Documentation: CharacterDataComponent
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Name | Type | Initial Value | Example Range | Description |
---|---|---|---|---|
Members | ||||
platforming_type | int | 0 | [0, 3] | 0 = oldest, 1 = newer, 2 = safest |
mass | float | 1 | [0, 10] | 1.0 = approx. mass of player |
buoyancy_check_offset_y | int | -6 | [-1000, 1000] | |
liquid_velocity_coeff | float | 9 | [0, 20] | how much do liquids move this character. e.g. when standing in a flowing river |
gravity | float | 100 | [0, 250] | |
fly_recharge_spd | float | 0 | [0, 250] | |
fly_recharge_spd_ground | float | 0 | [0, 250] | |
flying_needs_recharge | bool | false | const variable... player has this as true | |
flying_in_air_wait_frames | int | 44 | [0, 200] | to fix the tap tap tap flying cheese, we wait this many frames before recharging in air |
flying_recharge_removal_frames | int | 8 | [0, 20] | another fix to the tap tap - this is how many frames from pressing down up we'll remove fly charge |
climb_over_y | int | 3 | [0, 10] | |
check_collision_max_size_x | int | 5 | [0, 50] | |
check_collision_max_size_y | int | 5 | [0, 50] | |
is_on_ground | bool | false | ||
is_on_slippery_ground | bool | false | ||
ground_stickyness | float | 0 | ||
effect_hit_ground | bool | false | ||
eff_hg_damage_min | int | 0 | if we want to damage ground when hitting it... this is the place | |
eff_hg_damage_max | int | 0 | if we want to damage ground when hitting it... this is the place | |
eff_hg_position_x | float | 0 | [-15, 15] | |
eff_hg_position_y | float | 0 | [-15, 15] | |
eff_hg_size_x | float | 0 | [-15, 15] | |
eff_hg_size_y | float | 0 | [-15, 15] | |
eff_hg_velocity_min_x | float | 0 | [-65, 65] | |
eff_hg_velocity_max_x | float | 0 | [-65, 65] | |
eff_hg_velocity_min_y | float | 0 | [-65, 65] | |
eff_hg_velocity_max_y | float | 0 | [-65, 65] | |
eff_hg_offset_y | float | 0 | [-15, 15] | |
eff_hg_update_box2d | bool | false | if true, will move physics bodies that it hits | |
eff_hg_b2force_multiplier | float | 0.0035 | multiplies the velocity with this... | |
destroy_ground | float | 0 | how much damage do we do the ground when land on it | |
send_transform_update_message | bool | false | if 1, will send Message_TransformUpdated to updated entities and their children when the component is processed by PlayerCollisionSystem or CharacterCollisionSystem | |
dont_update_velocity_and_xform | bool | false | might be useful if you want to use CharacterCollisionSystem to only update on_ground status | |
mFlyingTimeLeft | float | 1000 | How much flying energy do we have left? - NOTE( Petri ): 1.3.2023 - This used to be a private variable. It was changed to fix the save/load infinite flying bug. | |
Custom data types | ||||
collision_aabb_min_x | LensValue<float> | 0 | ||
collision_aabb_max_x | LensValue<float> | 0 | ||
collision_aabb_min_y | LensValue<float> | 0 | ||
collision_aabb_max_y | LensValue<float> | 0 | ||
fly_time_max | LensValue<float> | 0 | how much flying energy + | |
Privates | ||||
mFramesOnGround | int | 0 | ||
mLastFrameOnGround | int | 0 | ||
mVelocity | vec2 | (0, 0) | ||
mCollidedHorizontally | bool | false | moved this here from CharacterCollisionComponent - since that is multithreaded and we needed a non multithreaded version |