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Game object API documentation

Game object API documentation

Version: alpha

RECORDS
go.property_options Property access options
on_input.action Input action
on_input.gamepad_guid_info Gamepad guid information
on_input.touch Touch input
ENUMS
go.EASING Easing curves
go.PLAYBACK Playback modes
FUNCTIONS
final() called when a script component is finalized
fixed_update() called at fixed intervals to update the script component
go.animate() animates a named property of the specified game object or component
go.cancel_animations() cancels all or specified property animations of the game object or component
go.delete() delete one or more game object instances
go.exists() check if the specified game object exists
go.get() gets a named property of the specified game object or component
go.get_id() gets the id of an instance
go.get_parent() get the parent for a specific game object instance
go.get_position() gets the position of a game object instance
go.get_rotation() gets the rotation of the game object instance
go.get_scale() gets the 3D scale factor of the game object instance
go.get_scale_uniform() gets the uniform scale factor of the game object instance
go.get_world_position() gets the game object instance world position
go.get_world_rotation() gets the game object instance world rotation
go.get_world_scale() gets the game object instance world 3D scale factor
go.get_world_scale_uniform() gets the uniform game object instance world scale factor
go.get_world_transform() gets the game object instance world transform matrix
go.property() define a property for the script
go.set() sets a named property of the specified game object or component, or a material constant
go.set_parent() sets the parent for a specific game object instance
go.set_position() sets the position of the game object instance
go.set_rotation() sets the rotation of the game object instance
go.set_scale() sets the scale factor of the game object instance
go.set_scale_xy() sets the scale factor only for width and height (x and y) of the game object instance
go.update_world_transform() updates the world transform for a game object instance
go.world_to_local_position() convert position to game object's coordinate space
go.world_to_local_transform() convert transformation matrix to game object's coordinate space
init() called when a script component is initialized
late_update() called at the end of the frame for a final update of the script component
on_input() called when user input is received
on_message() called when a message has been sent to the script component
on_reload() called when the script component is reloaded
update() called every frame to update the script component
MESSAGES
acquire_input_focus acquires the user input focus
disable disables the receiving component
enable enables the receiving component
release_input_focus releases the user input focus
set_parent sets the parent of the receiving instance
PROPERTIES
euler vector3 game object euler rotation
position vector3 game object position
rotation quaternion game object rotation
scale number game object scale

Records

go.property_options

Options for accessing indexed or internal component properties with go.get and go.set.

FIELDS

[index] integer Index into an array property, starting at one.
[key] hash Name of an internal property.
[keys] hash[] Internal component resources identified by key, such as particle FX emitters.

on_input.action

Data supplied to the global on_input lifecycle function.

FIELDS

[value] number Amount of input, usually 1 for buttons or between 0 and 1 for analogue input; absent for pointer movement and text input.
[pressed] boolean Whether the input was pressed this frame; absent for pointer movement and text input.
[released] boolean Whether the input was released this frame; absent for pointer movement and text input.
[repeated] boolean Whether the input was repeated this frame; absent for pointer movement and text input.
[x] number Pointer x-coordinate; absent for gamepad, key, and text input.
[y] number Pointer y-coordinate; absent for gamepad, key, and text input.
[screen_x] number Pointer x-coordinate in screen space; absent for gamepad, key, and text input.
[screen_y] number Pointer y-coordinate in screen space; absent for gamepad, key, and text input.
[dx] number Change in the pointer x-coordinate; absent for gamepad, key, and text input.
[dy] number Change in the pointer y-coordinate; absent for gamepad, key, and text input.
[screen_dx] number Change in the pointer x-coordinate in screen space; absent for gamepad, key, and text input.
[screen_dy] number Change in the pointer y-coordinate in screen space; absent for gamepad, key, and text input.
[acc_x] number Accelerometer x value, when present.
[acc_y] number Accelerometer y value, when present.
[acc_z] number Accelerometer z value, when present.
[gamepad] integer Index of the gamepad that provided the input.
[userid] integer Id of the user associated with the controller.
[gamepad_guid] string SDL-compatible guid, supplied with a gamepad-connected action.
[gamepad_guid_info] on_input.gamepad_guid_info Parsed guid information, supplied with a gamepad-connected action.
[gamepad_unknown] boolean Whether the input originated from an unknown or unmapped gamepad.
[gamepad_name] string Name of a connected gamepad.
[gamepad_axis] number[] Axis values, supplied only for raw gamepad input.
[gamepad_hats] number[] Hat values, supplied only for raw gamepad input.
[gamepad_buttons] number[] Button values, supplied only for raw gamepad input.
[touch] on_input.touch[] Touch inputs, one entry per finger.
[text] string Text entered by a text action, or the current sequence for marked-text composition such as Japanese Kana.

on_input.gamepad_guid_info

Parsed fields from a connected gamepad guid.

FIELDS

vendor integer USB vendor id.
product integer USB product id.
bus integer Bus used to communicate with the device.
crc integer SDL CRC16 signature.
version integer Device or firmware version.

on_input.touch

One touch entry in on_input.action.

