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ScriptingPlayer

SuperTux Bot edited this page Jul 6, 2024 · 19 revisions

This file is auto-generated from the SuperTux source code, using the template ScriptingPage.md.

Summary

This module contains methods controlling the player

Instances

The first player can be accessed using Tux, or sector.Tux from the console. All following players (2nd, 3rd, etc...) can be accessed by Tux{index}. For example, to access the 2nd player, use Tux1 (or sector.Tux1 from the console).

Inheritance

This class inherits functions and variables from the following base classes:

Methods

Method Explanation
void use_scripting_controller(bool enable) Uses a scriptable controller for all user input (or restores controls)
void do_scripting_controller(string control, bool pressed) Instructs the scriptable controller to press or release a button

control - Can be “left”, “right”, “up”, “down”, “jump”, “action”, “start”, “escape”, “menu-select”, “menu-select-space”, “menu-back”, “remove”, “cheat-menu”, “debug-menu”, “console”, “peek-left”, “peek-right”, “peek-up” or “peek-down”.
void kill(bool completely) Hurts Tux

completely - If true, he will be killed even if he had "grow" or a superior bonus.
bool add_bonus(string bonus) Gives Tux the specified bonus unless Tux’s current bonus is superior

bonus - Can be "grow", "fireflower", "iceflower", "airflower" or "earthflower" at the moment.
bool set_bonus(string bonus) Gives Tux the specified bonus

bonus - Can be "grow", "fireflower", "iceflower", "airflower" or "earthflower" at the moment.
string get_bonus() Returns Tux's current bonus
void add_coins(int count) Gives the player a number of coins
int get_coins() Returns the number of coins the player currently has
void kick() Start kick animation
string get_action() Gets the player's current action/animation
void do_cheer() Play cheer animation
void do_duck() Makes Tux duck down, if possible
void do_standup() Makes Tux stand back up, if possible
void do_standup() Makes Tux stand back up, if possible
void do_backflip() Makes Tux do a backflip, if possible
void do_jump(float yspeed) Makes Tux jump in the air, if possible

yspeed - Sensible values are negative - unless we want to jump into the ground of course.
float get_velocity_x() Returns Tux’s velocity in X direction
float get_velocity_y() Returns Tux’s velocity in Y direction
void set_velocity(float x, float y) Sets the velocity of the player to a programmable/variable speed

x - The speed Tux will move on the x axis.
y - The speed Tux will move on the y axis.
void set_visible(bool visible) Deprecated!

Set Tux visible or invisible
bool get_visible() Deprecated!

Returns true if Tux is currently visible (has not been set invisible by the set_visible() method)
bool has_grabbed(string name) Returns whether the player is carrying a certain object

name - Name of the portable object to check for.
void set_ghost_mode(bool enable) Switches ghost mode on/off
bool get_ghost_mode() Returns whether ghost mode is currently enabled
void trigger_sequence(string sequence_name) Orders the current GameSession to start a sequence

sequence_name - One of “stoptux”, “endsequence” or “fireworks”.
void activate() Give control back to user/scripting
void deactivate() Deactivate user/scripting input for Tux
bool get_input_pressed(string input) Gets whether the current input on the keyboard/controller/touchpad has been pressed

input - Can be “left”, “right”, “up”, “down”, “jump”, “action”, “start”, “escape”, “menu-select”, “menu-select-space”, “menu-back”, “remove”, “cheat-menu”, “debug-menu”, “console”, “peek-left”, “peek-right”, “peek-up” or “peek-down”.
bool get_input_held(string input) Gets whether the current input on the keyboard/controller/touchpad is being held

input - Valid values are listed above.
bool get_input_released(string input) Gets whether the current input on the keyboard/controller/touchpad has been released

input - Valid values are listed above.
void walk(float speed) Makes Tux walk
void set_dir(bool right) Face Tux in the proper direction

right - Set to true to make Tux face right, false to face left.

Variables

None.

Constants

None.

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