Skip to content

Instance Variables

firstBloodCalled

Type

Bool

Initial Value

false

globals

Type

Dynamic

overtimeCount

Type

Int

Initial Value

0

Instance Functions

addEventListener(type:Int, func:Listener, options?:EventListenerOptions):Void

addTimer(interval:Int, repeats:Int, func, options?:IntervalTimerOptions):Int

checkFirstBlood(foe:Character):Bool

description

Check if a valid first blood

checkTwoPlayersLastLife():Bool

description

Check if last 2 players and at their final stock

createCustomApiObject(customApiObjectContent:String, owner?:ApiObject):CustomApiObject

createCustomGameObject(customGameObjectContent:String, owner?:GameObject):GameObject

createLineSegmentStructure(points:Array<Float>, stats?:StructureStats):CustomLineSegmentStructure

createProjectile(projectileContent:String, owner?:GameObject):Projectile

createRibbonTrail(sprite:Sprite, segments:Int, singleAnchor:Bool):RibbonTrail

createShockwaveEffect(eventData:IShockwaveEffectEventData):Void

createSpriteStructure(sprite:Sprite):Structure

createStructure(structureContent:String):Structure

createVfx(vfxStats:VfxStats, owner?:GameObject):Vfx

freezeScreen(duration:Int, allowList:Array<GameObject>):Void

description

Freezes the screen, including all game objects Parameters:

  • Length of the freeze
  • Entities that will be allowed to update

getCamera():Camera

getCharacters():Array<Character>

getCollisionAreaByName(name:String):CollisionArea

getCollisionAreas():Array<CollisionArea>

getCustomGameObjects():Array<CustomGameObject>

getElapsedFrames():Int

description

Returns the amount of frames that have elapsed since the match started.

getMatchSettingsConfig():MatchSettingsConfig

getPlayers():Array<Character>

getProjectiles():Array<Projectile>

getStructureByName(name:String):Structure

getStructures():Array<Structure>

getTimeLeft():Int

description

Returns time (in frames) left in the match

hasEventListener(type:Int, func?:Listener):Bool

hasModifier(modifier:Int):Bool

description

Returns true if the provided match modifier is active. @see MatchModifier Parameters:

  • The match modifier to check for

isDisposed():Bool

isReplay():Bool

removeEventListener(type:Int, func:Listener):Void

removeTimer(uid:Int):Bool

spawnKOBlast(owner:GameObject):Vfx