Scripting API ‐ Frame - ipodtouch0218/NSMB-MarioVsLuigi GitHub Wiki
Frame struct
Represents the current state of the game. Use the frame
global variable to read or modify the state of the game.
Functions
Function |
Return Type |
Description |
getStageTile(x, y) |
StageTileInstance |
Returns the StageTileInstance at the given coordinates. If at least one of the coordinates given is outside the bounds of the stage, this function returns null . |
getPlayerData(playerRef) |
PlayerData |
Returns the PlayerData for the given playerRef . Returns null if the player does not exist, or is outside the 0-9 bounds. |
findAsset(path) |
AssetRef |
Returns the AssetRef of the asset at the given path . Returns null if no asset exists with that path. |
create() |
EntityRef |
Creates a new blank entity. Returns the EntityRef for the newly created entity. |
create(entityPrototype) |
EntityRef |
Creates a new entity from an EntityPrototype (prefab). Returns the entityRef for the newly created entity, or null if the entityPrototype was invalid. |
exists(entityRef) |
bool |
Returns true if the given entity exists within the world. |
destroy(entityRef) |
bool |
Destroys the given entity. Returns true if successful. |
add(entityRef, componentType) |
bool |
Adds a given component to the given entity. Returns true if successful, false otherwise. If the given entity already has a component of this type, this function will do nothing and return true . Returns null if the entity does not have a component of the given type, or if the entityRef /componentType do not exist. |
has(entityRef, componentType) |
bool |
Returns true if the given entity has the given component type. Returns false if the entity does not have a component of the given type, or if the entityRef /componentType do not exist. |
get(entityRef, componentType) |
... |
Returns a ComponentRef for the given entity, with the given component type. Returns null if the entity does not have a component of the given type, or if the entityRef /componentType do not exist. |
remove(entityRef, componentType) |
bool |
Removes a given component from the given entity. Returns true if successful, false otherwise. Returns false if the entity does not exist, or if the componentType does not exist. |
Members
Member |
Type |
Description |
Access |
number |
int |
The frame's number, incrementing every tick. Equivalent to the number of frames since the creation of this room. Counts up within the pre-game lobby, and does not reset when a new game starts. |
Read only |
isVerified |
bool |
If this frame is verified by the server. Use this check around important events that are important to not predict, such as collecting items or objectives. |
Read only |
isPredicted |
bool |
Inverse of Frame.isVerified . |
Read only |
deltaTime |
FP |
The time in seconds between consecutive frames. By default, MvLO runs at 60tps, so deltaTime starts out as 1 / 60 . Changing this value will slow down / speed up the game. Note that some timers are currently based on the frame number , and will not work properly with deltaTime . |
Read / Write |
playerCount |
int |
The number of valid, connected players in the room. Equivalent to the number of PlayerData entities. |
Read only |
rng |
FP |
Generates a random value between 0 (inclusive) and 1 (exclusive). |
Read only |