Static Functions
GameObject.angleIsInSpikeThreshold(angle:Float):Bool
description
Returns true if the angle is within the spike threshold.
Instance Functions
addDamage(dmg:Float):Float
addStatusEffect(type:Int, value?:Float, options?:StatusEffectObjectOptions):StatusEffectObject
applyGlobalBodyStatus(status:Int, duration:Int):BodyStatusTimer
attemptGrab(foe:GameObject, options?:GrabOptions):Bool
description
Attempt to grab the foe.
Parameters:
- Instructions for the types of grab-safety checks to ignore
attemptHit(target:GameObject, hitboxStats:HitboxStats, collisionResult?:CollisionResult):Bool
description
Initiates processing as though a hitbox=>hurtbox collision was detected. Due to validation checks during processing, a "hit" may not occur. Parameters:
- GameObject receiving the hit
- Stats that determine the effect of the "hit"
- Optional object containing "boxes" that represent the positional information of any involved hitboxes during the hit. Can be useful for generating spatially aware hit effects, and will automatically adjust built-in hit effect positioning to the specified overlap box.
findStatusEffectObjectsByTag(type:Int, tag:String):Array<StatusEffectObject>
forceStartHitstop(value:Int, shake:Bool):Void
description
Forcibly starts a new set of hitstop. @see GameObjectEvent.HITSTOP_END @see GameObjectEvent.HITSTOP_START Parameters:
- Duration in frames
- True if camera should shake
forceStartHitstun(value:Int):Void
description
Forcibly starts a new set of hitstun. @see GameObjectEvent.ENTER_HITSTUN @see GameObjectEvent.EXIT_HITSTUN Parameters:
- Duration in frames
getAllGrabbedFoes():Array<GameObject>
description
Returns all foes the grabbed foes array.
getAlpha():Float
getAnimationStat(name:String):Dynamic
getAnimationStatsMetadata():Dynamic
getCostumeIndex():Int
getCostumeShader():PaletteSwapShader
getDamage():Float
getDamageCounterContainer():Container
getDamageCounterRenderSprite():Sprite
getGameObjectStat(name:String):Dynamic
getGameObjectStatsMetadata():Dynamic
getGrabbedFoe():GameObject
description
Returns the first grabbed foe in the grabbed foes array.
getHitstop():Int
getHitstun():Int
getOffscreenIndicator():OffscreenIndicator
getOriginalOwner():GameObject
getOriginalOwnerState():Int
getOwner():GameObject
getPlayerBorder():PlayerBorder
getRootOwner():GameObject
getScaleX():Float
getScaleY():Float
getSizeMultiplier():Float
getSprite():Sprite
getStatusEffectByType(type:Int):StatusEffect
getTeam():Int
getVisible():Bool
hasBodyStatus(flags:Int):Bool
moveScaled(x:Float, y:Float):Void
pause():Void
reactivateHitboxes():Void
description
Refreshes the attack's UID allowing it to hit again.
registerHit(attackId:Int):Void
releaseAllCharacters(grabReleaseKb?:Bool):Void
releaseCharacter(character:Character, grabReleaseKb?:Bool):Void
removeStatusEffect(type:Int, id:String):Bool
resume():Void
setAlpha(value:Float):Float
setCostumeIndex(costumeIndex:Int):Void
setCostumeShader(paletteSwapShader:PaletteSwapShader):Void
setDamage(dmg:Float):Float
setOwner(owner:GameObject):Void
setPlayerBorder(playerBorder:PlayerBorder):Void
setScaleX(scaleX:Float):Float
setScaleY(scaleY:Float):Float
setVisible(value:Bool):Bool
setXSpeedScaled(speed:Float):Float
setXVelocityScaled(velocity:Float):Float
setYSpeedScaled(speed:Float):Float
setYVelocityScaled(velocity:Float):Float
startHitstop(value:Int, shake:Bool):Bool
description
Attempts to start a new set of hitstop. Only starts a new set of hitstop if the new value is greater than the existing value. @see GameObjectEvent.HITSTOP_END @see GameObjectEvent.HITSTOP_START Parameters:
- Duration in frames
- True if camera should shake
startHitstun(value:Int):Bool
description
Attempts to start a new set of hitstun. Only starts a new set of hitstun if the new value is greater than the existing value. @see GameObjectEvent.ENTER_HITSTUN @see GameObjectEvent.EXIT_HITSTUN Parameters:
- Duration in frames