Skyline Lua API
Version 1.0
Lua Script Reference for Skyline Game Engine.
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#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... | |
z | 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 | |
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
void enum::body_Capsule | ( | ) |
Use this enum when calling the physics.addBody(entityID, enum.body_Type, active).
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).
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).
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).
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).
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).
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).
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.
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.
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.
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.
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.
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
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
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
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
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
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.
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.
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);.
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);.
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);.
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);.
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);.
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.
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.
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.
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.
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.
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.
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.
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.
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
enum::x |
This function returns the x,y,z fixed 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 |