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Graphic Functions
makeGraphic(tag:String, width:Int, height:Int, color:String)
Initializes the creation of a colored fill texture.
tag - The sprite object tag name to be used.
width - The width value in pixels of the object.
height - The height value in pixels of the object.
color - The hex color value of the object.
loadGraphic(variable:String, image:String, ?gridX:Int = 0, ?gridY:Int = 0)
Changes the sprite texture with a new one. With an option to set the crop size of the sprite object.
variable - The sprite object tag name to be used.
image - The new image sprite for the sprite object to be used.
gridX - An optional parameter, The crop width of the sprite texture; Default value: 0.
gridY - An optional parameter, The crop height of the sprite texture; Default value: 0.
setBlendMode(obj:String, blend:String)
Changes the blend mode of the object. If you want to see more blend modes, click here. (Works similar to how Photoshop does it)
obj - The sprite object tag name to be used.
blend - The blend mode to be used; Example: add, darken, invert, etc.
Animation Functions
playAnim(obj:String, name:String, forced:Bool = false, ?reverse:Bool = false, ?startFrame:Int = 0)
Plays an existing animation of the sprite object; it can override an animation. If there are two or similar names inside the name parameter; this rule is applied to all name parameters.
obj - The sprite object tag name to be used.
name - The specified name of the animation to use.
forced - Whether will the animation will be force to restart; Default value: false.
reverse - An optional parameter, Whether the animation will be played backwards; Default value false.
startFrame - An optional parameter, The animation frame in the animation to start from; Default value: 0.
addAnimation(obj:String, name:String, frames:Array, framerate:Int = 24, loop:Bool = true)
Adds a new animation of the sprite object.
obj - The sprite object tag name to be used.
name - The specified name of the animation to use.
frames - The indices indicating what animation frames to play in what order; Example: {1, 2, 3}.
framerate - The speed in frames per second that the animation should play at; Default is: 24.
loop - Whether will the animation will loop or just plays once; Default is true.
addAnimationByPrefix(obj:String, name:String, prefix:String, framerate:Int = 24, loop:Bool = true)
Adds a new animation from the xml file for the sprite object to use.
obj - The sprite object tag name to be used.
name - The specified name of the animation to use.
prefix - The prefix name inside the xml file to be played.
framerate - The speed in frames per second that the animation should play at; Default is: 24.
loop - Whether will the animation will loop or just plays once; Default is true.
addAnimationByIndices(obj:String, name:String, prefix:String, indices:String, framerate:Int = 24)
Adds a new animation with the specified indices for the animation frames to play for the sprite object to use. If you want the looped version of this function use addAnimationByIndicesLoop(); all parameters and its use are the same.
obj - The sprite object tag name to be used.
name - The specified name of the animation to use.
prefix - The prefix name inside the xml file to be played.
frames - The indices indicating what animation frames to play in what order; Example: 1, 2, 3.
framerate - The speed in frames per second that the animation should play at; Default is: 24.
addOffset(obj:String, anim:String, x:Float, y:Float)
Adds a new offset value on each animation.
obj - The sprite object tag name to be used.
anim - The specified name of the animation to use.
x - The new x offset value of the animation.
y - the new y offset value of the animation.
loadFrames(variable:String, image:String, spriteType:String = "sparrow")
Loads the Lua sprites animation frames.
variable The sprite object tag name to be used.
image - The image sprite for the sprite to use.
spriteType - An optional parameter, The specified sprite type of the Lua sprite could be either a sprite-sheet for sparrow or texture-atlas for tex; Default value: sparrow.
Precaching Functions
Note: It's highly recommended that you use this function onCreate() callback. These functions are mainly used for avoiding a massive game freeze when an asset first gets used.
addCharacterToList(name:String, type:String)
Pre-caches the sprite character, this used if you're switching characters.
name - The json name of the character.
type - The character type to be used; Can be either: boyfriend, dad or gf.
precacheImage(name:String)
Pre-caches the image sprite; Must be relative to mods/images, assets/images, or assets/shared/images folders.
name - The image sprite for the sprite to use.
precacheSound(name:String)
Pre-caches the sound; Must be relative to mods/sounds or assets/sounds folders.
name - The ogg sound file to be played.
precacheMusic(name:String)
Pre-caches the music; Must be relative to mods/music or assets/music folders.
name - The ogg music file to be played.
Object Order Functions
setObjectOrder(obj:String, position:Int)
Sets the current layer position of the object with a new value.
obj - The object tag name to be used.
position - The new layer position to be set.
getObjectOrder(obj:String)
Gets the current layer position of the object current value; Returns a float number.
obj - The object tag name to be used.
objectsOverlap(obj1:String, obj2:String)
Checks if two objects are overlapping each-other; Returns a boolean.
obj1 - The first object tag name to be used.
obj2 - The second object tag name to be used.
Scale Functions
setGraphicSize(obj:String, x:Int, y:Int = 0, updateHitbox:Bool = true)
Sets the object graphic size by pixels; Not to be confused with scaleObject().
obj - The object tag name to be used.
x - The width value of the object to be set.
y - The height value of the object to be set.
updateHitbox - Whether it will update the object's dimension or hitbox; Defualt is true.
scaleObject(obj:String, x:Float, y:Float, updateHitbox:Bool = true)
Sets the object size by scale properties.
obj - The object tag name to be used.
x - The scale.x value of the object to be set.
y - The scale.y value of the object to be set.
updateHitbox - Whether it will update the object's dimension or hitbox; Defualt is true.
updateHitbox(obj:String)
Updates the object's dimension or hitboxes. Used this if you're changing scale of the object.
obj - The object tag name to be used.
Midpoint/Position Functions
getGraphicMidpointX(variable:String)
Gets the midpoint x value in graphics, of the object; Not to be confused with getMidpointX() function; Returns a float number.
variable - The object tag name to be used.
getGraphicMidpointY(variable:String)
Gets the midpoint y value in graphics, of the object; Not to be confused with getMidpointY() function; Returns a float number.
variable - The object tag name to be used.
getMidpointX(variable:String)
Gets the midpoint x value of the object; Returns a float number.
variable - The object tag name to be used.
getMidpointY(variable:String)
Gets the midpoint y value of the object; Returns a float number.
variable - The object tag name to be used.
getScreenPositionX(variable:String)
Gets the screen x position of the object; Returns a float number.
variable - The object tag name to be used.
getScreenPositionY(variable:String)
Gets the screen y position of the object; Returns a float number.
variable - The object tag name to be used.
screenCenter(obj:String, pos:String = 'xy')
Sets the object to screen center with the specified x or y position.
obj - The object tag name to be used.
pos - The position you want to set in; Can be either: X, Y, XY.
Other Functions
setScrollFactor(obj:String, scrollX:Float, scrollY:Float)
Changes the object that moves along the camera when switching to characters.
obj - The object tag name to be used.
scrollX - The x value of the scroll to be set.
scrollY - The y value of the scroll to be set.
setObjectCamera(obj:String, camera:String)
Changes the object camera state.
obj - The object tag name to be used.
camera - The camera state to be set in; Can be either: camGame, camHUD or camOther
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