Main   Class List   Namespace List   Wiki

Game Objects
[Game]

Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc. More...

Classes

class  AIPlayer
 A Player object not controlled by conventional input, but by an AI engine. More...
class  GameBase
 Base class for game objects which use datablocks, networking, are editable, and need to process ticks. More...
class  GameBaseData
 Scriptable, demo-able datablock. Used by GameBase objects. More...
class  InteriorInstance
 Object used to represent buildings and other architectural structures (legacy). More...
class  Item
 Base Item class. Uses the ItemData datablock for common properties. More...
class  ItemData
 Stores properties for an individual Item type. More...
class  Player
 A client-controlled player character. More...
class  PlayerData
 Defines properties for a Player object. More...
class  Projectile
 Base projectile class. Uses the ProjectileData class for properties of individual projectiles. More...
class  ProjectileData
 Stores properties for an individual projectile type. More...
class  SceneObject
 A networkable object that exists in the 3D world. More...
class  ShapeBase
 A scriptable, renderable shape. More...
class  ShapeBaseData
 Defines properties for a ShapeBase object. More...
class  ShapeBaseImageData
 Represents geometry to be mounted to a ShapeBase object. More...
class  SpawnSphere
 This class is used for creating any type of game object, assigning it a class, datablock, and even a function when it is spawned. More...
class  StaticShape
 The most basic 3D shape with a datablock available in Torque 3D. More...
class  StaticShapeData
 The most basic ShapeBaseData derrived shape datablock available in Torque 3D. More...
class  Trigger
 A Trigger is a volume of space that initiates script callbacks when objects pass through the Trigger. More...
class  TriggerData
 Defines shared properties for Trigger objects. More...
class  TSShapeConstructor
 An object used to modify a DTS or COLLADA shape model after it has been loaded by Torque. More...
class  TSStatic
 A static object derived from a 3D model file and placed within the game world. More...

Enumerations

enum  ItemLightType {
  NoLight,
  ConstantLight,
  PulsingLight
}
 

The type of light the Item has.

More...
enum  ShapeBaseImageLightType {
  NoLight,
  ConstantLight,
  SpotLight,
  PulsingLight,
  WeaponFireLight
}
 

The type of light to attach to this ShapeBaseImage.

More...
enum  ShapeBaseImageLoadedState {
  Ignore,
  Loaded,
  Empty
}
 

The loaded state of this ShapeBaseImage.

More...
enum  ShapeBaseImageRecoilState {
  NoRecoil,
  LightRecoil,
  MediumRecoil,
  HeavyRecoil
}
 

What kind of recoil this ShapeBaseImage should emit when fired.

More...
enum  ShapeBaseImageSpinState {
  Ignore,
  Stop,
  SpinUp,
  SpinDown,
  FullSpeed
}
 

How the spin animation should be played.

More...
enum  TSMeshType {
  None,
  Bounds,
  Mesh,
  Mesh
}
 

Type of mesh data available in a shape.

More...

Variables

float $SB::DFDec
 Speed to reduce the damage flash effect per tick.
static bool Trigger::renderTriggers
 Forces all Trigger's to render.
float $SB::WODec
 Speed to reduce the whiteout effect per tick.

Detailed Description

Objects which can be controlled or directly interact with a user, such as Player, Projectile, Item, etc.

Does not include vehicles as they have their own section.


Enumeration Type Documentation

The type of light the Item has.

Enumerator:
NoLight 

The item has no light attached.

ConstantLight 

The item has a constantly emitting light attached.

PulsingLight 

The item has a pulsing light attached.

The type of light to attach to this ShapeBaseImage.

Enumerator:
NoLight 

No light is attached.

ConstantLight 

A constant emitting light is attached.

SpotLight 

A spotlight is attached.

PulsingLight 

A pusling light is attached.

WeaponFireLight 

Light emits when the weapon is fired, then dissipates.

The loaded state of this ShapeBaseImage.

Enumerator:
Ignore 

Ignore the loaded state.

Loaded 

ShapeBaseImage is loaded.

Empty 

ShapeBaseImage is not loaded.

What kind of recoil this ShapeBaseImage should emit when fired.

Enumerator:
NoRecoil 

No recoil occurs.

LightRecoil 

A light recoil occurs.

MediumRecoil 

A medium recoil occurs.

HeavyRecoil 

A heavy recoil occurs.

How the spin animation should be played.

Enumerator:
Ignore 

No changes to the spin sequence.

Stop 

Stops the spin sequence at its current position.

SpinUp 

Increase spin sequence timeScale from 0 (on state entry) to 1 (after stateTimeoutValue seconds).

SpinDown 

Decrease spin sequence timeScale from 1 (on state entry) to 0 (after stateTimeoutValue seconds).

FullSpeed 

Resume the spin sequence playback at its current position with timeScale = 1.

enum TSMeshType

Type of mesh data available in a shape.

Enumerator:
None 

No mesh data.

Bounds 

Bounding box of the shape.

Mesh 

Specifically desingated "collision" meshes.

Mesh 

Rendered mesh polygons.


Variable Documentation

float $SB::DFDec

Speed to reduce the damage flash effect per tick.

See also:
ShapeBase::setDamageFlash()
ShapeBase::getDamageFlash()
Note:
Relies on the flash postFx.
bool Trigger::renderTriggers [static, inherited]

Forces all Trigger's to render.

Used by the Tools and debug render modes.

float $SB::WODec

Speed to reduce the whiteout effect per tick.

See also:
ShapeBase::setWhiteOut()
ShapeBase::getWhiteOut
Note:
Relies on the flash postFx.


Copyright © GarageGames, LLC. All Rights Reserved.