Module engine.Projectile

Functions

_M:act () Called by the engine when the projectile can move
_M:enoughEnergy (val) Do we have enough energy
_M:getEntityKind () Return the kind of the entity
_M:makeHoming (src, display, def, target, count, on_move, on_hit) Generate a projectile for an homing projectile
_M:makeProject (src, display, def, do_move, do_act, do_stop) Generate a projectile for a project() call
_M:move (x, y, force, map) Moves a projectile on the map *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face.
_M:moveDirection (x, y) Move one step to the given target if possible This tries the most direct route, if not available it checks sides and always tries to get closer
_M:on_move (x, y, target) Something moved in the same spot as us, hit ?
_M:useEnergy (val) Use some energy


Functions

_M:act ()
Called by the engine when the projectile can move
_M:enoughEnergy (val)
Do we have enough energy

Parameters

  • val:
_M:getEntityKind ()
Return the kind of the entity
_M:makeHoming (src, display, def, target, count, on_move, on_hit)
Generate a projectile for an homing projectile

Parameters

  • src:
  • display:
  • def:
  • target:
  • count:
  • on_move:
  • on_hit:
_M:makeProject (src, display, def, do_move, do_act, do_stop)
Generate a projectile for a project() call

Parameters

  • src:
  • display:
  • def:
  • do_move:
  • do_act:
  • do_stop:
_M:move (x, y, force, map)
Moves a projectile on the map *WARNING*: changing x and y properties manually is *WRONG* and will blow up in your face. Use this method. Always.

Parameters

  • x: coord of the destination
  • y: coord of the destination
  • force: if true do not check for the presence of an other entity. *Use wisely*
  • map: the map to move onto

Return value:

true if a move was *ATTEMPTED*. This means the actor will probably want to use energy
_M:moveDirection (x, y)
Move one step to the given target if possible This tries the most direct route, if not available it checks sides and always tries to get closer

Parameters

  • x:
  • y:
_M:on_move (x, y, target)
Something moved in the same spot as us, hit ?

Parameters

  • x:
  • y:
  • target:
_M:useEnergy (val)
Use some energy

Parameters

  • val:

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