CreateColRectangle: Difference between revisions

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colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight)
colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight)
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{{OOP| |ColShape.Rectangle||}}
===Required Arguments===  
===Required Arguments===  
*'''fX:''' The X position of the collision rectangle's west side
*'''fX:''' The X position of the collision rectangle's west side

Revision as of 05:38, 21 July 2014

This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See Rectangle for a definition of a rectangle. XY marks on the south west corner of the colshape.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
[[{{{image}}}|link=|]] Note: Attaching a rectangle colshape to another element may give unexpected results as the origin is not at the rectangle centre. Try using a collision circle for attaching instead

Syntax

colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight)

OOP Syntax Help! I don't understand this!

Method: ColShape.Rectangle(...)


Required Arguments

  • fX: The X position of the collision rectangle's west side
  • fY: The Y position of the collision rectangle's south side
  • fWidth: The collision rectangle's width
  • fHeight: The collision rectangle's height

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Example

Click to collapse [-]
Server

This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function set_zone.

theZone = false

function shapeHit ( thePlayer ) 
    outputChatBox ( getPlayerName ( thePlayer ) .. " is in the zone!" ) -- display a message in everyone's chat box
end

function setZone ( playerSource, commandName, fX, fY )
    if ( fY and fX ) then -- check we've got the 2 args we need
        local tempCol = createColRectangle ( fX, fY, 10.0, 10.0 ) -- create a col
        if ( tempCol == false ) then -- did the col get created successfully?
            outputConsole ( "Syntax is: set_zone <X> <Y>" ) -- inform the user what the valid syntax is
        else
            if ( theZone ~= false ) then -- did we already have a zone?
                destroyElement ( theZone ) -- if so, destroy it
            else
                   addEventHandler ( "onColShapeHit", theZone, shapeHit ) -- add a handler for the onColShapeHit event
            end
            theZone = tempCol -- and store the new zone we've made
            outputChatBox ( "Zone has moved!" ) -- and tell everyone
        end
    end
end
addCommandHandler ( "set_zone", setZone ) -- add a console function called set_zone that will trigger the function setZone

See Also