Skyline Lua API  Version 1.0
Lua Script Reference for Skyline Game Engine.
enum Class Reference

#include <LUA_API_Enum.h>

Public Member Functions

void GS_GameMain ()
 call thi function when you need to pass a Game state ID More...
 
void GS_GamePaused ()
 call thi function when you need to pass a Game state ID More...
 
void GS_GameStart ()
 call thi function when you need to pass a Game state ID More...
 
void GS_GameOver ()
 call thi function when you need to pass a Game state ID More...
 
void GS_GameWin ()
 call thi function when you need to pass a Game state ID More...
 
void GS_User1 ()
 
void GS_User2 ()
 
void GS_User3 ()
 
void GS_User4 ()
 
void GS_User5 ()
 
void GS_User6 ()
 
void GS_User7 ()
 
void GS_User8 ()
 
void GS_User9 ()
 
void GS_User10 ()
 
void rotateDegree ()
 Call this Function inside a Rotation function to let the system know to use degrees instead of Radians. More...
 
void rotateRadian ()
 Call this Function inside a Rotation function to let the system know to use radians instead of degrees. More...
 
vector3 direction_Unit_X ()
 This function returns the x,y,z fixed direction. More...
 
vector3 direction_Unit_Y ()
 This function returns the x,y,z fixed direction. More...
 
vector3 direction_Negative_Unit_Z ()
 This function returns the x,y,z fixed direction. More...
 
vector3 direction_Negative_Unit_X ()
 This function returns the x,y,z fixed direction. More...
 
vector3 direction_Negative_Unit_Y ()
 This function returns the x,y,z fixed direction. More...
 
direction_Negative_Unit_Z ()
 
void body_Cube ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_Sphere ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_Cylinder ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_Capsule ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_PlayerCapsule ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_ConvexHull ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void body_MeshHull ()
 Use this enum when calling the physics.addBody(entityID, enum.body_Type, active). More...
 
void vehicleSound_TickOver ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_EngineLow ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_EngineHigh ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_Exhaust ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_Turbo ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_GearChange ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_TireSlip ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleSound_Handbrake ()
 Use this enum to specify a section of sound when using vehicles. More...
 
void vehicleDrive_FrontWheels ()
 Use this enum when calling vehicle.setDriveAxles(id, enum);. More...
 
void vehicleDrive_RearWheels ()
 Use this enum when calling vehicle.setDriveAxles(id, enum);. More...
 
void vehicleDrive_FourWheels ()
 Use this enum when calling vehicle.setDriveAxles(id, enum);. More...
 
void vehicleDrive_SixWheels ()
 Use this enum when calling vehicle.setDriveAxles(id, enum);. More...
 
void vehicleDrive_EightWheels ()
 Use this enum when calling vehicle.setDriveAxles(id, enum);. More...
 

Public Attributes

 x
 This function returns the x,y,z fixed direction. More...
 
 y
 

Detailed Description

If a function requires a special ID you will can find a word friendly version here.

Use as enum.function()
For more information on how these functions can be used please visit the User Manual - https://home.aurasoft-skyline.co.uk

Member Function Documentation

void enum::body_Capsule ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
3 for Capsule


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_Capsule(), active);
end
void enum::body_ConvexHull ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
5 for ConvexHull


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_ConvexHull(), active);
end
void enum::body_Cube ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
0 for Cube


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()
The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_Cube(), active);
end
void enum::body_Cylinder ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
2 for Cylinder


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_Cylinder(), active);
end
void enum::body_MeshHull ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
6 for MeshHull


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_MeshHull(), active);
end
void enum::body_PlayerCapsule ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
4 for PlayerCapsule


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_PlayerCapsule(), active);
end
void enum::body_Sphere ( )

Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).

Returns
1 for Sphere


0:enum.body_Cube()
1:enum.body_Sphere()
2:enum.body_Cylinder()
3:enum.body_Capsule()
4:enum.body_PlayerCapsule()
5:enum.body_ConvexHull()
6:enum.body_MeshHull()
The following is a Small Example on how to use this function:

function onInit( objID )
    physics.addBody(objID, enum.body_Sphere(), active);
end
vector3 enum::direction_Negative_Unit_X ( )

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Negative Unit X = vector(-1,0,0)

The following is a Small Example on how to use this function:

function onInit( objID )
    x,y,z = enum.direction_Negative_Unit_X() ; 
    entity.isColliding(obj ,enum.direction_Negative_Unit_X(), range)  
end
vector3 enum::direction_Negative_Unit_Y ( )

