Class engine.Level

Define a level

Methods

engine.Level:init (level, map)

Initializes the level with a "level" and a map

engine.Level:addSublevel (name, level)

Adds a sublevel

engine.Level:removeSublevel (name)

Removes a sublevel

engine.Level:selectSublevel (name)

Activate the given sublevel to become the new main one

engine.Level:addEntity (e, after, no_error)

Adds an entity to the level Only entities that need to act need to be added.

engine.Level:removeEntity (e, force)

Removes an entity from the level

engine.Level:hasEntity (e)

Is the entity on the level?

engine.Level:findEntity (filter)

Find an entity

engine.Level:save ()

Serialization

engine.Level:setEntitiesList (type, list, permanent)

Setup an entity list for the level, this allows the Zone to pick objects/actors/...

engine.Level:getEntitiesList (type)

Gets an entity list for the level, this allows the Zone to pick objects/actors/...

engine.Level:removed ()

Removed, so we remove all entities

engine.Level:decay (what, check)

Decay the level Decaying means we look on the map for the given type of entities and if we are allowed to we delete them

engine.Level:pickSpot (filter)

Pick a random spot matching the given filter

engine.Level:pickSpotRemove (filter)

Pick a random spot matching the given filter and remove it

engine.Level:pickSpotFrom (filter, spots)

Pick a random spot matching the given filter

engine.Level:pickSpotRemoveFrom (filter, spots)

Pick a random spot matching the given filter and remove it



Methods

engine.Level:init (level, map)
Initializes the level with a "level" and a map

Parameters:

  • level
  • map
engine.Level:addSublevel (name, level)
Adds a sublevel

Parameters:

  • name
  • level
engine.Level:removeSublevel (name)
Removes a sublevel

Parameters:

  • name
engine.Level:selectSublevel (name)
Activate the given sublevel to become the new main one

Parameters:

  • name
engine.Level:addEntity (e, after, no_error)
Adds an entity to the level Only entities that need to act need to be added. Terrain features do not need this usually

Parameters:

  • e
  • after
  • no_error
engine.Level:removeEntity (e, force)
Removes an entity from the level

Parameters:

  • e
  • force
engine.Level:hasEntity (e)
Is the entity on the level?

Parameters:

  • e
engine.Level:findEntity (filter)
Find an entity

Parameters:

  • filter
engine.Level:save ()
Serialization
engine.Level:setEntitiesList (type, list, permanent)
Setup an entity list for the level, this allows the Zone to pick objects/actors/...

Parameters:

  • type
  • list
  • permanent
engine.Level:getEntitiesList (type)
Gets an entity list for the level, this allows the Zone to pick objects/actors/...

Parameters:

  • type
engine.Level:removed ()
Removed, so we remove all entities
engine.Level:decay (what, check)
Decay the level Decaying means we look on the map for the given type of entities and if we are allowed to we delete them

Parameters:

  • what what Map feature to decay (ACTOR, OBJECT, ...)
  • check either a boolean or a function, if true the given entity will be decayed

Returns:

  1. the number of decayed entities
  2. the total number of such entities remaining
engine.Level:pickSpot (filter)
Pick a random spot matching the given filter

Parameters:

  • filter
engine.Level:pickSpotRemove (filter)
Pick a random spot matching the given filter and remove it

Parameters:

  • filter
engine.Level:pickSpotFrom (filter, spots)
Pick a random spot matching the given filter

Parameters:

  • filter
  • spots
engine.Level:pickSpotRemoveFrom (filter, spots)
Pick a random spot matching the given filter and remove it

Parameters:

  • filter
  • spots
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