FIELDS

id integer Identifier for the touch during its lifetime.
pressed boolean Whether the finger was pressed this frame.
released boolean Whether the finger was released this frame.
tap_count integer Number of taps, such as one for a single tap and two for a double tap.
x number Touch x-coordinate.
y number Touch y-coordinate.
screen_x number Touch x-coordinate in screen space.
screen_y number Touch y-coordinate in screen space.
dx number Change in the touch x-coordinate.
dy number Change in the touch y-coordinate.
screen_dx number Change in the touch x-coordinate in screen space.
screen_dy number Change in the touch y-coordinate in screen space.

Enums

go.EASING

go.EASING: integer

Easing curves

VALUES

go.EASING_INBACK in-back
go.EASING_INBOUNCE in-bounce
go.EASING_INCIRC in-circlic
go.EASING_INCUBIC in-cubic
go.EASING_INELASTIC in-elastic
go.EASING_INEXPO in-exponential
go.EASING_INOUTBACK in-out-back
go.EASING_INOUTBOUNCE in-out-bounce
go.EASING_INOUTCIRC in-out-circlic
go.EASING_INOUTCUBIC in-out-cubic
go.EASING_INOUTELASTIC in-out-elastic
go.EASING_INOUTEXPO in-out-exponential
go.EASING_INOUTQUAD in-out-quadratic
go.EASING_INOUTQUART in-out-quartic
go.EASING_INOUTQUINT in-out-quintic
go.EASING_INOUTSINE in-out-sine
go.EASING_INQUAD in-quadratic
go.EASING_INQUART in-quartic
go.EASING_INQUINT in-quintic
go.EASING_INSINE in-sine
go.EASING_LINEAR linear interpolation
go.EASING_OUTBACK out-back
go.EASING_OUTBOUNCE out-bounce
go.EASING_OUTCIRC out-circlic
go.EASING_OUTCUBIC out-cubic
go.EASING_OUTELASTIC out-elastic
go.EASING_OUTEXPO out-exponential
go.EASING_OUTINBACK out-in-back
go.EASING_OUTINBOUNCE out-in-bounce
go.EASING_OUTINCIRC out-in-circlic
go.EASING_OUTINCUBIC out-in-cubic
go.EASING_OUTINELASTIC out-in-elastic
go.EASING_OUTINEXPO out-in-exponential
go.EASING_OUTINQUAD out-in-quadratic
go.EASING_OUTINQUART out-in-quartic
go.EASING_OUTINQUINT out-in-quintic
go.EASING_OUTINSINE out-in-sine
go.EASING_OUTQUAD out-quadratic
go.EASING_OUTQUART out-quartic
go.EASING_OUTQUINT out-quintic
go.EASING_OUTSINE out-sine

go.PLAYBACK

go.PLAYBACK: integer

Playback modes

VALUES

go.PLAYBACK_LOOP_BACKWARD loop backward
go.PLAYBACK_LOOP_FORWARD loop forward
go.PLAYBACK_LOOP_PINGPONG ping pong loop
go.PLAYBACK_NONE no playback
go.PLAYBACK_ONCE_BACKWARD once backward
go.PLAYBACK_ONCE_FORWARD once forward
go.PLAYBACK_ONCE_PINGPONG once ping pong

Functions

final()

final(self:script_instance)

This is a callback-function, which is called by the engine when a script component is finalized (destroyed). It can be used to e.g. take some last action, report the finalization to other game object instances, delete spawned objects or release user input focus (see release_input_focus).

PARAMETERS

self script_instance
script instance used for storing state

EXAMPLES

function final(self)
    -- report finalization
    msg.post("my_friend_instance", "im_dead", {my_stats = self.some_value})
end

fixed_update()

fixed_update(self:script_instance, dt:number)

This is a callback-function, which is called by the engine at fixed intervals to update the state of a script component. The function will be called if 'Fixed Update Frequency' is enabled in the Engine section of game.project. It can for instance be used to update game logic with the physics simulation if using a fixed timestep for the physics (enabled by ticking 'Use Fixed Timestep' in the Physics section of game.project).

PARAMETERS

self script_instance
script instance used for storing state
dt number
the time-step of the frame update

go.animate()

go.animate(url:string|hash|url, property:string|hash, playback:go.PLAYBACK, to:number|vector3|vector4|quaternion, easing:vector|go.EASING, duration:number, [delay:number], [complete_function:fun(self:script_instance, url:url, property:hash)])

This is only supported for numerical properties. If the node property is already being animated, that animation will be canceled and replaced by the new one. If a complete_function (lua function) is specified, that function will be called when the animation has completed. By starting a new animation in that function, several animations can be sequenced together. See the examples for more information. If you call go.animate() from a game object's final() function, any passed complete_function will be ignored and never called upon animation completion. See the properties guide for which properties can be animated and the animation guide for how them.

