Module: PseudoGame.game.DeathEffect

Class to create the blinking hexagonal death effects around a player

Functions

PseudoGame.game.DeathEffect:new (player) the constructor for a death effect
PseudoGame.game.DeathEffect:death () this function causes the death effect ot be shown permanently (should be called in onDeath) make sure to update and draw the death effect in onRenderStage as the other functions aren't called after death
PseudoGame.game.DeathEffect:invincible_death () this function shows the death effect for a moment (should be called in onPreDeath)
PseudoGame.game.DeathEffect:update (frametime) update the death effects shape and color
PseudoGame.game.DeathEffect:ensure_tickrate (render_stage, frametime, draw_function) ensures that a function is called 240 times per second in onRenderStage after death (does nothing if the death method wasn't called) (only works if shaders are loaded, but that is usually the case when using this function as there's no need for a fake death effect if the player isn't hidden)

Fields

pseudogame.game.deatheffect.polygon_collection
pseudogame.game.deatheffect.player_hue
pseudogame.game.deatheffect.dead
pseudogame.game.deatheffect.timer
pseudogame.game.deatheffect.player


Functions

🔗 PseudoGame.game.DeathEffect:new (player)
the constructor for a death effect

Parameters:

Name Type(s) Description
player Player the player the death effect is for

Returns:

    DeathEffect
🔗 PseudoGame.game.DeathEffect:death ()
this function causes the death effect ot be shown permanently (should be called in onDeath) make sure to update and draw the death effect in onRenderStage as the other functions aren't called after death
🔗 PseudoGame.game.DeathEffect:invincible_death ()
this function shows the death effect for a moment (should be called in onPreDeath)
🔗 PseudoGame.game.DeathEffect:update (frametime)
update the death effects shape and color

Parameters:

Name Type(s) Description
frametime number the time in 1/60s that passed since the last call to this function
🔗 PseudoGame.game.DeathEffect:ensure_tickrate (render_stage, frametime, draw_function)
ensures that a function is called 240 times per second in onRenderStage after death (does nothing if the death method wasn't called) (only works if shaders are loaded, but that is usually the case when using this function as there's no need for a fake death effect if the player isn't hidden)

Parameters:

Name Type(s) Description
render_stage number the render stage that onRenderStage is being called for
frametime number the inconsistent frametime that onRenderStage gets as second parameter
draw_function function a function that will be called 240 times per second (should contain your drawing logic so the death effect can be drawn)

Fields

🔗 pseudogame.game.deatheffect.polygon_collection
Name Type(s) Description
polygon_collection PolygonCollection The collection of polygons representing the visual death effect (use this for drawing)
🔗 pseudogame.game.deatheffect.player_hue
Name Type(s) Description
player_hue number The hue the player and the death effect currently have
🔗 pseudogame.game.deatheffect.dead
Name Type(s) Description
dead bool True if the player has died
🔗 pseudogame.game.deatheffect.timer
Name Type(s) Description
timer number The time the death effect is going to be shown for in invincible mode (counts down and stops showing the death effect once it reaches 0)
🔗 pseudogame.game.deatheffect.player
Name Type(s) Description
player Player The player the death effect is for
generated by LDoc 1.5.0