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Negative Unit Y = vector(0,-1,0)

The following is a Small Example on how to use this function:

function onInit( objID )
    x,y,z = enum.direction_Negative_Unit_Y() ; 
    entity.isColliding(obj ,enum.direction_Negative_Unit_Y(), range)  
end
vector3 enum::direction_Negative_Unit_Z ( )

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Unit Z = vector(0,0,1)

The following is a Small Example on how to use this function:

function onInit( objID )
    entity.isColliding(obj ,enum.direction_Negative_Unit_Z(), range)  
end
z enum::direction_Negative_Unit_Z ( )
vector3 enum::direction_Unit_X ( )

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Unit X = vector(1,0,0)

The following is a Small Example on how to use this function:

function onInit( objID )
    entity.isColliding(obj ,enum.direction_Unit_X(), range)  
end
vector3 enum::direction_Unit_Y ( )

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Unit Y = vector(0,1,0)

The following is a Small Example on how to use this function:

function onInit( objID )
    entity.isColliding(obj ,enum.direction_Unit_Y(), range)  
end
void enum::GS_GameMain ( )

call thi function when you need to pass a Game state ID

Returns
The ID for the respective funtion.


GS_GameMain = 1
GS_GamePaused = 2
GS_GameStart = 3
GS_GameOver = 4
GS_GameWin = 5

The following is a Small Example on how to use this function:

function onInit( objID )
    sky.setGameState( enum.GS_GameMain() );
end
void enum::GS_GameOver ( )

call thi function when you need to pass a Game state ID

Returns
The ID for the respective funtion.

The following is a Small Example on how to use this function:

function onInit( objID )
    sky.setGameState( enum.GS_GameOver() );
end
void enum::GS_GamePaused ( )

call thi function when you need to pass a Game state ID

Returns
The ID for the respective funtion.

The following is a Small Example on how to use this function:

function onInit( objID )
    sky.setGameState( enum.GS_GamePaused() );
end
void enum::GS_GameStart ( )

call thi function when you need to pass a Game state ID

Returns
The ID for the respective funtion.

The following is a Small Example on how to use this function:

function onInit( objID )
    sky.setGameState( enum.GS_GameStart() );
end
void enum::GS_GameWin ( )

call thi function when you need to pass a Game state ID

Returns
The ID for the respective funtion.

The following is a Small Example on how to use this function:

function onInit( objID )
    sky.setGameState( enum.GS_GameOver() );
end
void enum::GS_User1 ( )
void enum::GS_User10 ( )
void enum::GS_User2 ( )
void enum::GS_User3 ( )
void enum::GS_User4 ( )
void enum::GS_User5 ( )
void enum::GS_User6 ( )
void enum::GS_User7 ( )
void enum::GS_User8 ( )
void enum::GS_User9 ( )
void enum::rotateDegree ( )

Call this Function inside a Rotation function to let the system know to use degrees instead of Radians.

Returns
0 for Degrees


rotateDegree = 0
rotateRadian = 1
The following is a Small Example on how to use this function:

function onInit( objID )
    entity.roll(obj, 1, enum.rotateDegree);
end
void enum::rotateRadian ( )

Call this Function inside a Rotation function to let the system know to use radians instead of degrees.

Returns
0 for Degrees


rotateDegree = 0
rotateRadian = 1
The following is a Small Example on how to use this function:

function onInit( objID )
    entity.roll(obj, 1, enum.rotateRadian);
end
void enum::vehicleDrive_EightWheels ( )

Use this enum when calling vehicle.setDriveAxles(id, enum);.

Returns
4 for Eight wheel Drive


0:enum.vehicleSound_FrontWheels()
1:enum.vehicleSound_RearWheels()
2:enum.vehicleSound_FourWheels()
3:enum.vehicleSound_SixWheels()
4:enum.vehicleSound_EightWheels()

The following is a Small Example on how to use this function:

function onInit( objID )
    vehicle.setDriveAxles(vehicleID, enum.vehicleSound_FrontWheels());
end
void enum::vehicleDrive_FourWheels ( )

Use this enum when calling vehicle.setDriveAxles(id, enum);.

