Module Actions
List of all predefined actions you can use
Functions
value(variable_name, field) | Return value from FSM variables for action params |
actions.debug Functions
actions.debug.print(text[, is_every_frame[, is_every_second]]) | Print text to console |
actions.debug.event(event_name) | Instantly trigger event. |
actions.debug.callback(callback, delay) | Call callback on event trigger |
actions.fsm Functions
actions.fsm.send_event(target, event_name[, delay[, is_every_frame]]) | Send event to target Adam instance. |
actions.fsm.broadcast_event(event_name[, is_exclude_self[, delay]]) | Broadcast event to all active FSM. |
actions.fsm.resume(string[, delay]) | Resume the Adam Instance |
actions.fsm.pause(string[, delay]) | Pause the Adam Instance |
actions.fsm.final(string[, delay]) | Finalize the Adam Instance |
actions.fsm.get_value(string, variable, store_value[, is_every_frame]) | Get variable from FSM. |
actions.fsm.get_adam(string, store_value[, is_every_frame]) | Get adam from adam_id |
actions.fsm.set_value(string, variable, source[, is_every_frame]) | Set variable from FSM. |
actions.go Functions
actions.go.create_object(factory_url[, position[, variable[, delay[, scale[, rotation[, properties]]]]]]) | Spawn game object via factory |
actions.go.create_objects(collection_factory_url[, position[, variable[, delay[, scale[, rotation[, properties]]]]]]) | Spawn game objects via collection factory |
actions.go.delete_self([delay[, not_recursive]]) | Delete the current game object Useful for game objects that need to kill themselves, for example a projectile that explodes on impact. |
actions.go.delete_object([target="."[, delay[, not_recursive]]]) | Delete the game object |
actions.go.delete_objects(target_ids[, delay[, not_recursive]]) | Delete the game objects |
actions.go.enable([target="."[, delay]]) | Enable the receiving component |
actions.go.disable([target="."[, delay]]) | Disable the receiving component |
actions.input Functions
actions.input.get_action(action_id[, variable[, in_update_only[, trigger_event]]]) | Check is action_id is active now. |
actions.input.get_action_pressed(action_id[, variable[, in_update_only[, trigger_event]]]) | Check is action_id was pressed. |
actions.input.get_action_released(action_id[, variable[, in_update_only[, trigger_event]]]) | Check is action_id was released. |
actions.input.get_sprite_action(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]]) | Check is action_id is active now on sprite_url |
actions.input.get_sprite_action_pressed(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]]) | Check is action_id is active now on sprite_url |
actions.input.get_sprite_action_released(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]]) | Check is action_id is active now on sprite_url |
actions.input.get_axis_actions(negative_action, positive_action, variable[, is_every_frame[, multiplier=1]]) | Imitate two keys as axis. |
actions.logic Functions
actions.logic.all_true(variables_array[, trigger_event[, is_every_frame]]) | Sends an event if all the variables are true |
actions.logic.any_true(variables_array[, trigger_event[, is_every_frame]]) | Sends an event if any of the variables are true |
actions.logic.all_false(variables_array[, trigger_event[, is_every_frame]]) | Sends an event if all the variables are false |
actions.logic.changed(variable[, trigger_event[, store_result]]) | Tests if the value of a variable has changed. |
actions.logic.test(variable[, event_on_true[, event_on_false[, store_result[, is_every_frame]]]]) | Send events based on the value of a variable. |
actions.logic.compare(variable_a, variable_b[, event_equal[, event_less[, event_greater[, is_every_frame[, tolerance=0]]]]]) | Send events based on the variables comparsion (numbers) |
actions.logic.equals(variable_a, variable_b[, event_equal[, event_not_equal[, is_every_frame]]]) | Check equals on two variables |
actions.math Functions
actions.msg Functions
actions.msg.post(target, message_id[, message[, delay]]) | Post message via msg.post |
actions.physics Functions
get_trigger_info(string, string, string) | Get info about last trigger event |
actions.sprite Functions
actions.template Functions
func(source, value, is_every_frame) | Add operator |