PARAMETERS

url string
hash
url
url of the game object or component having the property
property string
hash
id of the property to animate
playback go.PLAYBACK
playback mode of the animation
  • go.PLAYBACK_ONCE_FORWARD
  • go.PLAYBACK_ONCE_BACKWARD
  • go.PLAYBACK_ONCE_PINGPONG
  • go.PLAYBACK_LOOP_FORWARD
  • go.PLAYBACK_LOOP_BACKWARD
  • go.PLAYBACK_LOOP_PINGPONG
to number
vector3
vector4
quaternion
target property value
easing vector
go.EASING
easing to use during animation. Either specify a constant, see the animation guide for a complete list, or a vmath.vector with a curve
duration number
duration of the animation in seconds
[delay] number
delay before the animation starts in seconds
[complete_function] function( self:script_instance, url:url, property:hash)
optional function to call when the animation has completed
self:script_instance
The current script instance.
url:url
The game object or component instance for which the property is animated.
property:hash
The id of the animated property.

EXAMPLES

Animate the position of a game object to x = 10 during 1 second, then y = 20 during 1 second:
local function x_done(self, url, property)
    go.animate(go.get_id(), "position.y", go.PLAYBACK_ONCE_FORWARD, 20, go.EASING_LINEAR, 1)
end

function init(self)
    go.animate(go.get_id(), "position.x", go.PLAYBACK_ONCE_FORWARD, 10, go.EASING_LINEAR, 1, 0, x_done)
end
Animate the y position of a game object using a crazy custom easing curve:
local values = { 0, 0, 0, 0, 0, 0, 0, 0,
                 1, 1, 1, 1, 1, 1, 1, 1,
                 0, 0, 0, 0, 0, 0, 0, 0,
                 1, 1, 1, 1, 1, 1, 1, 1,
                 0, 0, 0, 0, 0, 0, 0, 0,
                 1, 1, 1, 1, 1, 1, 1, 1,
                 0, 0, 0, 0, 0, 0, 0, 0,
                 1, 1, 1, 1, 1, 1, 1, 1 }
local vec = vmath.vector(values)
go.animate("go", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, vec, 2.0)

go.cancel_animations()

go.cancel_animations(url:string|hash|url, [property:string|hash])

By calling this function, all or specified stored property animations of the game object or component will be canceled. See the properties guide for which properties can be animated and the animation guide for how to animate them.

PARAMETERS

url string
hash
url
url of the game object or component
[property] string
hash
optional id of the property to cancel

EXAMPLES

Cancel the animation of the position of a game object:
go.cancel_animations(go.get_id(), "position")
Cancel all property animations of the current game object:
go.cancel_animations(".")
Cancel all property animations of the sprite component of the current game object:
go.cancel_animations("#sprite")

go.delete()

go.delete([id:string|hash|url|(string|hash|url)[]], [recursive:boolean])

Delete one or more game objects identified by id. Deletion is asynchronous meaning that the game object(s) are scheduled for deletion which will happen at the end of the current frame. Note that game objects scheduled for deletion will be counted against max_instances in "game.project" until they are actually removed. Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop(). Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop().

PARAMETERS

[id] string
hash
url
(string|hash|url)[]
optional id or table of id's of the instance(s) to delete, the instance of the calling script is deleted by default
[recursive] boolean
optional boolean, set to true to recursively delete child hiearchy in child to parent order

EXAMPLES

This example demonstrates how to delete game objects
-- Delete the script game object
go.delete()
-- Delete a game object with the id "my_game_object".
local id = go.get_id("my_game_object") -- retrieve the id of the game object to be deleted
go.delete(id)
-- Delete a list of game objects.
local ids = { hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3") }
go.delete(ids)
This example demonstrates how to delete a game objects and their children (child to parent order)
-- Delete the script game object and it's children
go.delete(true)
-- Delete a game object with the id "my_game_object" and it's children.
local id = go.get_id("my_game_object") -- retrieve the id of the game object to be deleted
go.delete(id, true)
-- Delete a list of game objects and their children.
local ids = { hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3") }
go.delete(ids, true)

go.exists()

go.exists(url:string|hash|url)→exists:boolean

This function can check for game objects in any collection by specifying the collection name in the URL.

PARAMETERS

url string
hash
url
url of the game object to check

RETURNS

exists boolean
true if the game object exists

EXAMPLES

Check if game object "my_game_object" exists in the current collection
go.exists("/my_game_object")
Check if game object exists in another collection
go.exists("other_collection:/my_game_object")

go.get()

go.get(url:string|hash|url, property:string|hash, [options:go.property_options])→value:number|boolean|hash|string|url|vector3|vector4|quaternion|resource_data

gets a named property of the specified game object or component

PARAMETERS

url string
hash
url
url of the game object or component having the property
property string
hash
id of the property to retrieve
[options] go.property_options
optional property access options

RETURNS

value number
boolean
hash
string
url
vector3
vector4
quaternion
resource_data
the value of the specified property

