WorldBullet
┗> Object > Class
Constructor
WorldBullet(x: number, y: number, texture: (string|love.Image)?)
Arguments:
x: number | |
y: number | |
texture: (string|love.Image)? |
Methods
WorldBullet:isBullet(id: string)
Checks whether this bullet is an instance or extension of a specific bullet type, specified by id
.
Arguments:
id: string |
Returns:
1: boolean |
WorldBullet:onCollide(soul: OverworldSoul)
(Override) Called when the bullet collides with the player's soul, before invulnerability checks.
Arguments:
soul: OverworldSoul | The soul of the player used when in the Overworld. |
WorldBullet:onDamage(soul: OverworldSoul)
(Override) Called when the bullet hits the player's soul without invulnerability frames.
Not calling super.onDamage()
here will stop the normal damage logic from occurring.
Arguments:
soul: OverworldSoul | The soul of the player used when in the Overworld. |
WorldBullet:setSprite(texture: (string|love.Image)?, speed: number?, loop: boolean?, on_finished: fun( any)?)
@param texture
— The new texture or path to the texture to set on the sprite (Removes the bullet's sprite if undefined)
@param speed
— The time between frames of the sprite, in seconds (Defaults to 1/30th second)
@param loop
— Whether the sprite should continuously loop. (Defaults to true
)
@param on_finished
— A function that is called when the animation finishes.
Arguments:
texture: (string|love.Image)? | The new texture or path to the texture to set on the sprite (Removes the bullet's sprite if undefined) |
speed: number? | The time between frames of the sprite, in seconds (Defaults to 1/30th second) |
loop: boolean? | Whether the sprite should continuously loop. (Defaults to |
on_finished: fun( any)? | A function that is called when the animation finishes. |
Returns:
1: Sprite? |
Fields
WorldBullet.world: World
The current World instance. Not defined until after WorldBullet:init()
, and only if it is parented to a World instance.