actions.time Functions
actions.time.delay(seconds[, trigger_event]) | Trigger event after time elapsed. |
actions.time.random_delay(min_seconds, max_seconds[, trigger_event]) | Trigger event after random time elapsed. |
actions.time.frames(frames[, trigger_event]) | Trigger event after amount of frames. |
actions.transform Functions
actions.vmath Functions
actions.vmath.set_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]]) | Sets the XYZ channels of a Vector3 variable |
actions.vmath.add_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]]) | Add the XYZ channels of a Vector3 variable |
actions.vmath.add(source, variable[, is_every_frame]) | Adds a Vector3 value to a Vector3 variable |
actions.vmath.get_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]]) | Get the XYZ channels of a Vector3 variable |
actions.vmath.length(variable, store[, is_every_frame]) | Get the length of vector to the store value |
actions.vmath.multiply(source, value[, is_every_frame]) | Multiply a vector by a varialbe |
actions.vmath.get_euler(from, from, store[, is_every_frame]) | Get euler value between two points |
actions.vmath.subtract(source, value[, is_every_frame]) | Subtracts a one vector3 from another |
actions.vmath.subtract(source[, is_every_frame]) | Normalize a vector variable. |
Functions
actions.debug Functions
- actions.debug.print(text[, is_every_frame[, is_every_second]])
-
Print text to console
Parameters:
- text string The log message
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second bool Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.debug.event(event_name)
-
Instantly trigger event. Useful for test something fast by changing your FSM
Parameters:
- event_name string The event to send
Returns:
-
ActionInstance
- actions.debug.callback(callback, delay)
-
Call callback on event trigger
Parameters:
- callback function The callback to call
- delay number Time in seconds
Returns:
-
ActionInstance
actions.fsm Functions
- actions.fsm.send_event(target, event_name[, delay[, is_every_frame]])
-
Send event to target Adam instance.
Event inside current msg.url() context sent instantly, otherwise it send via msg.post (not instant)
Parameters:
- target string or adam The target instance for send event. If there are several instances with equal ID, event will be delivered to all of them.
- event_name string The event to send
- delay number Time delay in seconds (optional)
- is_every_frame bool Repeat every frame (optional)
Returns:
-
ActionInstance
- actions.fsm.broadcast_event(event_name[, is_exclude_self[, delay]])
-
Broadcast event to all active FSM.
Event inside current msg.url() context sent instantly, otherwise it send via msg.post (not instant)
Parameters:
- event_name string The event to send
- is_exclude_self bool Don't send the event to self (optional)
- delay number Time delay in seconds (optional)
Returns:
-
ActionInstance
- actions.fsm.resume(string[, delay])
-
Resume the Adam Instance
Parameters:
- string target |adam target The target instance to resume
- delay number Time delay in seconds (optional)
- actions.fsm.pause(string[, delay])
-
Pause the Adam Instance
Parameters:
- string target |adam target The target instance to pause
- delay number Time delay in seconds (optional)
- actions.fsm.final(string[, delay])
-
Finalize the Adam Instance
Parameters:
- string target |adam target The target instance to finish
- delay number Time delay in seconds (optional)
- actions.fsm.get_value(string, variable, store_value[, is_every_frame])
-
Get variable from FSM.
If at target will be multiply FSM, no any order which FSM will be used to get value
Parameters:
- string target |adam target The target instance to get value
- variable variable Name of variable to get from target FSM
- store_value string The name of variable in current FSM to store get value
- is_every_frame boolean Repeat this action every frame (optional)
- actions.fsm.get_adam(string, store_value[, is_every_frame])
-
Get adam from adam_id
Parameters:
- string adam_id The adam_id for search
- store_value string The name of variable in current FSM to store get value
- is_every_frame boolean Repeat this action every frame (optional)
- actions.fsm.set_value(string, variable, source[, is_every_frame])
-
Set variable from FSM.