EXAMPLES

Get a property "speed" from a script "player", the property must be declared in the player-script:
go.property("speed", 50)
Then in the calling script (assumed to belong to the same game object, but does not have to):
local speed = go.get("#player", "speed")
Get a value in a material property array
-- get the first vector4 in the array: example[0] (the glsl indices are 0-based)
go.get(url, "example", {index=1})

-- get the last vector4 in the array: example[15] (the glsl indices are 0-based)
go.get(url, "example", {index=16})

-- get an element of a vector4 in the array: example[0].x (the glsl indices are 0-based)
go.get(url, "example.x", {index=1})
Getting all values in a material property array as a table
-- get all vector4's in the constant array
go.get(url, "example")
-- result: { vector4, vector4, ... }

-- get all elements of the vector4's from an array
go.get(url, "example.x")
-- result: { number1, number2, ... }
Get a named property
-- get the resource of a certain gui font
local font_hash = go.get("#gui", "fonts", {key = "system_font_BIG"})
Get a property from a sub-component, using the "keys" options table
-- Addressing the first level of a component:
go.get("#particlefx", "material", { keys = { "cone_emitter" } })
Get a property into a deeper sub-hierarchy (if the component supports it).
-- Note: There is currently no component that supports this, but a custom component could.
go.get("#my_component", "some_property", { keys = { "root", "child_node" } })

go.get_id()

go.get_id([path:string])→id:hash

Returns or constructs an instance identifier. The instance id is a hash of the absolute path to the instance.

  • If path is specified, it can either be absolute or relative to the instance of the calling script.
  • If path is not specified, the id of the game object instance the script is attached to will be returned.

PARAMETERS

[path] string
path of the instance for which to return the id

RETURNS

id hash
instance id

EXAMPLES

For the instance with path /my_sub_collection/my_instance, the following calls are equivalent:
local id = go.get_id() -- no path, defaults to the instance containing the calling script
print(id) --> hash: [/my_sub_collection/my_instance]

local id = go.get_id("/my_sub_collection/my_instance") -- absolute path
print(id) --> hash: [/my_sub_collection/my_instance]

local id = go.get_id("my_instance") -- relative path
print(id) --> hash: [/my_sub_collection/my_instance]

go.get_parent()

go.get_parent([id:string|hash|url])→parent_id:hash|nil

Get the parent for a game object instance.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get parent for, defaults to the instance containing the calling script

RETURNS

parent_id hash
nil
parent instance or nil

EXAMPLES

Get parent of the instance containing the calling script:
local parent_id = go.get_parent()
Get parent of the instance with id "x":
local parent_id = go.get_parent("x")

go.get_position()

go.get_position([id:string|hash|url])→position:vector3

The position is relative the parent (if any). Use go.get_world_position to retrieve the global world position.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the position for, by default the instance of the calling script

RETURNS

position vector3
instance position

EXAMPLES

Get the position of the game object instance the script is attached to:
local p = go.get_position()
Get the position of another game object instance "my_gameobject":
local pos = go.get_position("my_gameobject")

go.get_rotation()

go.get_rotation([id:string|hash|url])→rotation:quaternion

The rotation is relative to the parent (if any). Use go.get_world_rotation to retrieve the global world rotation.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the rotation for, by default the instance of the calling script

RETURNS

rotation quaternion
instance rotation

EXAMPLES

Get the rotation of the game object instance the script is attached to:
local r = go.get_rotation()
Get the rotation of another game object instance with id "x":
local r = go.get_rotation("x")

go.get_scale()

go.get_scale([id:string|hash|url])→scale:vector3

The scale is relative the parent (if any). Use go.get_world_scale to retrieve the global world 3D scale factor.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the scale for, by default the instance of the calling script

RETURNS

scale vector3
instance scale factor

EXAMPLES

Get the scale of the game object instance the script is attached to:
local s = go.get_scale()
Get the scale of another game object instance with id "x":
local s = go.get_scale("x")

go.get_scale_uniform()

go.get_scale_uniform([id:string|hash|url])→scale:number

The uniform scale is relative the parent (if any). If the underlying scale vector is non-uniform the min element of the vector is returned as the uniform scale factor.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the uniform scale for, by default the instance of the calling script

RETURNS

scale number
uniform instance scale factor

EXAMPLES

Get the scale of the game object instance the script is attached to:
local s = go.get_scale_uniform()
Get the uniform scale of another game object instance with id "x":
local s = go.get_scale_uniform("x")

go.get_world_position()

go.get_world_position([id:string|hash|url])→position:vector3

The function will return the world position calculated at the end of the previous frame. To recalculate it within the current frame, use go.update_world_transform on the instance before calling this. Use go.get_position to retrieve the position relative to the parent.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the world position for, by default the instance of the calling script

