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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