Globals
Functions and values available to every Lua script without going through an entity/component.
Functions
- ChangeScene(): Load and change to scene
- LoadScene(): Load a scene
Values
- CurrentEntity: Get the entity this script is attached to
- CurrentScene: The currently loaded Scene
Tables
Always-available tables, called directly (e.g. Log.Debug(...)) rather than through an entity.
- App: The application window
- AssetManager: Load assets by project-relative path
- Debug: Draw debug lines and shapes, from OnDebugRender
- Input: Keyboard, mouse, gamepad and cursor
- InputAction: Access an input action by name, e.g. InputAction.Attack:IsTriggered()
- Log: Print to the log
- Pathfinding: A* pathfinding
- PostProcess: Full-screen post-processing effects
- Settings: Application settings
- Signal: Signal bus
Enums
Named values, used like BodyType.Dynamic.
- BodyType: Rigid body types, for RigidBody2DComponent.Type
- Colours: Named colours, for Colour.new(Colours.Red) or colour:SetColour; Random picks one at random
- Cursors: Cursor shapes, for Input.SetCursor
- JoystickAxis: Gamepad sticks and triggers, for Input.GetJoystickAxis
- JoystickButton: Gamepad buttons, for Input.IsJoystickButtonPressed
- MouseButton: Mouse buttons, for Input.IsMouseButtonPressed and friends
- NodeStatus: What a behaviour tree custom task returns from its update
- WindowMode: Window modes, for App.SetWindowMode