RETURNS

position vector3
instance world position

EXAMPLES

Get the world position of the game object instance the script is attached to:
local p = go.get_world_position()
Get the world position of another game object instance with id "x":
local p = go.get_world_position("x")

go.get_world_rotation()

go.get_world_rotation([id:string|hash|url])→rotation:quaternion

The function will return the world rotation calculated at the end of the previous frame. To recalculate it within the current frame, use go.update_world_transform on the instance before calling this. Use go.get_rotation to retrieve the rotation relative to the parent.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the world rotation for, by default the instance of the calling script

RETURNS

rotation quaternion
instance world rotation

EXAMPLES

Get the world rotation of the game object instance the script is attached to:
local r = go.get_world_rotation()
Get the world rotation of another game object instance with id "x":
local r = go.get_world_rotation("x")

go.get_world_scale()

go.get_world_scale([id:string|hash|url])→scale:vector3

The function will return the world 3D scale factor calculated at the end of the previous frame. To recalculate it within the current frame, use go.update_world_transform on the instance before calling this. Use go.get_scale to retrieve the 3D scale factor relative to the parent. This vector is derived by decomposing the transformation matrix and should be used with care. For most cases it should be fine to use go.get_world_scale_uniform instead.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the world scale for, by default the instance of the calling script

RETURNS

scale vector3
instance world 3D scale factor

EXAMPLES

Get the world 3D scale of the game object instance the script is attached to:
local s = go.get_world_scale()
Get the world scale of another game object instance "x":
local s = go.get_world_scale("x")

go.get_world_scale_uniform()

go.get_world_scale_uniform([id:string|hash|url])→scale:number

The function will return the world scale factor calculated at the end of the previous frame. To recalculate it within the current frame, use go.update_world_transform on the instance before calling this. Use go.get_scale_uniform to retrieve the scale factor relative to the parent.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the world scale for, by default the instance of the calling script

RETURNS

scale number
instance world scale factor

EXAMPLES

Get the world scale of the game object instance the script is attached to:
local s = go.get_world_scale_uniform()
Get the world scale of another game object instance with id "x":
local s = go.get_world_scale_uniform("x")

go.get_world_transform()

go.get_world_transform([id:string|hash|url])→transform:matrix4

The function will return the world transform matrix calculated at the end of the previous frame. To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to get the world transform for, by default the instance of the calling script

RETURNS

transform matrix4
instance world transform

EXAMPLES

Get the world transform of the game object instance the script is attached to:
local m = go.get_world_transform()
Get the world transform of another game object instance with id "x":
local m = go.get_world_transform("x")

go.property()

go.property(name:string, value:number|hash|string|url|vector3|vector4|quaternion|resource_data|boolean)

This function defines a property which can then be used in the script through the self-reference. The properties defined this way are automatically exposed in the editor in game objects and collections which use the script. Note that you can only use this function outside any callback-functions like init and update.

PARAMETERS

name string
the id of the property
value number
hash
string
url
vector3
vector4
quaternion
resource_data
boolean
default value of the property. In the case of a url, only the empty constructor msg.url() is allowed. In the case of a resource one of the resource constructors (eg resource.atlas(), resource.font() etc) is expected.

EXAMPLES

This example demonstrates how to define a property called "health" in a script. The health is decreased whenever someone sends a message called "take_damage" to the script.
go.property("health", 100)

function init(self)
    -- prints 100 to the output
    print(self.health)
end

function on_message(self, message_id, message, sender)
    if message_id == hash("take_damage") then
        self.health = self.health - message.damage
        print("Ouch! My health is now: " .. self.health)
    end
end
Text properties can contain UTF-8 and newline characters:
go.property("player_name", "Player One")
go.property("dialogue", "First line\nSecond line")

go.set()

go.set(url:string|hash|url, property:string|hash, value:number|boolean|hash|string|url|vector3|vector4|quaternion|resource_data, [options:go.property_options])

sets a named property of the specified game object or component, or a material constant

PARAMETERS

url string
hash
url
url of the game object or component having the property
property string
hash
id of the property to set
value number
boolean
hash
string
url
vector3
vector4
quaternion
resource_data
the value to set
[options] go.property_options
optional property access options

EXAMPLES

Set a property "speed" of a script "player", the property must be declared in the player-script:
go.property("speed", 50)
Then in the calling script (assumed to belong to the same game object, but does not have to):
go.set("#player", "speed", 100)
Set a vector4 in a material property array
-- set the first vector4 in the array: example[0] = v (the glsl indices are 0-based)
go.set(url, "example", vmath.vector4(1,1,1,1), {index=1})

-- set the last vector4 in the array: example[15] = v (the glsl indices are 0-based)
go.set(url, "example", vmath.vector4(2,2,2,2), {index=16})

