forked from 0ad/0ad
b5d9da29c1
*added CTerrain::getSlopeAngle[Face]() which returns the angle in radians of the slope of the terrain. getSlopeAngleFace should be used for entities because it takes into account which way the entity is facing, which allows for negative angles. *the max and min graphical rotation for the slope is under traits.pitch. This is used so that you can have certain units such as infantry that don't rotate very far go down steep slopes but not rotate too much. *JS documentation in docs/JSReg.rtf -- I put in most of the relevant global functions; still needs entity functions. This was SVN commit r3794.
96 lines
6.4 KiB
Plaintext
96 lines
6.4 KiB
Plaintext
{\rtf1\ansi\ansicpg1252\deff0\deflang1033{\fonttbl{\f0\froman\fprq2\fcharset0 Times New Roman;}{\f1\fswiss\fprq2\fcharset0 Arial;}{\f2\fswiss\fcharset0 Arial;}}
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{\*\generator Msftedit 5.41.15.1507;}\viewkind4\uc1\pard\nowidctlpar\f0\fs24 This is a function reference for scripters and modders. If you're not familiar with data types, you may find this helpful:\par
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\par
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int = a whole number like 0, 1, 55 etc.\par
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bool = can have two values - true or false.\par
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float = a "real number" with six decimal places e.g. 1, 5.589, 6.2, 3.14 ....\par
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string = a combination or "string" of characters and/or numbers. These are put in quotes e.g. "this is a string"\par
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\par
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entity = an object which represents a unit in the game. Each entity has its own set of functions and attributes.\par
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handle = each entity has a number assigned to it that the engine uses as its "ID". \par
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\par
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============================================================\par
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Class: Output\par
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\par
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WriteLog(...) - accepts any number of arguments of any type. All parameters are converted to strings. Output is NORMAL style log.\par
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==============================================================\par
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Class: Entity\par
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\par
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getEntityByHandle( int handle ) - returns the entity with the specified handle.\par
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getEntityTemplateName( string name ) - returns the entity template object that has the specified name.\par
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\par
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issueCommand( entity(s), int order_type, args[0], args[1]) - this will create a command, or order, for an entity or group of entities. This entity(s) is specified in the first parameter. order_type should be one of the net messages listed in the "net message order" section. args is an array that contains the data necessary for the order. For example, if it is a location message such as NMT_GOTO, args[0] should be the x coordinate of the destination and args[1] should be the y coordinate. See functions_sim_entity.js worldClickHandler for more information.\par
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\par
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createEntityFormation( entities, string name ) - creates a formation of type "name" out of the units in "entities".\par
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removeFromFormation( entity(s) ) - removes the entity(s) from their formation. It is required that if it is a group, they are all in the same formation.\par
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lockEntityFormation( entity, bool lock ) - If lock is true, the formation "entity" is in will be locked. Otherwise, it will be unlocked.\par
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isFormationLocked( entity ) -returns true if the entity's formation is locked, otherwise false.\par
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\par
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startPlacing( string name ) - Activates the building placement cursor for placing a building. "name" is the name of the entity to place. Returns true on sucess\par
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==========================================================\par
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Class: Events\par
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\par
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AddGlobalHandler( string event_name, function handler ) - Registers a global handler for the specified DOM event. function handler can be a fragment or function. Returns true on success, else false.\par
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RemoveGlobalHandler( string event_name, function handler ) - Removes a global handler. function handler can be a fragment or function. Returns true success.\par
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==========================================================\par
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Class Timer:\par
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\par
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setTimeout( code, int time ) - time is a delay in milliseconds. When this time has elapsed, "code" is executed once. Code can be a fragment or function \par
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Example: setTimeout( console.write("1 second passed"), 1000 ); Returns the ID of the timer (int).\par
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\par
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setIntervel( code, int time ) - nearly the same as setTimeout(), but "code" is executed every "time" milliseconds instead of once after a single delay.\par
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cancelIntervel() - causes all functions registered with setInterval to no longer be called.\par
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cancelTimer(int ID) - causes the timer or interval with this ID to longer be called.\par
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====================================================\par
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Class GameSetup:\par
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\par
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createServer() - creates and returns a network server object\par
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createClient() \endash creates and returns a client server object\par
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\par
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startGame() \endash begins the process of starting the game. Returns true on success. \endash may be changed soon\par
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\par
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endGame() \endash immediately ends the game\par
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\pard\brdrb\brdrdb\brdrw15\brsp20 \nowidctlpar =================================================\par
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\pard\nowidctlpar Class Internationalization:\par
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\par
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loadLanguage( string language ) \endash replaces the current langauge with \ldblquote language\rdblquote .\par
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getLanguageID() - returns the name of the current language [string].\par
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=================================================\par
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Class GUI:\par
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\par
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getGUIGlobal() - returns the "global" object associated with the current GUI.\par
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=================================================\par
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Class Misc. Engine:\par
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\par
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getFPS() - returns the frame rate of the game [int].\par
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exitProgram() - causes the game to exit.\par
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changeCursor(string cursor) - changes the cursor to [string]. Cursors are stored in "art\\textures\\cursors" and "cursor" is the basename of the texture.\par
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_lodbias(float sharpness) - changes the sharpness of textures (to "sharpness).\par
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setCameraTarget(CVector3D position) - move the camera to look at "position". Returns true on success. \par
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\par
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v3dist( CVector3D a, CVector3D b ) - returns the distance between vectors a and b [float].\par
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toggleWater() - toggles the rendering of water.\par
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===============================================\par
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Class water:\par
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\par
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setWaterHeight( float height ) - changes the height of the water to "height".\par
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getWaterHeight() - returns the height of the water plane [float].\par
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setWaterColor( float r, float g, float b ) - sets the color of the water plane to the specified components.\par
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setWaterMaxAlpha( float max ) - sets the maximum alpha value (when the water is at WaterFullDepth or deeper)\par
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setWaterFullDepth( float depth ) - sets WaterFullDepth to "depth"-lower values result in water becoming opaque faster as the water gets deeper.\par
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setAlphaWaterOffset( float offset ) - sets the water alpha offset (added to tweak water alpha near the shore).\par
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==================================================\par
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isPaused() - returns true if the game is paused (else false).\par
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setPaused(bool pause) - if true, the game is paused, else unpaused.\par
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getGameTime() - returns the amount of time elapsed since the start of the game.\par
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\par
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\par
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\par
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\par
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\par
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\par
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\par
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\f1\fs20\par
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\pard\f2\par
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}
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