If at target will be multiply FSM, set value to all of them
Parameters:
- string target |adam target The target instance to set value
- variable variable Name of variable to set value on target FSM
- source string The variable in current FSM to set the variable to
- is_every_frame boolean Repeat this action every frame (optional)
actions.go Functions
- actions.go.create_object(factory_url[, position[, variable[, delay[, scale[, rotation[, properties]]]]]])
-
Spawn game object via factory
Parameters:
- factory_url url The factory component to be used
- position vector3 The position to set (optional)
- variable variable The variable to store created game object id (optional)
- delay number The Time delay in seconds (optional)
- scale vector3 The scale to set (optional)
- rotation vector3 The rotation to set (optional)
- properties table The properties to set (optional)
Returns:
-
ActionInstance
- actions.go.create_objects(collection_factory_url[, position[, variable[, delay[, scale[, rotation[, properties]]]]]])
-
Spawn game objects via collection factory
Parameters:
- collection_factory_url url The colection factory component to be used
- position vector3 The position to set (optional)
- variable variable The variable to store created game object id (optional)
- delay number The Time delay in seconds (optional)
- scale vector3 The scale to set (optional)
- rotation vector3 The rotation to set (optional)
- properties table The properties to set (optional)
Returns:
-
ActionInstance
- actions.go.delete_self([delay[, not_recursive]])
-
Delete the current game object
Useful for game objects that need to kill themselves, for example a projectile that explodes on impact.
Parameters:
- delay number Delay before delete (optional)
- not_recursive boolean Set true to not delete children of deleted go (optional)
Returns:
-
ActionInstance
- actions.go.delete_object([target="."[, delay[, not_recursive]]])
-
Delete the game object
Parameters:
- target url The game object to delete, self by default (default ".")
- delay number Delay before delete (optional)
- not_recursive boolean Set true to not delete children of deleted go (optional)
Returns:
-
ActionInstance
- actions.go.delete_objects(target_ids[, delay[, not_recursive]])
-
Delete the game objects
Parameters:
- target_ids table The game objects to delete
- delay number Delay before delete (optional)
- not_recursive boolean Set true to not delete children of deleted go (optional)
Returns:
-
ActionInstance
- actions.go.enable([target="."[, delay]])
-
Enable the receiving component
Parameters:
- target url The game object to delete, self by default (default ".")
- delay number Delay before delete (optional)
Returns:
-
ActionInstance
- actions.go.disable([target="."[, delay]])
-
Disable the receiving component
Parameters:
- target url The game object to delete, self by default (default ".")
- delay number Delay before delete (optional)
Returns:
-
ActionInstance
actions.input Functions
- actions.input.get_action(action_id[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id is active now.
Parameters:
- action_id string The key to check
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_action_pressed(action_id[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id was pressed.
Parameters:
- action_id string The key to check
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_action_released(action_id[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id was released.
Parameters:
- action_id string The key to check
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_sprite_action(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id is active now on sprite_url
Parameters:
- action_id string The key to check
- sprite_url url The sprite url to check input action
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_sprite_action_pressed(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id is active now on sprite_url
Parameters:
- action_id string The key to check
- sprite_url url The sprite url to check input action
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_sprite_action_released(action_id, sprite_url[, variable[, in_update_only[, trigger_event]]])
-
Check is action_id is active now on sprite_url
Parameters:
- action_id string The key to check
- sprite_url url The sprite url to check input action
- variable string Variable to set (optional)
- in_update_only boolean Repeat this action every frame, skip initial call (optional)
- trigger_event string The event to trigger on true condition (optional)
Returns:
-
ActionInstance
- actions.input.get_axis_actions(negative_action, positive_action, variable[, is_every_frame[, multiplier=1]])
-
Imitate two keys as axis. Set result in variable. If both keys are pressed, result will be 0
Parameters:
- negative_action string The action_id to negative check
- positive_action string The action_id to positive check
- variable string Variable to set
- is_every_frame boolean Repeat this action every frame, skip initial call (optional)
- multiplier number The value to multiply result (default 1)
Returns:
-
ActionInstance
actions.logic Functions
- actions.logic.all_true(variables_array[, trigger_event[, is_every_frame]])
-
Sends an event if all the variables are true
Parameters:
- variables_array variables[] Array of variables. Can be FSM or usual variable
- trigger_event string The event to send if all variables are true (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.logic.any_true(variables_array[, trigger_event[, is_every_frame]])
-
Sends an event if any of the variables are true
Parameters:
- variables_array variables[] Array of variables. Can be FSM or usual variable
- trigger_event string The event to send if any of variables are true (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.logic.all_false(variables_array[, trigger_event[, is_every_frame]])
-
Sends an event if all the variables are false
Parameters:
- variables_array variables[] Array of variables. Can be FSM or usual variable
- trigger_event string The event to send if all variables are false (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.logic.changed(variable[, trigger_event[, store_result]])
-
Tests if the value of a variable has changed.
