Constant Index
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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.