Skip to the content.

Static Functions

Function Name Description
angleIsInSpikeThreshold(angle:Float):Bool Returns true if the angle is within the spike threshold.

Instance Functions

Function Name Description
addDamage(dmg:Float):Float
addStatusEffect(type:Int, value?:Float, options?:StatusEffectObjectOptions):StatusEffectObject
applyGlobalBodyStatus(status:Int, duration:Int):BodyStatusTimer
attemptGrab(foe:GameObject, options?:ForceGrabOptions):Bool Attempt to grab the foe.

Parameters:
- options - Instructions for the types of grab-safety checks to ignore
attemptHit(target:GameObject, hitboxStats:HitboxStats, collisionResult?:CollisionResult):Bool Initiates processing as though a hitbox=>hurtbox collision was detected. Due to validation checks during processing, a "hit" may not occur.
Parameters:
- target - GameObject receiving the hit
- hitboxStats - Stats that determine the effect of the "hit"
- collisionResult - Optional object containing "boxes" that represent the positional information of any involved hitboxes during the hit. Can be useful for generating spatially aware hit effects, and will automatically adjust built-in hit effect positioning to the specified overlap box.
findStatusEffectObjectsByTag(type:Int, tag:String):Array
forceStartHitstop(value:Int, shake:Bool):Void Forcibly starts a new set of hitstop.
@see GameObjectEvent.HITSTOP_END
@see GameObjectEvent.HITSTOP_START
Parameters:
- value - Duration in frames
- shake - True if camera should shake
getAllGrabbedFoes():Array Returns all foes the grabbed foes array.
getAlpha():Float
getAnimationStat(name:String):Dynamic
getAnimationStatsMetadata():Dynamic
getCostumeIndex():Int
getCostumeShader():PaletteSwapShader
getDamage():Float
getDamageCounterContainer():Container
getDamageCounterRenderSprite():Sprite
getGameObjectStat(name:String):Dynamic
getGameObjectStatsMetadata():Dynamic
getGrabbedFoe():GameObject Returns the first grabbed foe in the grabbed foes array.
getHitstop():Int
getHitstun():Int
getOffscreenIndicator():OffscreenIndicator
getOwner():GameObject
getPlayerBorder():PlayerBorder
getRootOwner():GameObject
getScaleX():Float
getScaleY():Float
getSprite():Sprite
getStatusEffectByType(type:Int):StatusEffect
getTeam():Int
getVisible():Bool
hasBodyStatus(flags:Int):Bool
pause():Void
reactivateHitboxes():Void Refreshes the attack's UID allowing it to hit again.
releaseAllCharacters(grabReleaseKb?:Bool):Void
releaseCharacter(character:Character, grabReleaseKb?:Bool):Void
removeStatusEffect(type:Int, id:String):Bool
resume():Void
setAlpha(value:Float):Float
setCostumeIndex(costumeIndex:Int):Void
setDamage(dmg:Float):Float
setOwner(owner:GameObject):Void
setPlayerBorder(playerBorder:PlayerBorder):Void
setScaleX(scaleX:Float):Float
setScaleY(scaleY:Float):Float
setVisible(value:Bool):Bool
setXVelocity(speed:Float):Float
setYVelocity(speed:Float):Float
startHitstop(value:Int, shake:Bool):Bool Attempts to start a new set of hitstop. Only starts a new set of hitstop if the new value is greater than the existing value.
@see GameObjectEvent.HITSTOP_END
@see GameObjectEvent.HITSTOP_START
Parameters:
- value - Duration in frames
- shake - True if camera should shake
takeHit(hitboxStats:HitboxStats, collisionResult?:CollisionResult):Bool
updateAnimationStats(stats:AnimationStatsProps):Void
updateAnimationStatsMetadata(stats:Dynamic):Void
updateGameObjectStats(stats:GameObjectStatsProps):Void
updateGameObjectStatsMetadata(stats:Dynamic):Void
updateHitboxStats(id:Int, stats:HitboxStatsProps):Void
validateHit(hitboxStats:HitboxStats):Bool