Factory API documentation

Version: stable

FUNCTION
factory.create() make a factory create a new game object
factory.get_status() Get factory status
factory.load() Load resources of a factory prototype.
factory.set_prototype() changes the prototype for the factory
factory.unload() Unload resources previously loaded using factory.load
CONSTANT
factory.STATUS_LOADED loaded
factory.STATUS_LOADING loading
factory.STATUS_UNLOADED unloaded

Functions

factory.create()

factory.create(url,[position],[rotation],[properties],[scale])

The URL identifies which factory should create the game object. If the game object is created inside of the frame (e.g. from an update callback), the game object will be created instantly, but none of its component will be updated in the same frame. Properties defined in scripts in the created game object can be overridden through the properties-parameter below. See go.property for more information on script properties. Calling factory.create on a factory that is marked as dynamic without having loaded resources using factory.load will synchronously load and create resources which may affect application performance.

PARAMETERS

url string, hash, url the factory that should create a game object.
[position] vector3 the position of the new game object, the position of the game object calling factory.create() is used by default, or if the value is nil.
[rotation] quaternion the rotation of the new game object, the rotation of the game object calling factory.create() is used by default, or if the value is nil.
[properties] table the properties defined in a script attached to the new game object.
[scale] number, vector3 the scale of the new game object (must be greater than 0), the scale of the game object containing the factory is used by default, or if the value is nil

RETURNS

id hash the global id of the spawned game object

EXAMPLES

How to create a new game object:
function init(self)
    -- create a new game object and provide property values
    self.my_created_object = factory.create("#factory", nil, nil, {my_value = 1})
    -- communicate with the object
    msg.post(self.my_created_object, "hello")
end
And then let the new game object have a script attached:
go.property("my_value", 0)

function init(self)
    -- do something with self.my_value which is now one
end

factory.get_status()

factory.get_status([url])

This returns status of the factory. Calling this function when the factory is not marked as dynamic loading always returns factory.STATUS_LOADED.

PARAMETERS

[url] string, hash, url the factory component to get status from

RETURNS

status constant status of the factory component
  • factory.STATUS_UNLOADED
  • factory.STATUS_LOADING
  • factory.STATUS_LOADED

factory.load()

factory.load([url],[complete_function])

Resources are referenced by the factory component until the existing (parent) collection is destroyed or factory.unload is called. Calling this function when the factory is not marked as dynamic loading does nothing.

PARAMETERS

[url] string, hash, url the factory component to load
[complete_function] function(self, url, result) function to call when resources are loaded.
self
object The current object.
url
url url of the factory component
result
boolean True if resources were loaded successfully

EXAMPLES

How to load resources of a factory prototype.
factory.load("#factory", function(self, url, result) end)

factory.set_prototype()

factory.set_prototype([url],[prototype])

Changes the prototype for the factory.

PARAMETERS

[url] string, hash, url the factory component
[prototype] string, nil the path to the new prototype, or nil

EXAMPLES

How to unload the previous prototypes resources, and then spawn a new game object
factory.unload("#factory") -- unload the previous resources
factory.set_prototype("#factory", "/main/levels/enemyA.goc")
local id = factory.create("#factory", go.get_world_position(), vmath.quat())

factory.unload()

factory.unload([url])

This decreases the reference count for each resource loaded with factory.load. If reference is zero, the resource is destroyed. Calling this function when the factory is not marked as dynamic loading does nothing.

PARAMETERS

[url] string, hash, url the factory component to unload

EXAMPLES

How to unload resources of a factory prototype loaded with factory.load
factory.unload("#factory")

Constants

factory.STATUS_LOADED

loaded


factory.STATUS_LOADING

loading


factory.STATUS_UNLOADED

unloaded