Module: PseudoGame.game.WallSystem
Class that handles a game's walls
Functions
Fields
| pseudogame.game.wallsystem.style | ||
| pseudogame.game.wallsystem.options | ||
| pseudogame.game.wallsystem.polygon_collection | ||
| pseudogame.game.wallsystem.wall_height |
Functions
- 🔗 PseudoGame.game.WallSystem:new ([options[, style=nil]])
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the constructor for a wall system
Parameters:
Name Type(s) Description Default value options Optional table some options for the wall system Undefined timeline Optional Timeline the timeline to use (nil will use the default t_ functions) nildespawn_distance Optional number the distance at which walls are removed l_getWallSpawnDistance() * 1.1spawn_distance Optional number the distance at which walls are spawned (has to be smaller than despawn distance) l_getWallSpawnDistance()despawn_radius Optional number the radius around the center that eats walls l_getRadiusMin() * (l_getPulse() / l_getPulseMin()) + l_getBeatPulse()reverse_direction Optional bool makes walls move from the center out of the screen falsebetter_pivot_fade Optional bool makes walls fade into the pivot directly at the edge falsestyle Optional Style the style to use level_styleReturns:
- 🔗 PseudoGame.game.WallSystem:wall ([height=options.spawn_distance][, hue_modifier=0], side, thickness[, speed_mult=1[, acceleration=0[, min_speed=0[, max_speed=0[, ping_pong=false[, curving=false]]]]]])
-
create a wall in the system
Parameters:
Name Type(s) Description Default value height Optional number the height the wall will be spawned at options.spawn_distancehue_modifier Optional number the modifier the hue of the wall will be adjusted by 0side number the side to spawn the wall at Not applicable thickness number the thickness the wall should have Not applicable speed_mult Optional number the speedmult (will be multiplied with ugetSpeedMultDM()) 1acceleration Optional number the acceleration (it will be adjusted using the difficulty mult) 0min_speed Optional number the minimum speed the wall should have (will be multiplied with u_getSpeedMultDM()) 0max_speed Optional number the maximum speed the wall should have (will be multiplied with u_getSpeedMultDM()) 0ping_pong Optional bool will bounce between max and min speed if true falsecurving Optional bool will make the wall a curving wall if true (uses speedmult, acceleration, min/maxspeed for curve speed instead of wall speed) false - 🔗 PseudoGame.game.WallSystem:get_wall_count ()
-
get the amount of walls present in the system
Returns:
-
number
- 🔗 PseudoGame.game.WallSystem:set_speed ([speed=1])
-
set the speed for every wall (does not change any kind of acceleration options)
Parameters:
Name Type(s) Description Default value speed Optional number the speed mult (will be multiplied with u_getSpeedMultDM()) 1 - 🔗 PseudoGame.game.WallSystem:set_curve_speed ([speed=1])
-
set the curve speed for every wall (does not change any kind of acceleration options)
Parameters:
Name Type(s) Description Default value speed Optional number the speed mult (will be multiplied with u_getSpeedMultDM()) 1 - 🔗 PseudoGame.game.WallSystem:update (frametime)
-
update the walls position
Parameters:
Name Type(s) Description frametime number the time in 1/60s that passed since the last call of this function - 🔗 PseudoGame.game.WallSystem:overwrite ()
-
overwrite the
w_wall,w_wallAdj,w_wallAccandu_clearWallsfunctions to create/clear walls in this system - 🔗 PseudoGame.game.WallSystem:restore ()
-
restore the original
w_wall,w_wallAdj,w_wallAccandu_clearWallsfunctions
Fields
- 🔗 pseudogame.game.wallsystem.style
-
Name Type(s) Description the Style style the wall system is using - 🔗 pseudogame.game.wallsystem.options
-
Name Type(s) Description the table options that were passed to the constructor - 🔗 pseudogame.game.wallsystem.polygon_collection
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Name Type(s) Description the PolygonCollection collection of polygons representing the walls (use this for drawing) - 🔗 pseudogame.game.wallsystem.wall_height
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Name Type(s) Description the number distance of the center to the highest wall in the system