Use this to send an event on change variable.
Parameters:
- variable variable The variable to test on changed
- trigger_event string The event to send on variable change (optional)
- store_result string Save true to this variable, if variable has changed (optional)
Returns:
-
ActionInstance
- actions.logic.test(variable[, event_on_true[, event_on_false[, store_result[, is_every_frame]]]])
-
Send events based on the value of a variable.
Parameters:
- variable variable The variable to test
- event_on_true string The event to send if variable is true (optional)
- event_on_false string The event to send if variable is false (optional)
- store_result string Save true to this variable, if variable has changed (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.logic.compare(variable_a, variable_b[, event_equal[, event_less[, event_greater[, is_every_frame[, tolerance=0]]]]])
-
Send events based on the variables comparsion (numbers)
Parameters:
- variable_a variable The first variable to compare
- variable_b variable The second variable to compare
- event_equal string The event to send if variable_a equals to variable_b (within tolerance) (optional)
- event_less string The event to send if variable_a less than variable_b (optional)
- event_greater string The event to send if variable_a greater than variable_b (optional)
- is_every_frame boolean Repeat this action every frame (optional)
- tolerance number The tolerance for comparsion (default 0)
Returns:
-
ActionInstance
- actions.logic.equals(variable_a, variable_b[, event_equal[, event_not_equal[, is_every_frame]]])
-
Check equals on two variables
Parameters:
- variable_a variable The first variable to compare
- variable_b variable The second variable to compare
- event_equal string The event to send if variable_a equals to variable_b (optional)
- event_not_equal string The event to send if variable_a not equals variable_b (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
actions.math Functions
- actions.math.set(source, value[, is_every_frame[, is_every_second]])
-
Set a value to a variable
Parameters:
- source string Variable to set
- value variable The value to set
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.add(source, value[, is_every_frame[, is_every_second]])
-
Adds a value to a variable
Parameters:
- source string Variable to add
- value variable The value to add
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.subtract(source, value[, is_every_frame[, is_every_second]])
-
Subtracts a value from a variable
Parameters:
- source string Variable to subtract from
- value variable The value to subtract
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.multiply(source, value[, is_every_frame])
-
Multiplies a variable by another value
Parameters:
- source string Variable to multiply
- value variable The multiplier
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.divide(source, value[, is_every_frame])
-
Divides a value by another value
Parameters:
- source string Variable to divide
- value variable Divide by this value
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.clamp(source, min, max[, is_every_frame[, is_every_second]])
-
Clamps the value of a variable to a min/max range.
Parameters:
- source string Variable to clamp
- min variable The minimum value allowed.
- max variable The maximum value allowed.
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.loop(source, min, max[, is_every_frame[, is_every_second]])
-
Loop value in range.
For example If value less of min value it turns to max
Parameters:
- source string Variable to loop
- min number The minimum value to loop.
- max number The maximum value to loop.
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.min(source, min[, is_every_frame[, is_every_second]])
-
Choose min value
Parameters:
- source string Variable to compare
- min variable or number Another variable
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.max(source, min[, is_every_frame[, is_every_second]])
-
Choose max value
Parameters:
- source string Variable to compare
- min variable or number Another variable
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.abs(source[, is_every_frame])
-
Sets a float variable to its absolute value.
Parameters:
- source string Variable to abs
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.random(source, min, max[, is_every_frame[, is_every_second]])
-
Sets a variable to a random value between min/max.
