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]])
-
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) nil
despawn_distance Optional number the distance at which walls are removed l_getWallSpawnDistance() * 1.1
spawn_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 false
better_pivot_fade Optional bool makes walls fade into the pivot directly at the edge false
style Optional Style the style to use level_style
Returns:
- 🔗 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_distance
hue_modifier Optional number the modifier the hue of the wall will be adjusted by 0
side 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()) 1
acceleration Optional number the acceleration (it will be adjusted using the difficulty mult) 0
min_speed Optional number the minimum speed the wall should have (will be multiplied with u_getSpeedMultDM()) 0
max_speed Optional number the maximum speed the wall should have (will be multiplied with u_getSpeedMultDM()) 0
ping_pong Optional bool will bounce between max and min speed if true false
curving 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_wallAcc
andu_clearWalls
functions to create/clear walls in this system - 🔗 PseudoGame.game.WallSystem:restore ()
-
restore the original
w_wall
,w_wallAdj
,w_wallAcc
andu_clearWalls
functions
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
-
Name Type(s) Description the PolygonCollection collection of polygons representing the walls (use this for drawing) - 🔗 pseudogame.game.wallsystem.wall_height
-
Name Type(s) Description the number distance of the center to the highest wall in the system