Move Object Functions

Return to Functions

ObjRender_SetX

    Arguments:
        1) real: objectID
        2) real: x

Sets the x-coordinate of the object.

ObjRender_SetY

    Arguments:
        1) real: objectID
        2) real: y

Sets the y-coordinate of the object.

ObjRender_SetPosition

    Arguments:
        1) real: objectID
        2) real: x
        3) real: y

Sets the x and y coordinates of the object.

ObjRender_SetPosition

    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.

ObjRender_SetSpeed

    Arguments:
        1) real: objectID
        2) real: speed

Sets the movement speed for the object.

ObjRender_SetAngle

    Arguments:
        1) real: objectID
        2) real: angle

Sets the movement angle for the object.

ObjMove_SetAcceleration

    Arguments:
        1) real: objectID
        2) real: acceleration

Sets the movement acceleration per frame for the object.

ObjMove_SetAngularVelocity

    Arguments:
        1) real: objectID
        2) real: angularVelocity

Sets the change in movement angle per frame for the object.

ObjMove_SetDestAtSpeed

    Arguments:
        1) real: objectID
        2) real: x
        3) real: y
        4) real: speed

Moves the object towards the given coordinates at the speed specified.

ObjMove_SetDestAtFrame

    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.

ObjMove_SetDestAtWeight

    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.

ObjMove_SetDestAtInterpolate

    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.

ObjMove_AddPatternA1

    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.

ObjMove_AddPatternA2

    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.

ObjMove_AddPatternA3

    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.

ObjMove_AddPatternA4

    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.

ObjMove_AddPatternB1

    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.

ObjMove_AddPatternB2

    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.

ObjMove_AddPatternB3

    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.

ObjMove_GetX

    Arguments:
        1) real: objectID
    Return Type:
        real

Gets the x-coordinate of the object.

If the object is deleted, this will return NULL_POS.

ObjMove_GetY

    Arguments:
        1) real: objectID
    Return Type:
        real

Gets the y-coordinate of the object.

If the object is deleted, this will return NULL_POS.

ObjMove_GetSpeed

    Arguments:
        1) real: objectID
    Return Type:
        real

Returns the movement speed of the object.

ObjMove_GetAngle

    Arguments:
        1) real: objectID
    Return Type:
        real

Returns the movement angle of the object.