Parameters:
- source string Variable to set
- min variable Minimum value of the random number
- max variable Maximum value of the random number.
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.random_boolean(source[, is_every_frame[, is_every_second]])
-
Sets a variable to a random value true or false
Parameters:
- source string Variable to set
- is_every_frame boolean Repeat this action every frame (optional)
- is_every_second boolean Repeat this action every second (optional)
Returns:
-
ActionInstance
- actions.math.cos(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a cos value
Parameters:
- value variable Variable to take cos
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.sin(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a sin value
Parameters:
- value variable Variable to take sin
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.asin(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a asin value
Parameters:
- value variable Variable to take asin
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.acos(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a acos value
Parameters:
- value variable Variable to take acos
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.tan(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a tan value
Parameters:
- value variable Variable to take tan
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.atan(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a atan value
Parameters:
- value variable Variable to take atan
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.atan2(value, store_variable[, is_degrees[, is_every_frame]])
-
Get a atan2 value
Parameters:
- value variable Variable to take atan2
- store_variable variable Variable to set
- is_degrees boolean Check true, if using degrees instead of radians (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.math.operator(source_variable_a, variable_b, operator[, is_every_frame])
-
Apply a math function (a, b, adam_instance)=>c to source variable.
Useful if you want do something, what is not designed in Adam.
Parameters:
- source_variable_a variable First variable A
- variable_b variable Second variable B
- operator function The callback function
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
actions.msg Functions
- actions.msg.post(target, message_id[, message[, delay]])
-
Post message via msg.post
Parameters:
- target url The receiver url
- message_id string The message id to send
- message table A lua table with message parameters to send (optional)
- delay number Time in seconds (optional)
Returns:
-
ActionInstance
actions.physics Functions
- get_trigger_info(string, string, string)
-
Get info about last trigger event
Parameters:
- string own_group Variable to save own_group info
- string own_group Variable to save own_group info
- string own_group Variable to save own_group info
Returns:
-
ActionInstance
actions.sprite Functions
- actions.sprite.play_flipbook(image[, The[, finish_event[, delay[, The]]]])
-
Play the flipbook for target url. Finish event play on play_flipbook finish callback.
The actions take minimum 1 frame.
Parameters:
- image string The image to play
- The target_component name sprite component, by default - all sprite components in object (optional)
- finish_event string Name of trigger event (optional)
- delay number The Time delay in seconds (optional)
- The target_component name sprite component, by default - all sprite components in object (optional)
Returns:
-
ActionInstance
- actions.sprite.set_tint(tint[, is_every_frame[, delay[, The="sprite"}[, target_url]]]])
-
Set the tint to the sprite component
Parameters:
- tint vector4 The tint vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.add_tint(tint[, is_every_frame[, delay[, The="sprite"}[, target_url]]]])
-
Add the tint to the sprite component
Parameters:
- tint vector4 The tint vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.animate_tint(tint, time[, finish_event[, delay[, ease_function[, The="sprite"}[, target_url]]]]])
-
Animate the tint to the sprite component
Parameters:
- tint vector4 The tint vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.animate_tint_by(tint, time[, finish_event[, delay[, ease_function[, The="sprite"}[, target_url]]]]])
-
Animate the tint of the sprite component with relative tint vector
Parameters:
- tint vector4 The tint vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.get_tint(variable[, is_every_frame[, The="sprite"}[, target_url]]])
-
Get the tint property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.set_alpha(alpha[, is_every_frame[, delay[, The="sprite"}[, target_url]]]])
-
Set the alpha to the sprite component
Parameters:
- alpha number The sprite alpha value
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.add_alpha(alpha[, is_every_frame[, delay[, The="sprite"}[, target_url]]]])
-
Add the alpha to the sprite component
Parameters:
- alpha number The sprite alpha value
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.animate_alpha(alpha, time[, finish_event[, delay[, ease_function[, The="sprite"}[, target_url]]]]])
-
Animate the alpha to the sprite component
Parameters:
- alpha number The sprite alpha value
