to pause frame. False to play animation. |
Will not affect tiles with no animation.
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pure virtual |
Sets the body type.
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pure virtual |
Sets the collision filter for all fixtures for this object. This overrides the default collision filters for each fixture in the body. This does nothing for players. Use with care!
value | CollisionFilter |
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pure virtual |
Sets the name of the primary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).
colorPackage | Color package name. Must be defiend in the color palette for this object. |
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pure virtual |
Sets the name of the secondary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).
colorPackage | Color package name. Must be defiend in the color palette for this object. |
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pure virtual |
Sets the name of the tertiary ColorPackage in the ColorPalette for this object item. Returns true if the color was applied (the color must be defined in the color palette for this object).
colorPackage | Color package name. Must be defiend in the color palette for this object. |
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pure virtual |
Sets the names of the primary, secondary and tertiary ColorPackage in the ColorPalette for this object item. Returns true if any color was applied. False if no color was applied (the colors must be defined in the color palette for this object).
colorPackages | 3-element string array. Use null to reset the colors. |
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Sets the face direction.
value | -1 (left) or 1 (right). Any other values will be ignored. |
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Sets the object's current health. This is capped to the object's maximum health.
value |
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pure virtual |
Sets the linear velocity.
value |
Box2D scale. Won't affect static objects.
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pure virtual |
Sets the linear velocity.
value |
Box2D scale. Won't affect static objects.
updateConnectedObjects | If connected objects also should be updated. |
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pure virtual |
Sets the box2D mass for the object. Only affects dynamic objects.
mass | Mass must be greater than 0 (or it will be ignored). |
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Sets the object to maximum fire level. Only objects that can burn will start to burn.
Only objects that can burn will start to burn.
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pure virtual |
Sets the size factor on the object.
size | New size factor where X is the Width factor and Y is the height factor. Minimum allowed: 1,1 |
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pure virtual |
Sets if the object should have sticky feet activated. Sticky feet will make the player stick to the object even if it changes velocity suddenly. Good for elevators.
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pure virtual |
Sets target data for bots and enables this object to be targeted by bots. Note: The team parameter is ignored for Players and Streetsweepers - as they handle Teams differently! Note: Bots will attack this target even if it's undestructable - you must make sure the object is a valid target for bots to try to attack. Note: For objects consisting of many tiles/fixtures/parts it's much better to cover the entire object with an invisible no-collision block with some extra margin of 4 to 8 world units that the bot can target and perform ranged weapon LOS checks against. In this way, the bot only sees one targetable object that's not blocked by anything instead of many individual fixtures that can block each other.
targetAIData | target data |
targetAIEnabled | enabled. Note: If setting to false and a bot already has this object targeted it will take a moment before the bot targets something else. |
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pure virtual |
Sets if this object is enabled for bots to target. Note: For players, this is the same as IPlayer.SetValidBotEliminateTarget(bool value).
targetAIEnabled | enabled. Note: If setting to false and a bot already has this object targeted it will take a moment before the bot targets something else. |
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Sets the world position.
worldPosition | World position |
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pure virtual |
Sets the world position.
worldPosition | World position |
updateConnectedObjects | If connected objects also should be updated. |
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pure virtual |
Track the object as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status.
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get |
If this object can burn.
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getset |
Gets or Sets the object's custom ID
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get |
Gets if this object is destructable (initial health > 0). This does not account for any possible modifiers. Always returns true for players.
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Gets if this object is about to be destroyed next clean-cycle.
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If this object is burning.
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Gets if the object currently is tracked as a missile. Missile objects can collide with players and deal damage based on velocity even if collision is disabled. Normally used for smaller objects being thrown. Once the object collides with the world it will lose it's missile status.
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Gets if the object is completely removed.
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get |
Gets the object's map name
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Gets if this body is about to be removed next clean-cycle.
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Gets the SizeableType enum of the object that tells how the object can be sized.
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get |
Gets the unique ID for this object.