-- set an element of a vector4 in the array: example[0].x = 7 (the glsl indices are 0-based)
go.set(url, "example.x", 7, {index=1})
Set a material property array by a table of vector4
-- set the first two vector4's in the array
-- if the array has more than two elements in the array they will not be set
go.set(url, "example", { vmath.vector4(1,1,1,1), vmath.vector4(2,2,2,2) })
Set a named property
go.property("big_font", resource.font())

function init(self)
    go.set("#gui", "fonts", self.big_font, {key = "system_font_BIG"})
end
Set a property on a sub-component, using the "keys" options table
go.property("my_material", resource.material)
function init(self)
    go.set("#particlefx", "material", self.my_material, { keys = { "cone_emitter" } })
end
Set a property in a deeper sub-hierarchy (if the component supports it).
-- Note: There is currently no component that supports this, but a custom component could.
go.set("#my_component", "some_property", some_value, { keys = { "root", "child_node" } })

go.set_parent()

go.set_parent([id:string|hash|url], [parent_id:string|hash|url], [keep_world_transform:boolean])

Sets the parent for a game object instance. This means that the instance will exist in the geometrical space of its parent, like a basic transformation hierarchy or scene graph. If no parent is specified, the instance will be detached from any parent and exist in world space. This function will generate a set_parent message. It is not until the message has been processed that the change actually takes effect. This typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the engine.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to set parent for, defaults to the instance containing the calling script
[parent_id] string
hash
url
optional id of the new parent game object, defaults to detaching game object from its parent
[keep_world_transform] boolean
optional boolean, set to true to maintain the world transform when changing spaces. Defaults to false.

EXAMPLES

Attach myself to another instance "my_parent":
go.set_parent(go.get_id(),go.get_id("my_parent"))
Attach an instance "my_instance" to another instance "my_parent":
go.set_parent(go.get_id("my_instance"),go.get_id("my_parent"))
Detach an instance "my_instance" from its parent (if any):
go.set_parent(go.get_id("my_instance"))

go.set_position()

go.set_position(position:vector3, [id:string|hash|url])

The position is relative to the parent (if any). The global world position cannot be manually set.

PARAMETERS

position vector3
position to set
[id] string
hash
url
optional id of the game object instance to set the position for, by default the instance of the calling script

EXAMPLES

Set the position of the game object instance the script is attached to:
local p = ...
go.set_position(p)
Set the position of another game object instance with id "x":
local p = ...
go.set_position(p, "x")

go.set_rotation()

go.set_rotation(rotation:quaternion, [id:string|hash|url])

The rotation is relative to the parent (if any). The global world rotation cannot be manually set.

PARAMETERS

rotation quaternion
rotation to set
[id] string
hash
url
optional id of the game object instance to get the rotation for, by default the instance of the calling script

EXAMPLES

Set the rotation of the game object instance the script is attached to:
local r = ...
go.set_rotation(r)
Set the rotation of another game object instance with id "x":
local r = ...
go.set_rotation(r, "x")

go.set_scale()

go.set_scale(scale:number|vector3, [id:string|hash|url])

The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set. See manual to know how physics affected when setting scale from this function.

PARAMETERS

scale number
vector3
vector or uniform scale factor, must be greater than 0
[id] string
hash
url
optional id of the game object instance to get the scale for, by default the instance of the calling script

EXAMPLES

Set the scale of the game object instance the script is attached to:
local s = vmath.vector3(2.0, 1.0, 1.0)
go.set_scale(s)
Set the scale of another game object instance with id "obj_id":
local s = 1.2
go.set_scale(s, "obj_id")

go.set_scale_xy()

go.set_scale_xy(scale:number|vector3, [id:string|hash|url])

The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set. See manual to know how physics affected when setting scale from this function.

PARAMETERS

scale number
vector3
vector or uniform scale factor, must be greater than 0
[id] string
hash
url
optional id of the game object instance to get the scale for, by default the instance of the calling script

EXAMPLES

Set the scale of the game object instance the script is attached to:
local s = vmath.vector3(2.0, 1.0, 5.0)
go.set_scale_xy(s) -- z will not be set here, only x and y
Set the scale of another game object instance with id "obj_id":
local s = 1.2
go.set_scale_xy(s, "obj_id") -- z will not be set here, only x and y

go.update_world_transform()

go.update_world_transform([id:string|hash|url])

Recalculates and updates the cached world transform immediately for the target instance and its ancestors (parent chain up to the collection root). Descendants (children) are not updated by this function. If no id is provided, the instance of the calling script is used. Use this after changing local transform mid-frame when you need the new world transform right away (e.g. before end-of-frame updates). Note that child instances will still have last-frame world transforms until the regular update.

PARAMETERS

[id] string
hash
url
optional id of the game object instance to update

EXAMPLES

Update this game object's world transform:
go.update_world_transform()
Update another game object's world transform:
go.update_world_transform("/other")

go.world_to_local_position()

go.world_to_local_position(position:vector3, url:string|hash|url)→converted_postion:vector3

The function uses world transformation calculated at the end of previous frame.