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.animate_alpha_by(alpha, time[, finish_event[, delay[, ease_function[, The="sprite"}[, target_url]]]]])
-
Animate the alpha of the sprite component with relative alpha vector
Parameters:
- alpha number The sprite alpha value
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.get_alpha(variable[, is_every_frame[, The="sprite"}[, target_url]]])
-
Get the alpha property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- The target_component name sprite component (default "sprite"})
- target_url url The object to apply sprite (optional)
Returns:
-
ActionInstance
- actions.sprite.set_vflip(is_flip[, The[, is_every_frame[, delay[, The]]]])
-
Set vertical flip for the sprite
Parameters:
- is_flip boolean The boolean flag for flip
- The target_component name sprite component, by default - all sprite components in object (optional)
- is_every_frame boolean Repeat this action every frame (optional)
- delay number The Time delay in seconds (optional)
- The target_component name sprite component, by default - all sprite components in object (optional)
Returns:
-
ActionInstance
- actions.sprite.set_hflip(is_flip[, The[, is_every_frame[, delay[, The]]]])
-
Set horizontal flip for the sprite
Parameters:
- is_flip boolean The boolean flag for flip
- The target_component name sprite component, by default - all sprite components in object (optional)
- is_every_frame boolean Repeat this action every frame (optional)
- delay number The Time delay in seconds (optional)
- The target_component name sprite component, by default - all sprite components in object (optional)
Returns:
-
ActionInstance
actions.template Functions
- func(source, value, is_every_frame)
-
Add operator
Parameters:
- source
- value
- is_every_frame
Returns:
-
ActionInstance
actions.time Functions
- actions.time.delay(seconds[, trigger_event])
-
Trigger event after time elapsed. Trigger event is optional
Parameters:
- seconds number or variable Amount of seconds for delay
- trigger_event string Name of trigger event (optional)
Returns:
-
ActionInstance
- actions.time.random_delay(min_seconds, max_seconds[, trigger_event])
-
Trigger event after random time elapsed. Trigger event is optional
Parameters:
- min_seconds number or variable Minimum amount of seconds for delay
- max_seconds number or variable Maximum amount of seconds for delay
- trigger_event string Name of trigger event (optional)
Returns:
-
ActionInstance
- actions.time.frames(frames[, trigger_event])
-
Trigger event after amount of frames. Trigger event is optional
Parameters:
- frames number Amount of frames to wait
- trigger_event string Name of trigger event (optional)
Returns:
-
ActionInstance
actions.transform Functions
- actions.transform.set_position(target_vector[, is_every_frame[, delay[, target_url]]])
-
Sets the position of a game object
Parameters:
- target_vector vector3 Position vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.add_position(delta_vector[, is_every_frame[, delay[, target_url]]])
-
Add the position to a game object
Parameters:
- delta_vector vector3 Vector with x/y/z params to translate
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_position(target_vector, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the position of a game object
Parameters:
- target_vector vector3 Position vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_position_by(target_vector, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the position of a game object by a delta vector
Parameters:
- target_vector vector3 Delta position vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.get_position(variable[, is_every_frame[, target_url]])
-
Get the position property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.set_rotation(target_quaternion[, is_every_frame[, delay[, target_url]]])
-
Sets the rotation of a game object
Parameters:
- target_quaternion quaternion Rotation quatenion
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.add_rotation(target_quaternion[, is_every_frame[, delay[, target_url]]])
-
Add the rotation of a game object
Parameters:
- target_quaternion quaternion Rotation quatenion
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_rotation(target_quaternion, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the rotation of a game object
Parameters:
- target_quaternion quaternion Rotation quaternion
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_rotation_by(target_quaternion, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the rotation of a game object with a delta quaternion
Parameters:
- target_quaternion quaternion Delta rotation quaternion
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.get_rotation(variable[, is_every_frame[, target_url]])
-
Get the rotation property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.set_euler(target_euler[, is_every_frame[, delay[, target_url]]])
-
Sets the euler of a game object
Parameters:
- target_euler vector3 The euler vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.add_euler(target_euler[, is_every_frame[, delay[, target_url]]])
-
Add the euler of a game object
Parameters:
- target_euler vector3 The euler vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_euler(target_euler, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the euler of a game object with euler vector
