Legacy:Functions/Map/Entities
From Spherical
< Legacy:Functions | Map
NOTE: Entities are known in script as "persons" for legacy reasons.
- GetPersonList(): Get an array of all named persons on the current map.
- CreatePerson(name, spriteset, destroy_with_map): Create a new person called name with spriteset (filename).
- DestroyPerson(name): Destroy the person called name.
- FollowPerson(name, leader, pixels): Makes a sprite follow behind another sprite.
Contents
Entity position
- GetPersonX(name): Get the map X coordinate of name.
- GetPersonY(name): Get the map Y coordinate of name.
- GetPersonLayer(name): Get the map layer index of name.
- SetPersonX(name, x): Set the map X of name to x.
- SetPersonY(name, y): Set the map Y of name to y.
- SetPersonLayer(name, layer): Set the map layer of name to layer.
- GetPersonXFloat(name): Get the map X of name to floating point accuracy.
- GetPersonYFloat(name): Get the map Y of name to floating point accuracy.
- SetPersonXYFloat(name, x, y): Set the position of name with floating point accuracy.
Directions and animations
- GetPersonDirection(name): Get the animation direction of person name.
- SetPersonDirection(name, direction): Set animation direction of person name to direction.
- GetPersonFrame(name): gets the frame and direction that are currently being displayed.
- SetPersonFrame(name, frame): sets which frame from which direction to display.
- SetPersonFrameRevert(name, delay): sets the delay between when the person last moved and returning to first frame.
- GetPersonFrameRevert(name): gets the delay between when the person last moved and returning to first frame.
Movement speed
- GetPersonSpeedX(name): gets a person's x speed.
- GetPersonSpeedY(name): gets a person's y speed.
- SetPersonSpeed(name, speed): sets the person's speed.
- SetPersonSpeedXY(name, speed_x, speed_y): sets the person's x and y speed independently.
Appearance
- GetPersonOffsetX(name): gets the horizontal offset used for blitting frames
- SetPersonOffsetX(name, x): sets the horizontal offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the right, while the person's x-position would remain unchanged.
- GetPersonOffsetY(name): gets the vertical offset used for blitting frames
- SetPersonOffsetY(name, y): sets the vertical offset to use for blitting frames; e.g. setting it to 10 would result in the person frame blitted always 10 pixels to the bottom, while the person's y-position would remain unchanged.
- GetPersonAngle(name): Get the rotation angle of the person name.
- SetPersonAngle(name, angle): Set the rotation angle of person name to angle radians.
- GetPersonMask(name): Get the masking color of the person name.
- SetPersonMask(name, color): Set the color-channel multiplying mask color of the person name.
- SetPersonScaleFactor(name, scale_w, scale_h): Rescales the sprite of person name by relative factors scale_w and scale_h.
- SetPersonScaleAbsolute(name, width, height): Rescales the sprite of person name to width * height pixels.
- GetPersonSpriteset(name): Get the spriteset of person name.
- SetPersonSpriteset(name, spriteset): Set the spriteset of person name to spriteset (Sphere Spriteset object).
- IsPersonVisible(name): Check if the person with name is visible or not.
-
true
: visible,false
: not visible.
-
- SetPersonVisible(name, visible): Make person name visible or invisible.
-
true
: visible,false
: not visible.
-
Obstruction
- GetPersonBase(name): Get a person's spriteset obstruction base.
- IsPersonObstructed(name, x, y): Check if person "name" would be obstructed at (x, y).
- IgnoreTileObstructions(person, ignore): Sets whether person "person" ignores tile obstructions.
- IsIgnoringTileObstructions(person): Checks whether "person" is ignoring tile obstructions.
- GetObstructingTile(name, x, y): returns the tile index of the tile if name is obstructed at x, y
- returns -1 if name isn't obstructed by a tile at x, y,
- GetObstructingPerson(name, x, y): returns the name of the person if name is obstructed at x, y
- returns "" if name isn't obstructed by any person at x, y,
- IgnorePersonObstructions(person, ignore): Sets whether 'person' should ignore other spriteset bases
- IsIgnoringPersonObstructions(person): Returns true if 'person' is ignoring person obstructions, else false
- GetPersonIgnoreList(person): Returns a list of people that 'name' is ignoring
- SetPersonIgnoreList(person, ignore_list): Tells 'person' to ignore everyone in ignore_list; e.g.
SetPersonIgnoreList("White-Bomberman", ["bomb", "powerup"]);
tells White-Bomberman to not be obstructed by bombs or powerups
Talk interaction
- SetTalkActivationKey(key): set key used to activate talk scripts
- GetTalkActivationKey(): return the key code used to activate talk scripts
- SetTalkDistance(pixels): set maximum distance to check for talk script activation
- GetTalkDistance(): return the maximum distance to check for talk script activation
Entity data
- GetPersonData(name): gets a data object associated with the person 'name'
- There are certain default properties/values filled in by the engine, they are:
- num_frames - the number of frames for the person's current direction
- num_directions - the number of directions for the person
- width - the width of the spriteset's current frame
- height - the height of the spriteset's current frame
- leader - the person that this person is following, or "" if no-one...
- Any other properties are free for you to fill with values, e.g.
var data = GetPersonData("Jimmy"); var num_frames = data["num_frames"];
- There are certain default properties/values filled in by the engine, they are:
- SetPersonData(name, data): sets the 'data' object associated with the person 'name'; e.g.
var data = GetPersonData("Jimmy"); data["talked_to_jimmy"] = true; SetPersonData("Jimmy", data);
- SetPersonValue(name, key, value)
- SetPersonValue("Jimmy", "talked_to_jimmy", true); // same as code above - GetPersonValue(name, key)
- GetPersonValue("Jimmy", "num_frames"); // same as previous code above
Controlling entities in script
- GetCurrentPerson()
- SetPersonScript(name, which, script)
- Available Person scripts:
- SCRIPT_ON_CREATE
- SCRIPT_ON_DESTROY
- SCRIPT_ON_ACTIVATE_TOUCH
- SCRIPT_ON_ACTIVATE_TALK
- SCRIPT_COMMAND_GENERATOR
- Available Person scripts:
- CallPersonScript(name, which)
- QueuePersonCommand(name, command, immediate): add a command to the person's command queue.
- Available Person commands:
- COMMAND_WAIT
- COMMAND_ANIMATE
- COMMAND_FACE_NORTH
- COMMAND_FACE_NORTHEAST
- COMMAND_FACE_EAST
- COMMAND_FACE_SOUTHEAST
- COMMAND_FACE_SOUTH
- COMMAND_FACE_SOUTHWEST
- COMMAND_FACE_WEST
- COMMAND_FACE_NORTHWEST
- COMMAND_MOVE_NORTH
- COMMAND_MOVE_EAST
- COMMAND_MOVE_SOUTH
- COMMAND_MOVE_WEST
- Available Person commands:
- QueuePersonScript(name, script, immediate): Queue a script command on the command queue of name.
- IsCommandQueueEmpty(name): Check if the command queue of the person is empty.
- ClearPersonCommands(name): Clears the command queue of the named person.