PARAMETERS

position vector3
position which need to be converted
url string
hash
url
url of the game object which coordinate system convert to

RETURNS

converted_postion vector3
converted position

EXAMPLES

Convert position of "test" game object into coordinate space of "child" object.
  local test_pos = go.get_world_position("/test")
  local child_pos = go.get_world_position("/child")
  local new_position = go.world_to_local_position(test_pos, "/child")

go.world_to_local_transform()

go.world_to_local_transform(transformation:matrix4, url:string|hash|url)→converted_transform:matrix4

The function uses world transformation calculated at the end of previous frame.

PARAMETERS

transformation matrix4
transformation which need to be converted
url string
hash
url
url of the game object which coordinate system convert to

RETURNS

converted_transform matrix4
converted transformation

EXAMPLES

Convert transformation of "test" game object into coordinate space of "child" object.
   local test_transform = go.get_world_transform("/test")
   local child_transform = go.get_world_transform("/child")
   local result_transform = go.world_to_local_transform(test_transform, "/child")

init()

init(self:script_instance)

This is a callback-function, which is called by the engine when a script component is initialized. It can be used to set the initial state of the script.

PARAMETERS

self script_instance
script instance used for storing state

EXAMPLES

function init(self)
    -- set up useful data
    self.my_value = 1
end

late_update()

late_update(self:script_instance, dt:number)

This is a callback-function, which is called by the engine at the end of the frame to update the state of a script component. Use it to make final adjustments to the game object instance.

PARAMETERS

self script_instance
script instance used for storing state
dt number
the time-step of the frame update

on_input()

on_input(self:script_instance, action_id:hash|nil, action:on_input.action)→consume:boolean|nil

This is a callback-function, which is called by the engine when user input is sent to the game object instance of the script. It can be used to take action on the input, e.g. move the instance according to the input. For an instance to obtain user input, it must first acquire input focus through the message acquire_input_focus. Any instance that has obtained input will be put on top of an input stack. Input is sent to all listeners on the stack until the end of stack is reached, or a listener returns true to signal that it wants input to be consumed. See the documentation of acquire_input_focus for more information.

PARAMETERS

self script_instance
script instance used for storing state
action_id hash
nil
id of the received input action, as mapped in the input_binding-file, or nil for mouse movement
action on_input.action
input data for the action

RETURNS

consume boolean
nil
optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false

EXAMPLES

This example demonstrates how a game object instance can be moved as a response to user input.
function init(self)
    -- acquire input focus
    msg.post(".", "acquire_input_focus")
    -- maximum speed the instance can be moved
    self.max_speed = 2
    -- velocity of the instance, initially zero
    self.velocity = vmath.vector3()
end

function update(self, dt)
    -- move the instance
    go.set_position(go.get_position() + dt * self.velocity)
end

function on_input(self, action_id, action)
    -- check for movement input
    if action_id == hash("right") then
        if action.released then -- reset velocity if input was released
            self.velocity = vmath.vector3()
        else -- update velocity
            self.velocity = vmath.vector3(action.value * self.max_speed, 0, 0)
        end
    end
end

on_message()

on_message(self:script_instance, message_id:hash, message:table<any, any>, sender:url)

This is a callback-function, which is called by the engine whenever a message has been sent to the script component. It can be used to take action on the message, e.g. send a response back to the sender of the message. The message parameter is a table containing the message data. If the message is sent from the engine, the documentation of the message specifies which data is supplied.

PARAMETERS

self script_instance
script instance used for storing state
message_id hash
id of the received message
message table<any, any>
a table containing the message data
sender url
address of the sender

EXAMPLES

This example demonstrates how a game object instance, called "a", can communicate with another instance, called "b". It is assumed that both script components of the instances has id "script". Script of instance "a":
function init(self)
    -- let b know about some important data
    msg.post("b#script", "my_data", {important_value = 1})
end
Script of instance "b":
function init(self)
    -- store the url of instance "a" for later use, by specifying nil as socket we
    -- automatically use our own socket
    self.a_url = msg.url(nil, go.get_id("a"), "script")
end

function on_message(self, message_id, message, sender)
    -- check message and sender
    if message_id == hash("my_data") and sender == self.a_url then
        -- use the data in some way
        self.important_value = message.important_value
    end
end

on_reload()

on_reload(self:script_instance)

This is a callback-function, which is called by the engine when the script component is reloaded, e.g. from the editor. It can be used for live development, e.g. to tweak constants or set up the state properly for the instance.

PARAMETERS

self script_instance
script instance used for storing state

EXAMPLES

This example demonstrates how to tweak the speed of a game object instance that is moved on user input.
function init(self)
    -- acquire input focus
    msg.post(".", "acquire_input_focus")
    -- maximum speed the instance can be moved, this value is tweaked in the on_reload function below
    self.max_speed = 2
    -- velocity of the instance, initially zero
    self.velocity = vmath.vector3()
end

function update(self, dt)
    -- move the instance
    go.set_position(go.get_position() + dt * self.velocity)
end

function on_input(self, action_id, action)
    -- check for movement input
    if action_id == hash("right") then
        if action.released then -- reset velocity if input was released
            self.velocity = vmath.vector3()
        else -- update velocity
            self.velocity = vmath.vector3(action.value * self.max_speed, 0, 0)
        end
    end
end

function on_reload(self)
    -- edit this value and reload the script component
    self.max_speed = 100
end

update()

update(self:script_instance, dt:number)

This is a callback-function, which is called by the engine every frame to update the state of a script component. It can be used to perform any kind of game related tasks, e.g. moving the game object instance.