Returns
2 for four wheel drive


0:enum.vehicleSound_FrontWheels()
1:enum.vehicleSound_RearWheels()
2:enum.vehicleSound_FourWheels()
3:enum.vehicleSound_SixWheels()
4:enum.vehicleSound_EightWheels()

The following is a Small Example on how to use this function:

function onInit( objID )
    vehicle.setDriveAxles(vehicleID, enum.vehicleSound_FrontWheels());
end
void enum::vehicleDrive_FrontWheels ( )

Use this enum when calling vehicle.setDriveAxles(id, enum);.

Returns
0 for Front wheel Drive


0:enum.vehicleSound_FrontWheels()
1:enum.vehicleSound_RearWheels()
2:enum.vehicleSound_FourWheels()
3:enum.vehicleSound_SixWheels()
4:enum.vehicleSound_EightWheels()
The following is a Small Example on how to use this function:

function onInit( objID )
    vehicle.setDriveAxles(vehicleID, enum.vehicleSound_FrontWheels());
end
void enum::vehicleDrive_RearWheels ( )

Use this enum when calling vehicle.setDriveAxles(id, enum);.

Returns
1 for Rear wheel Drive


0:enum.vehicleSound_FrontWheels()
1:enum.vehicleSound_RearWheels()
2:enum.vehicleSound_FourWheels()
3:enum.vehicleSound_SixWheels()
4:enum.vehicleSound_EightWheels()

The following is a Small Example on how to use this function:

function onInit( objID )
    vehicle.setDriveAxles(vehicleID, enum.vehicleSound_FrontWheels());
end
void enum::vehicleDrive_SixWheels ( )

Use this enum when calling vehicle.setDriveAxles(id, enum);.

Returns
3 for Six wheel Drive


0:enum.vehicleSound_FrontWheels()
1:enum.vehicleSound_RearWheels()
2:enum.vehicleSound_FourWheels()
3:enum.vehicleSound_SixWheels()
4:enum.vehicleSound_EightWheels()

The following is a Small Example on how to use this function:

function onInit( objID )
    vehicle.setDriveAxles(vehicleID, enum.vehicleSound_FrontWheels());
end
void enum::vehicleSound_EngineHigh ( )

Use this enum to specify a section of sound when using vehicles.

Returns
2 for Engine High RPM.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_EngineHigh(), true);
end
void enum::vehicleSound_EngineLow ( )

Use this enum to specify a section of sound when using vehicles.

Returns
1 for Engine Low RPM Sounds.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_EngineLow(), true);
end
void enum::vehicleSound_Exhaust ( )

Use this enum to specify a section of sound when using vehicles.

Returns
3 for Exhaust.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_Exhaust(), true);
end
void enum::vehicleSound_GearChange ( )

Use this enum to specify a section of sound when using vehicles.

Returns
5 for GearChange.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_GearChange(), true);
end
void enum::vehicleSound_Handbrake ( )

Use this enum to specify a section of sound when using vehicles.

Returns
7 for Handbrake.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_Handbrake(), true);
end
void enum::vehicleSound_TickOver ( )

Use this enum to specify a section of sound when using vehicles.

Returns
0 for Tick Over.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()
The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_TickOver(), true);
end
void enum::vehicleSound_TireSlip ( )

Use this enum to specify a section of sound when using vehicles.

Returns
6 for TireSlip.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_TireSlip(), true);
end
void enum::vehicleSound_Turbo ( )

Use this enum to specify a section of sound when using vehicles.

Returns
4 for Turbo.


0:enum.vehicleSound_TickOver()
1:enum.vehicleSound_EngineLow()
2:enum.vehicleSound_EngineHigh()
3:enum.vehicleSound_Exhaust()
4:enum.vehicleSound_Turbo()
5:enum.vehicleSound_GearChange()
6:enum.vehicleSound_TireSlip()
7:enum.vehicleSound_Handbrake()

The following is a Small Example on how to use this function:

function onInit( objID )
    physics.useSound(vehicleID, enum.vehicleSound_Turbo(), true);
end

Member Data Documentation

enum::x

This function returns the x,y,z fixed direction.

Returns
x,y,z vector direction

This enum can be used in any argument requiring a vector direction satisfying all 3 values z,y,z
Negative Unit Z = vector(0,0,-1)

The following is a Small Example on how to use this function:

function onInit( objID )
    x,y,z = enum.direction_Negative_Unit_Z() ; 
    entity.isColliding(obj ,enum.direction_Negative_Unit_Z(), range)  
end
enum::y

The documentation for this class was generated from the following file: