Arguments:
1) real: objectID
2) real: x
Sets the x-coordinate of the object.
Arguments:
1) real: objectID
2) real: y
Sets the y-coordinate of the object.
Arguments:
1) real: objectID
2) real: x
3) real: y
Sets the x and y coordinates of the object.
Arguments:
1) real: objectID
2) real: x
3) real: y
Sets the x and y coordinates of the object to the coordinates of the parent object.
Arguments:
1) real: objectID
2) real: speed
Sets the movement speed for the object.
Arguments:
1) real: objectID
2) real: angle
Sets the movement angle for the object.
Arguments:
1) real: objectID
2) real: acceleration
Sets the movement acceleration per frame for the object.
Arguments:
1) real: objectID
2) real: angularVelocity
Sets the change in movement angle per frame for the object.
Arguments:
1) real: objectID
2) bool: enable
Enables or disabled movement processing for the object.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: speed
Moves the object towards the given coordinates at the speed specified.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: frames
Moves the object towards the given coordinates in the number of frames specified.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: frames
Moves the object towards the given coordinates.
It will slow down near the end of the movement based on the weight specified.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: frames
5) real const: interpolationType
Moves the object towards the given coordinates in the number of frames specified with the given interpolation type.
Arguments:
1) real: objectID
2) real: frame
3) real: speed
4) real: angle
After the specified number of frames, changes the speed and angle of the object.
NO_CHANGE can be used to preserve the original speed or angle.
Arguments:
1) real: objectID
2) real: frame
3) real: speed
4) real: angle
5) real: acceleration
6) real: angularVelocity
7) real: maxSpeed
After the specified number of frames, changes the speed, angle, acceleration, angular velocity, and maximum speed of the object.
NO_CHANGE can be used to preserve the original speed, angle, acceleration, angular velocity, or maximum speed.
Arguments:
1) real: objectID
2) real: frame
3) real: speed
4) real: angle
5) real: acceleration
6) real: angularVelocity
7) real: maxSpeed
8) real: shotGraphic
After the specified number of frames, changes the speed, angle, acceleration, angular velocity, maximum speed, and shot graphic of the object.
NO_CHANGE can be used to preserve the original speed, angle, acceleration, angular velocity, maximum speed, or shot graphic.
Arguments:
1) real: objectID
2) real: frame
3) real: speed
4) real: angle
5) real: acceleration
6) real: angularVelocity
7) real: maxSpeed
8) real: shotGraphic
9) real: targetObjectID
After the specified number of frames, changes the speed, angle, acceleration, angular velocity, maximum speed, and shot graphic of the object with angle being relative to the angle from the object to targetObjectID.
NO_CHANGE can be used to preserve the original speed, angle,
acceleration, angular velocity, maximum speed, or shot graphic.
The angle parameter is relative to the angle from the object to the
target.
For example, if GetPlayerObjectID is used as the target, an angle of 0
will cause the object to aim for the player.
Arguments:
1) real: objectID
2) real: frame
3) real: speedX
4) real: speedY
After the specified number of frames, changes the x and y movement speeds of the object.
NO_CHANGE can be used to preserve the original speeds.
Arguments:
1) real: objectID
2) real: frame
3) real: speedX
4) real: speedY
5) real: accelX
6) real: accelY
7) real: maxSpeedX
8) real: maxSpeedY
After the specified number of frames, changes the x and y speeds, accelerations, and maximum speeds of the object.
NO_CHANGE can be used to preserve the original x or y speeds, accelerations, and maximum speeds.
Arguments:
1) real: objectID
2) real: frame
3) real: speedX
4) real: speedY
5) real: accelX
6) real: accelY
7) real: maxSpeedX
8) real: maxSpeedY
After the specified number of frames, changes the x and y speeds, accelerations, maximum speeds, and shot graphic of the object.
NO_CHANGE can be used to preserve the original x or y speeds, accelerations, maximum speeds, and bullet graphic.
Arguments:
1) real: objectID
Return Type:
real
Gets the x-coordinate of the object.
If the object is deleted, this will return NULL_POS.
Arguments:
1) real: objectID
Return Type:
real
Gets the y-coordinate of the object.
If the object is deleted, this will return NULL_POS.
Arguments:
1) real: objectID
Return Type:
real
Returns the movement speed of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the movement angle of the object.
Arguments:
1) real: objectID
Return Type:
bool
Returns true if movement processing is enabled for the object, otherwise returns false.
Arguments:
1) real: objectID
Cancels the currently active move pattern.
Arguments:
1) real: objectID
Clears all move patterns that were added with ObjMove_AddPattern functions.
Arguments:
1) real: objectID
2) real: maxTurn
3) real: maxTurnInc
4) real: homingTime
Makes the object begin homing toward enemies for homingTime frames.
maxTurn is the maximum angle the shot can turn per frame.
maxTurnInc is added to maxTurn each frame, which can be used to prevent
infinite circling around the target or to curve the angle.
Arguments:
1) real: objectID
2) real: maxTurn
3) real: maxTurnInc
4) real: homingTime
5) real: acceleration
6) real: minSpeed
7) real: maxSpeed
Makes the object begin homing toward enemies for homingTime frames using the given acceleration. minimum speed, and maximum speed.
maxTurn is the maximum angle the shot can turn per frame.
maxTurnInc is added to maxTurn each frame, which can be used to prevent
infinite circling around the target or to curve the angle.
Note: The acceleration value must be positive, since it is used as both acceleration and deceleration.
Arguments:
1) real: objectID
2) real: angleWeight
3) real: homingTime
Makes the object begin homing toward enemies for homingTime frames in
a ZUN-like way.
This works similarly to Reimu's homing amulets in most official Touhou
games from MoF onward.
angleWeight can be used to control the smoothness of the turning.
Arguments:
1) real: objectID
2) real: angleWeight
3) real: homingTime
4) real: acceleration
5) real: minSpeed
6) real: maxSpeed
Makes the object begin homing toward enemies for homingTime frames in
a ZUN-like way using the given acceleration. minimum speed, and maximum
speed.
This works similarly to Reimu's homing amulets in most official Touhou
games from MoF onward.
angleWeight can be used to control the smoothness of the turning.
Note: The acceleration value must be positive, since it is used as both acceleration and deceleration.
Arguments:
1) real: objectID
Disables homing for the given object if it was enabled.
Arguments:
1) real: objectID
2) real: homingTargetType
Sets the targeting type for the object's enemy homing movement.
Types are:
HOMING_TARGET_NEAREST_TO_SHOT
HOMING_TARGET_NEAREST_TO_PLAYER
HOMING_TARGET_LOWEST_ON_SCREEN
Note: This function must be called after homing has been enabled for the shot object.