ScriptingGranito.md 2.5 KB

This file is auto-generated from the SuperTux source code, using the template ScriptingPage.md.

Summary

A Granito that was given a name can be controlled by scripts.

NOTE: Using these functions in a non-"Scriptable" granito can lead to undefined behavior! You can do it, but make sure you know what you're doing.

Instances

A Granito is instantiated by placing a definition inside a level. It can then be accessed by its name from a script or via sector.name from the console.

Inheritance

This class inherits functions and variables from the following base classes:

The following classes inherit functions and variables from this class:

Methods

Method Explanation
void wave() Makes the Granito wave.
void sit() Makes the Granito sit.
void turn(string direction) Makes the Granito sit.

direction - Direction to turn to. Can be "left or "right".
void set_walking(bool walking) Sets the walking state for the Granito.
void walk() Makes the Granito walk.
void walk_for(float seconds) Makes the Granito walk for a specified amount of seconds.
void stand() Makes the Granito stand, or stop if walking.
void jump() Makes the Granito jump.
void eject() Eject itself from the Big Granito.
int get_state() Gets the current Granito state.
string get_carrier_name() Gets the name of the Big Granito that is carrying the Granito.
void reset_detection() Resets the player detection used for waving, allowing the Detect Script to be ran again.

Variables

None.

Constants

Constant Explanation
int GRANITO_ STATE_SIT = 0 The Granito is sitting.
int GRANITO_ STATE_STAND = 1 The Granito is standing.
int GRANITO_ STATE_WALK = 2 The Granito is walking.
int GRANITO_ STATE_WAVE = 3 The Granito is waving.
int GRANITO_ STATE_LOOKUP = 4 The Granito is looking up.
int GRANITO_ STATE_JUMPING = 5 The Granito is jumping.