PARAMETERS

self script_instance
script instance used for storing state
dt number
the time-step of the frame update

EXAMPLES

This example demonstrates how to move a game object instance through the script component:
function init(self)
    -- set initial velocity to be 1 along world x-axis
    self.my_velocity = vmath.vector3(1, 0, 0)
end

function update(self, dt)
    -- move the game object instance
    go.set_position(go.get_position() + dt * self.my_velocity)
end

Messages

acquire_input_focus

Post this message to a game object instance to make that instance acquire the user input focus. User input is distributed by the engine to every instance that has requested it. The last instance to request focus will receive it first. This means that the scripts in the instance will have first-hand-chance at reacting on user input, possibly consuming it (by returning true from on_input) so that no other instances can react on it. The most common case is for a script to send this message to itself when it needs to respond to user input. A script belonging to an instance which has the user input focus will receive the input actions in its on_input callback function. See on_input for more information on how user input can be handled.

EXAMPLES

This example demonstrates how to acquire and act on user input.
function init(self)
    -- acquire input focus as soon as the instance has been initialized
    msg.post(".", "acquire_input_focus")
end

function on_input(self, action_id, action)
    -- check which input we received
    if action_id == hash("my_action") then
        -- act on the input
        self.my_action_amount = action.value
    end
end

disable

This message disables the receiving component. All components are enabled by default, which means they will receive input, updates and be a part of the simulation. A component is disabled when it receives the disable message. Components that currently supports this message are:

  • Camera
  • Collection Proxy
  • Collision Object
  • Gui
  • Label
  • Spine Model
  • Sprite
  • Tile Grid
  • Model
  • Mesh

EXAMPLES

Disable the component "my_component":
msg.post("#my_component", "disable")

enable

This message enables the receiving component. All components are enabled by default, which means they will receive input, updates and be a part of the simulation. A component is disabled when it receives the disable message. Components that currently supports this message are:

  • Camera
  • Collection Proxy
  • Collision Object
  • Gui
  • Label
  • Spine Model
  • Sprite
  • Tile Grid
  • Model
  • Mesh

EXAMPLES

Enable the component "my_component":
msg.post("#my_component", "enable")

release_input_focus

Post this message to an instance to make that instance release the user input focus. See acquire_input_focus for more information on how the user input handling works.

EXAMPLES

How to make a game object stop receiving input:
msg.post(".", "release_input_focus")

set_parent

When this message is sent to an instance, it sets the parent of that instance. This means that the instance will exist in the geometrical space of its parent, like a basic transformation hierarchy or scene graph. If no parent is specified, the instance will be detached from any parent and exist in world space. A script can send this message to itself to set the parent of its instance.

parent_id hash
the id of the new parent
keep_world_transform number
if the world transform of the instance should be preserved when changing spaces, 0 for false and 1 for true. The default value is 1.

EXAMPLES

Attach myself to another instance "my_parent":
msg.post(".", "set_parent", {parent_id = go.get_id("my_parent")})
Attach an instance "my_instance" to another instance "my_parent":
msg.post("my_instance", "set_parent", {parent_id = go.get_id("my_parent")})
Detach an instance "my_instance" from its parent (if any):
msg.post("my_instance", "set_parent")

Properties

euler

The rotation of the game object expressed in Euler angles. Euler angles are specified in degrees in the interval (-360, 360). The type of the property is vector3.

EXAMPLES

How to set a game object's rotation with euler angles, either as a vector3 or selecting a specific dimension:
function init(self)
  -- set "player" euler z rotation component to 45 degrees around z.
  local rotz = 45
  go.set("player", "euler.z", rotz)
  local rot = go.get("player", "euler")
  -- do something useful
  assert(rot.z == rotz)
end

position

The position of the game object. The type of the property is vector3.

EXAMPLES

How to query a game object's position, either as a vector3 or selecting a specific dimension:
function init(self)
  -- get position from "player"
  local pos = go.get("player", "position")
  local posx = go.get("player", "position.x")
  -- do something useful
  assert(pos.x == posx)
end

rotation

The rotation of the game object. The type of the property is quaternion.

EXAMPLES

How to set a game object's rotation:
function init(self)
  -- set "player" rotation to 45 degrees around z.
  local rotz = vmath.quat_rotation_z(3.141592 / 4)
  go.set("player", "rotation", rotz)
end

scale

The uniform scale of the game object. The type of the property is number.

EXAMPLES

How to scale a game object:
function init(self)
  -- Double the scaling on "player"
  local scale = go.get("player", "scale")
  go.set("player", "scale", scale * 2)
end