Parameters:
- target_euler vector3 The euler vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_euler_by(target_euler, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate the euler of a game object with relative euler vector
Parameters:
- target_euler vector3 Rotation quaternion
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.get_euler(variable[, is_every_frame[, target_url]])
-
Get the euler property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.set_random_euler([keep_x[, keep_y[, keep_z[, is_every_frame[, delay[, target_url]]]]]])
-
Sets the random euler of a game object
Parameters:
- keep_x boolean Set true to keep x euler angle (optional)
- keep_y boolean Set true to keep x euler angle (optional)
- keep_z boolean Set true to keep x euler angle (optional)
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.set_scale(target_scale[, is_every_frame[, delay[, target_url]]])
-
Set scale to a game object
Parameters:
- target_scale vector3 Scale vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.add_scale(target_scale[, is_every_frame[, delay[, target_url]]])
-
Add scale to a game object
Parameters:
- target_scale vector3 Scale vector
- is_every_frame boolean Repeat this action every frame (optional)
- delay number Delay before translate in seconds (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_scale(target_scale, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate scale to a game object
Parameters:
- target_scale vector3 Scale vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.animate_scale_by(target_scale, time[, finish_event[, delay[, ease_function[, target_url]]]])
-
Animate scale to a game object with relative vector
Parameters:
- target_scale vector3 Add scale vector
- time number The time to animate
- finish_event string Name of trigger event (optional)
- delay number Delay before animate in seconds (optional)
- ease_function ease The ease function to animate. Default in settings.get_default_easing (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
- actions.transform.get_scale(variable[, is_every_frame[, target_url]])
-
Get the scale property of a game object and store to variable
Parameters:
- variable string The variable to store result
- is_every_frame boolean Repeat this action every frame (optional)
- target_url url The object to apply transform (optional)
Returns:
-
ActionInstance
actions.vmath Functions
- actions.vmath.set_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]])
-
Sets the XYZ channels of a Vector3 variable
Parameters:
- source string Variable to set
- value_x number The x value to set. Pass nil to not change value (optional)
- value_y number The y value to set. Pass nil to not change value (optional)
- value_z number The z value to set. Pass nil to not change value (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.add_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]])
-
Add the XYZ channels of a Vector3 variable
Parameters:
- source string Variable to add
- value_x number The x value to add. Pass nil to not change value (optional)
- value_y number The y value to add. Pass nil to not change value (optional)
- value_z number The z value to add. Pass nil to not change value (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.add(source, variable[, is_every_frame])
-
Adds a Vector3 value to a Vector3 variable
Parameters:
- source string Variable to add
- variable variable Vector3 to add
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.get_xyz(source[, value_x[, value_y[, value_z[, is_every_frame]]]])
-
Get the XYZ channels of a Vector3 variable
Parameters:
- source string Variable to get
- value_x string The variable to store x value. Pass nil to not store (optional)
- value_y string The variable to store y value. Pass nil to not store (optional)
- value_z string The variable to store z value. Pass nil to not store (optional)
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.length(variable, store[, is_every_frame])
-
Get the length of vector to the store value
Parameters:
- variable variable The vector3 to get length
- store string The variable to store euler result. Pass nil to not store
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.multiply(source, value[, is_every_frame])
-
Multiply a vector by a varialbe
Parameters:
- source string Variable vector to multiply
- value variable The multiplier variable
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.get_euler(from, from, store[, is_every_frame])
-
Get euler value between two points
Parameters:
- from variable Vector3 to check to
- from variable Vector3 to check to
- store string The variable to store euler result. Pass nil to not store
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.subtract(source, value[, is_every_frame])
-
Subtracts a one vector3 from another
Parameters:
- source string Variable vector to subtract from
- value variable The vector to subtract
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance
- actions.vmath.subtract(source[, is_every_frame])
-
Normalize a vector variable. His length will be 1. Of length of vector - 0 it will be not changed
Parameters:
- source string Variable vector to normalize
- is_every_frame boolean Repeat this action every frame (optional)
Returns:
-
ActionInstance