The mcontroller
table contains functions relating to the movement controller.
This section of mcontroller documentation refers to the MovementController lua bindings. Other documentation may refer to ActorMovementController lua bindings. MovementController is used in:
MovementParameters
mcontroller.parameters()Returns a table containing the movement parameters for the movement controller.
void
mcontroller.applyParameters(Json
parameters)Applies the given parameters to the movement controller. The provided parameters are merged into the current movement parameters.
void
mcontroller.resetParameters()Resets movement parameters to their original state.
float
mcontroller.mass()Returns the configured mass of the movement controller.
Vec2F
mcontroller.position()Returns the current position of the movement controller.
float
mcontroller.xPosition()Returns the current horizontal position of the movement controller.
float
mcontroller.yPosition()Returns the current vertical position of the movement controller.
Vec2F
mcontroller.velocity()Returns the current velocity of the movement controller.
float
mcontroller.xVelocity()Returns the current horizontal speed of the movement controller.
float
mcontroller.yVelocity()Returns the current vertical speed of the movement controller.
float
mcontroller.rotation()Returns the current rotation of the movement controller in radians.
PolyF
mcontroller.collisionPoly()Returns the collision poly of the movement controller, in local coordinates.
PolyF
mcontroller.collisionBody()Returns the collision poly of the movement controller, in world coordinates.
RectF
mcontroller.collisionBoundBox()Returns a rect containing the entire collision poly of the movement controller, in world coordinates.
RectF
mcontroller.localBoundBox()Returns a rect containing the entire collision of the movement controller, in local coordinates.
bool
mcontroller.isColliding()Returns whether the movement controller is currently colliding with world geometry or a PhysicsMovingCollision.
bool
mcontroller.isNullColliding()Returns whether the movement controller is currently colliding with null world geometry. Null collision occurs in unloaded sectors.
bool
mcontroller.isCollisionStuck()Returns whether the movement controller is currently stuck colliding. Movement controllers can stick if the stickyCollision
movement parameter is set.
float
mcontroller.stickingDirection()Returns the angle that the movement controller is currently stuck at, in radians.
float
mcontroller.liquidPercentage()Returns the percentage of the collision poly currently submerged in liquid;
LiquidId
mcontroller.liquidId()Returns the liquid ID of the liquid that the movement controller is currently submerged in. If this is several liquids this returns the most plentiful one.
bool
mcontroller.onGround()Returns whether the movement controller is currently on ground.
void
mcontroller.setPosition(Vec2F
position)Sets the position of the movement controller.
void
mcontroller.setXPosition(float
x)Sets the horizontal position of the movement controller.
void
mcontroller.setYPosition(float
y)Sets the vertical position of the movement controller.
void
mcontroller.translate(Vec2F
direction)Moves the movement controller by the vector provided.
void
mcontroller.setVelocity(Vec2F
velocity)Sets the velocity of the movement controller.
void
mcontroller.setXVelocity(Vec2F
xVelocity)Sets the horizontal velocity of the movement controller.
void
mcontroller.setYVelocity(Vec2F
yVelocity)Sets the vertical velocity of the movement controller.
void
mcontroller.addMomentum(Vec2F
momentum)Adds (momentum / mass) velocity to the movement controller.
void
mcontroller.setRotation(float
angle)Sets the rotation of the movement controller. Angle is in radians.
void
mcontroller.rotate(float
angle)Rotates the movement controller by an angle relative to its current angle. Angle is in radians.
void
mcontroller.accelerate(Vec2F
acceleration)Accelerates the movement controller by the given acceleration for one tick.
void
mcontroller.force(Vec2F
force)Accelerates the movement controller by (force / mass) for one tick.
void
mcontroller.approachVelocity(Vec2F
targetVelocity, float
maxControlForce)Approaches the targetVelocity using the force provided. If the current velocity is higher than the provided targetVelocity, the targetVelocity will still be approached, effectively slowing down the entity.
void
mcontroller.approachVelocityAlongAngle(float
angle, float
targetVelocity, float
maxControlForce, bool
positiveOnly = false)Approaches the targetVelocity but only along the provided angle, not affecting velocity in the perpendicular axis. If positiveOnly, then it will not slow down the movementController if it is already moving faster than targetVelocity.
void
mcontroller.approachXVelocity(float
targetVelocity, float
maxControlForce)Approaches an X velocity. Same as using approachVelocityAlongAngle with angle 0.
void
mcontroller.approachYVelocity(float
targetVelocity, float
maxControlForce)Approaches a Y velocity. Same as using approachVelocityAlongAngle with angle (Pi / 2).