Constant Index
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C
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D
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I
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P
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R
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W
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A
attack1_down
attack1_down_left
attack1_down_right
attack1_left
attack1_right
attack1_up
attack1_up_left
attack1_up_right
C
C_ANIM_FRAME_LAST
C_BLEND_MODE_ADDITIVE
C_BLEND_MODE_NEGATIVE
C_BLEND_MODE_NORMAL
C_CATEGORIES_ALL
C_CATEGORIES_NONE
C_CATEGORY_BULLET
C_CATEGORY_CHARACTER
C_CATEGORY_DAMAGE
C_CATEGORY_ENEMY
C_CATEGORY_ENTITY
C_CATEGORY_PLATFORM
C_CATEGORY_PLAYER
C_CATEGORY_POWER_UP
C_CATEGORY_TILEPIC
C_DISTANCE_CLOSE
C_DISTANCE_INSIDE
C_DISTANCE_NOT_ON_SAME_MAP
C_DISTANCE_TALK
C_DRAW_SCREEN_COORDS
C_DRAW_WORLD_COORDS
C_FACING_COUNT
C_FACING_DOWN
C_FACING_DOWN_LEFT
C_FACING_DOWN_RIGHT
C_FACING_LEFT
C_FACING_NONE
C_FACING_RIGHT
C_FACING_UP
C_FACING_UP_LEFT
C_FACING_UP_RIGHT
C_FONT_DEFAULT
C_FONT_SMALL
C_GRAVITY_OVERRIDE_DISABLED
C_LAYER_NONE
C_MATERIAL_SPECIAL_NONE
C_MATERIAL_TYPE_DUMMY
C_MATERIAL_TYPE_NONE
C_MATERIAL_TYPE_NORMAL
C_MATERIAL_TYPE_VERTICAL_LADDER
C_MATERIAL_TYPE_WARP
C_NODE_TYPE_NORMAL
C_NODE_TYPE_WARP
C_ORIGIN_BOTTOM_CENTER
C_ORIGIN_CENTER
C_ORIGIN_CENTER_LEFT
C_ORIGIN_CENTER_RIGHT
C_ORIGIN_TOP_LEFT
C_PLATFORM_LINUX
C_PLATFORM_OSX
C_PLATFORM_WINDOWS
C_PROBABILITY_DEFAULT
C_RAY_DEBUG
C_RAY_ENTITIES
C_RAY_EVERYTHING
C_RAY_TILE_PIC
C_SOUND_NONE
C_TILE_TYPE_BLANK
C_TILE_TYPE_ENTITY
C_TILE_TYPE_PIC
C_TIME_FOREVER
C_TRIGGER_BEHAVIOR_NORMAL
C_TRIGGER_BEHAVIOR_PULSE
C_TRIGGER_TYPE_NONE
C_TRIGGER_TYPE_REGION_IMAGE
D
die_down
die_down_left
die_down_right
die_left
die_right
die_up
die_up_left
die_up_right
I
idle_down
idle_down_left
idle_down_right
idle_left
idle_right
idle_up
idle_up_left
idle_up_right
P
pain_down
pain_down_left
pain_down_right
pain_left
pain_right
pain_up
pain_up_left
pain_up_right
R
run_down
run_down_left
run_down_right
run_left
run_right
run_up
run_up_left
run_up_right
S
special1_down
special1_down_left
special1_down_right
special1_left
special1_right
special1_up
special1_up_left
special1_up_right
W
walk_down
walk_down_left
walk_down_right
walk_left
walk_right
walk_up
walk_up_left
walk_up_right
Means the last frame of the animation.
Colors overlay to get brighter.
Colors are removed to make things darker.
Default blending mode.
Sets all to on.
Sets all to off.
A default category setup for your own use.
A default category setup for your own use.
A default category setup for your own use.
A default category setup for your own use.
All entities start as being a member of this.
A default category setup for your own use.
A default category setup for your own use.
A default category setup for your own use.
All tilepics are marked as this category.
The closest you can get to someone/something without trying to go inside him.
Means actually try to go inside the target when used with GoalManager::AddApproach.
If Entity::GetDistanceFromEntityByID returns this, you know the entity in question has left the map.
How close someone should be to talk.
The numbers passed in are in screen coordinates, so 0,0 would always mean the upper-left most dot on the screen.
The numbers passed in are in world coordinates, drawing a dot at an entities position would draw it over wherever the entity is, possibly offscreen.
How many directions we support, this will be 8.
Means no facing at all.
A medium sized font.
A very small font.
Use the default Map’s gravity on this entity instead of a user defined one.
This means an invalid layer.
Default, no special properties.
For tweaking sorting and smart shadows.
Means invalid material.
The default.
For designating shapes as ladders.
For designating shapes as warps.
A normal node, nothing special.
A warp or door.
Used to say “equal chance of creating all types particles we add”.
The rays will be visually drawn on the screen, helps to figure out problems.
The ray will hit only entities.
The ray will hit entities as well as tile pics.
The ray will hit only tile pics.
Sound functions return this if no sound was created.
A blank/invalid tile.
This means the Tile houses an Entity inside and Tile::GetAsEntity is safe to use.
This means the Tile houses a TilePic inside and Tile::GetAsTilePic is safe to use.
A very large number, as close to “forever” as we can get with milliseconds of time.
OnTriggerEnter(ent) and OnTriggerExit(ent) are called.
In addition to OnTriggerEnter(ent) and OnTriggerExit(ent) being called, OnTriggerInside(ent) is called at the interval set by behaviorParm.
Disables the trigger.
Trigger is enabled when active player overlaps this entity’s image.
If you want a single frame only for your entity, use only this state.
©2008 Seth A. Robinson · Last updated May 16th ·
Generated by Natural Docs
Novashell Scripting Reference
Overview
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Attack2
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Special1
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