-
-
Notifications
You must be signed in to change notification settings - Fork 539
ScriptingGlobals
SuperTux Bot edited this page Jul 6, 2024
·
12 revisions
This file is auto-generated from the SuperTux source code, using the template ScriptingPage.md.
This module contains global methods
None.
None.
Method | Explanation |
---|---|
void display(ANY object) |
Displays the value of an argument |
void print_stacktrace() |
Displays the contents of the current stack |
Thread get_current_thread() |
Returns the currently running thread |
bool is_christmas() |
Returns whether the game is in christmas mode |
void start_cutscene() |
Starts a skippable cutscene |
void end_cutscene() |
Ends a skippable cutscene |
bool check_cutscene() |
Checks if a skippable cutscene is currently running |
void wait(float seconds) |
Suspends the script execution for a specified number of seconds |
void wait_for_screenswitch() |
Suspends the script execution until the current screen has been changed |
void exit_screen() |
Exits the currently running screen (for example, force exits from worldmap or scrolling text) |
string translate(string text) |
Translates a text into the user's language (by looking in the .po files) |
string _(string text) |
Same function as translate()
|
string translate_plural(string text, string text_plural, int num) |
Translates a text into the user's language (by looking in the .po files) |
string __(string text, string text_plural, int num) |
Same function as translate_plural()
|
void display_text_file(string filename) |
Displays a text file and scrolls it over the screen (on next screenswitch) |
void load_worldmap(string filename, string sector, string spawnpoint) |
Loads and displays a worldmap (on next screenswitch), using the savegame of the current worldmapsector - Forced sector to spawn in the worldmap on. Leave empty to use last sector from savegame. spawnpoint - Forced spawnpoint to spawn in the worldmap on. Leave empty to use last position from savegame. |
void set_next_worldmap(string dirname, string sector, string spawnpoint) |
Switches to a different worldmap after unloading the current one, after exit_screen() is calleddirname - The world directory, where the "worldmap.stwm" file is located. sector - Forced sector to spawn in the worldmap on. Leave empty to use last sector from savegame. spawnpoint - Forced spawnpoint to spawn in the worldmap on. Leave empty to use last position from savegame. |
void load_level(string filename) |
Loads and displays a level (on next screenswitch), using the savegame of the current level |
void import(string filename) |
Loads a script file and executes it |
void debug_collrects(bool enable) |
Enables/disables drawing of collision rectangles |
void debug_show_fps(bool enable) |
Enables/disables drawing of FPS |
void debug_draw_solids_only(bool enable) |
Enables/disables drawing of non-solid layers |
void debug_draw_editor_images(bool enable) |
Enables/disables drawing of editor images |
void debug_worldmap_ghost(bool enable) |
Enables/disables worldmap ghost mode |
void set_game_speed(float speed) |
Sets the game speed to speed
|
void save_state() |
Saves world state to scripting table |
void load_state() |
Loads world state from scripting table |
void play_music(string musicfile) |
Changes the music to musicfile
|
void fade_in_music(string musicfile, float fadetime) |
Fades in the music from musicfile for fadetime seconds |
void stop_music(float fadetime) |
Fades out the music for fadetime secondsfadetime - Set to "0" for no fade-out. |
void resume_music(float fadetime) |
Resumes and fades in the music for fadetime secondsfadetime - Set to "0" for no fade-in. |
void pause_music(float fadetime) |
Pauses the music with a fade-out for fadetime secondsfadetime - Set to "0" for no fade-out. |
void play_sound(string soundfile) |
Plays soundfile as a sound |
void grease() |
Speeds Tux up |
void invincible() |
Makes Tux invincible for 10000 units of time |
void ghost() |
Makes Tux a ghost, i.e |
void mortal() |
Recalls Tux's invincibility and ghost status |
void restart() |
Re-initializes and respawns Tux at the beginning of the current level |
void gotoend() |
Moves Tux near the end of the current level |
void warp(float offset_x, float offset_y) |
Moves Tux to the X and Y blocks, relative to his position |
void set_gamma(float gamma) |
Adjusts the gamma |
int rand() |
Returns a random integer |
void set_title_frame(string image) |
Sets the frame, displayed on the title screen |
None.
None.
Home
Guidelines
Game Mechanics
Tools
Engine
- Cameras in other games
- Collision
- Configuration File
- Console
- Cutscenes
- Game_Engine
- Lighting
- Map_transformer
- Portables
- SceneGraph
- Scripting
Specifications
Milestones
- Milestone 1 Analysis
- Milestone 2 Design Document
- Milestone 2 Design Document Old
- Milestone 3 Design Document
Building (mostly outdated)
- INSTALL.md
- Building
- Building on macOS
- Building SuperTux
- Building on Windows
- Building with MXE (cross-compile)
Meetings