CreateColRectangle: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
colshape createColRectangle ( float fX, float fY, float fWidth, float | colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''fX:''' The X position of the collision rectangle's | *'''fX:''' The X position of the collision rectangle's west side | ||
*'''fY:''' The Y position of the collision rectangle's | *'''fY:''' The Y position of the collision rectangle's south side | ||
*'''fWidth:''' The collision rectangle's width | *'''fWidth:''' The collision rectangle's width | ||
*''' | *'''fHeight:''' The collision rectangle's height | ||
===Returns=== | ===Returns=== |
Revision as of 11:45, 4 February 2011
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.
Syntax
colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight)
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 [-]
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 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
- addColPolygonPoint
- createColCircle
- createColCuboid
- createColPolygon
- createColRectangle
- createColSphere
- createColTube
- getColPolygonHeight
- getColPolygonPoints
- getColPolygonPointPosition
- getColShapeType
- getColShapeRadius
- getColShapeSize
- getElementColShape
- getElementsWithinColShape
- isElementWithinColShape
- isInsideColShape
- removeColPolygonPoint
- setColPolygonHeight
- setColPolygonPointPosition
- setColShapeRadius
- setColShapeSize