CreateColCircle: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(→Syntax: OOP syntax added) |
||
Line 7: | Line 7: | ||
colshape createColCircle ( float fX, float fY, float radius ) | colshape createColCircle ( float fX, float fY, float radius ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP| |ColShape.Circle||}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''fX:''' The collision circle's center point's X axis position | *'''fX:''' The collision circle's center point's X axis position |
Revision as of 05:36, 21 July 2014
This function creates a collision circle. This is a shape that has a position and a radius and infinite height that you can use to detect a player's presence. Events will be triggered when a player enters or leaves it.
Tip: To visualize a colshape when writing scripts, use the client console command showcol |
Syntax
colshape createColCircle ( float fX, float fY, float radius )
OOP Syntax Help! I don't understand this!
- Method: ColShape.Circle(...)
Required Arguments
- fX: The collision circle's center point's X axis position
- fY: The collision circle's center point's Y axis position
- radius The radius of the collision circle
Returns
Returns a colshape element if successful, false if invalid arguments were passed to the function.
Example
Click to collapse [-]
ServerThis 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 all 3 args we need local tempCol = createColCircle ( fX, fY, 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
- addColPolygonPoint
- createColCircle
- createColCuboid
- createColPolygon
- createColRectangle
- createColSphere
- createColTube
- getColPolygonHeight
- getColPolygonPoints
- getColPolygonPointPosition
- getColShapeType
- getColShapeRadius
- getColShapeSize
- getElementColShape
- getElementsWithinColShape
- isElementWithinColShape
- isInsideColShape
- removeColPolygonPoint
- setColPolygonHeight
- setColPolygonPointPosition
- setColShapeRadius
- setColShapeSize