Module: PseudoGame.game.Game
Class that creates and manages all the game components allowing direct access to each component's polygons for transformation
Functions
PseudoGame.game.Game:new ([options]) | the constructor for a game object | |
PseudoGame.game.Game:overwrite () |
overwrites the wall functions as well as custom walls function to modify the walls in this game (only if walls were specified in the components)
IMPORTANT: once this function was called, you have to call Game:restore() before exiting your level (e.g.
|
|
PseudoGame.game.Game:restore () | restores the original wall and custom wall functions | |
PseudoGame.game.Game:update (frametime, move, focus, swap) | update the game | |
PseudoGame.game.Game:draw () | puts all component collections polygons into Game.polygon_collection | |
PseudoGame.game.Game:draw_to_screen () | draws all component collections onto the screen and updates it |
Tables
pseudogame.game.game.component_collections | ||
pseudogame.game.game.collections |
Fields
Functions
- 🔗 PseudoGame.game.Game:new ([options])
-
the constructor for a game object
Parameters:
Name Type(s) Description Default value options Optional table options for the game object Undefined components Optional table table telling the game what game components it needs to update, draw and which collections to return from Game:update (helps reducing lag if e.g. 3D isn't needed), just sets every component to true when not given Undefined components.background Optional bool update and draw the background false
components.walls Optional bool update and draw the walls false
components.pivot Optional bool update and draw the pivot (including cap) false
components.player Optional bool update and draw the player (including death effect) false
components.pseudo3d Optional bool update and draw the 3d false
style Optional Style the style the game should use level_style
walls Optional table wall system options Undefined player Optional table player options Undefined pivot Optional table pivot options (only for the game component, not the actual pivot object) Undefined pivot.cap Optional bool disables the cap if false true
Returns:
- 🔗 PseudoGame.game.Game:overwrite ()
-
overwrites the wall functions as well as custom walls function to modify the walls in this game (only if walls were specified in the components)
IMPORTANT: once this function was called, you have to call
Game:restore()
before exiting your level (e.g. inonPreUnload
), otherwise it may break other levels at random, as this function overwrites some default game functions - 🔗 PseudoGame.game.Game:restore ()
- restores the original wall and custom wall functions
- 🔗 PseudoGame.game.Game:update (frametime, move, focus, swap)
-
update the game
Parameters:
Name Type(s) Description frametime number the time in 1/60s that passed since the last call of this function move number the current movement direction, so either -1, 0 or 1 focus bool true if the player is focusing, false otherwise swap bool true if the swap key is pressed, false otherwise - 🔗 PseudoGame.game.Game:draw ()
- puts all component collections polygons into Game.polygon_collection
- 🔗 PseudoGame.game.Game:draw_to_screen ()
- draws all component collections onto the screen and updates it
Tables
- 🔗 pseudogame.game.game.component_collections
-
Fields:
Name Type(s) Description component_collections table a table with the game component names as keys containing the polygon_collections for each component (use this for customized drawing) background PolygonCollection the game's background (only exists if components.background == true
)walls PolygonCollection the game's walls (only exists if components.walls == true
)player PolygonCollection the game's player (only exists if components.player == true
)pivot PolygonCollection the game's pivot (only exists if components.pivot == true
)pseudo3d PolygonCollection the game's 3d (only exists if components.pseudo3d == true
) - 🔗 pseudogame.game.game.collections
-
Fields:
Name Type(s) Description collections table same as Game.component_collections but instead of having named keys it's an ordered list that has the collections in the following order: background, pseudo3d, walls, pivot, player (if one of these components is not defined the list will be shorter and the other components are moved (use Game.component_collections for constant keys))
Fields
- 🔗 pseudogame.game.game.options
-
Name Type(s) Description options table the game's options - 🔗 pseudogame.game.game.polygon_collection
-
Name Type(s) Description polygon_collection PolygonCollection the collection the Game:draw()
method draws into - 🔗 pseudogame.game.game.background
-
Name Type(s) Description background Background the game's background (only exists if components.background == true
) - 🔗 pseudogame.game.game.walls
-
Name Type(s) Description walls WallSystem the game's wall system (only exists if components.walls == true
) - 🔗 pseudogame.game.game.player
-
Name Type(s) Description player Player the game's player (uses PseudoGame.game.basic_collision_handler
by default) (only exists ifcomponents.player == true
) - 🔗 pseudogame.game.game.death_effect
-
Name Type(s) Description death_effect DeathEffect the game's player's death effect (only exists if components.player == true
) - 🔗 pseudogame.game.game.pivot
-
Name Type(s) Description pivot Pivot the game's pivot (only exists if components.pivot == true
) - 🔗 pseudogame.game.game.cap
-
Name Type(s) Description cap Cap the game's cap (only exists if components.pivot == true
) - 🔗 pseudogame.game.game.pseudo3d
-
Name Type(s) Description pseudo3d Pseudo3D the game's 3d effect (only exists if components.pseudo3d == true
)