Difference between revisions of "Oolite JavaScript Reference: Player"

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<small>'''Prototype:''' <code>[[Oolite JavaScript Reference: Ship|Ship]]</code></small><br />
 
<small>'''Prototype:''' <code>[[Oolite JavaScript Reference: Ship|Ship]]</code></small><br />
 
{{Oolite-class-added|1.70}}
 
   
 
The '''<code>Player</code>''' class is an <code>[[Oolite JavaScript Reference: Entity|Entity]]</code> representing the player, and the player’s ship – the two are inseperable. The <code>Player</code> has all the properties and methods of a <code> [[Oolite JavaScript Reference: Ship|Ship]]</code>, and several others. There is always exactly one <code>Player</code> object in existence, which can be accessed through the <code>player</code> global property.
 
The '''<code>Player</code>''' class is an <code>[[Oolite JavaScript Reference: Entity|Entity]]</code> representing the player, and the player’s ship – the two are inseperable. The <code>Player</code> has all the properties and methods of a <code> [[Oolite JavaScript Reference: Ship|Ship]]</code>, and several others. There is always exactly one <code>Player</code> object in existence, which can be accessed through the <code>player</code> global property.
   
 
== Properties ==
 
== Properties ==
=== <code> name </code> ===
+
=== <code>name</code> ===
name [read-only string]
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'''name''' : String (read-only)
 
The name of the player’s character (e.g., “Jameson”).
 
The name of the player’s character (e.g., “Jameson”).
   
 
=== <code>score</code> ===
 
=== <code>score</code> ===
score [read-write integer]
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'''score''' : Number (read/write, integer)
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
 
The player’s score; nominally the number of kills the player has made, although some missions award additional points.
   
 
=== <code>credits</code> ===
 
=== <code>credits</code> ===
credits [read-write integer]
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'''credits''' : Number (read/write, integer)
 
The amount of money the player has.
 
The amount of money the player has.
   
 
=== <code>fuelLeakRate</code> ===
 
=== <code>fuelLeakRate</code> ===
fuelLeakRate [read-write double]
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'''fuelLeakRate''' : Number (read/write)
 
The rate at which the player is losing fuel, in tenths of a LY per second. May not be negative. Reset to 0 when fuel is empty.
 
The rate at which the player is losing fuel, in tenths of a LY per second. May not be negative. Reset to 0 when fuel is empty.
   
 
=== <code>alertCondition</code> ===
 
=== <code>alertCondition</code> ===
alertCondition [read-only integer]
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'''alertCondition''' : Number (read-only, integer)
 
Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.
 
Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.
   
 
=== <code>docked</code> ===
 
=== <code>docked</code> ===
docked [read-only boolean]
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'''docked''' : Boolean (read-only)
 
True if the player is docked with a station or carrier.
 
True if the player is docked with a station or carrier.
   
 
=== <code>alertTemperature</code> ===
 
=== <code>alertTemperature</code> ===
alertTemperature [read-only boolean]
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'''alertTemperature''' : Boolean (read-only)
 
Whether the cabin temperature is dangerously high.
 
Whether the cabin temperature is dangerously high.
   
 
=== <code>alertMassLocked</code> ===
 
=== <code>alertMassLocked</code> ===
alertMassLocked [read-only boolean]
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'''alertMassLocked''' : Boolean (read-only)
 
Whether the player is mass locked.
 
Whether the player is mass locked.
   
 
=== <code>alertAltitude</code> ===
 
=== <code>alertAltitude</code> ===
alertAltitude [read-only boolean]
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'''alertAltitude''' : Boolean (read-only)
 
Whether the player is dangerously close to a planet.
 
Whether the player is dangerously close to a planet.
   
 
=== <code>alertEnergy</code> ===
 
=== <code>alertEnergy</code> ===
alertEnergy [read-only boolean]
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'''alertEnergy''' : Boolean (read-only)
 
Whether the player’s energy level is depleted (i.e., <code>[[Oolite JavaScript Reference: Entity#energy|energy]]</code> is less than <code>[[Oolite JavaScript Reference: Entity#maxEnergy|maxEnergy]]</code>).
 
Whether the player’s energy level is depleted (i.e., <code>[[Oolite JavaScript Reference: Entity#energy|energy]]</code> is less than <code>[[Oolite JavaScript Reference: Entity#maxEnergy|maxEnergy]]</code>).
   
 
=== <code>alertHostiles</code> ===
 
=== <code>alertHostiles</code> ===
alertHostiles [read-only boolean]
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'''alertHostiles''' : Boolean (read-only)
 
Whether there are hostile ships within scanner range.
 
Whether there are hostile ships within scanner range.
   
 
=== <code>dockedStation</code> ===
 
=== <code>dockedStation</code> ===
dockedStation [read-only [[Oolite JavaScript Reference: Station|Station]]]
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'''dockedStation''' : [[Oolite JavaScript Reference: Station|Station]] (read-only)
 
The station with which the player is currently docked.
 
The station with which the player is currently docked.
   
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== Methods ==
 
== Methods ==
===awardEquipment===
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=== <code>awardEquipment</code> ===
void awardEquipment(equipmentKey)
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'''awardEquipment'''(equipmentKey : String)
 
Adds the given piece of equipment to the player’s ship. Example: <code>player.awardEquipment("EQ_TRUMBLE")</code>
 
Adds the given piece of equipment to the player’s ship. Example: <code>player.awardEquipment("EQ_TRUMBLE")</code>
   
=== commsMessage ===
+
=== <code>commsMessage</code> ===
 
'''commsMessage'''(message : String [, duration: Number])
 
'''commsMessage'''(message : String [, duration: Number])
Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional <code>duration</code> parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used. Example:
+
Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional <code>duration</code> parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used. Example: <code>player.commsMessage("Hello, cruel universe.", 6)</code>
player.commsMessage("Hello, cruel universe.", 6)
 
   
=== consoleMessage ===
+
=== <code>consoleMessage</code> ===
 
'''consoleMessage'''(message : String [, duration: Number])
 
'''consoleMessage'''(message : String [, duration: Number])
 
Displays the specified message as a console message, that is, as a message on the HUD. The optional <code>duration</code> parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.
 
Displays the specified message as a console message, that is, as a message on the HUD. The optional <code>duration</code> parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.
   
===removeEquipment===
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=== <code>removeEquipment</code> ===
void removeEquipment(equipmentKey)
+
'''removeEquipment'''(equipmentKey : String)
 
Removes the given piece of equipment from the player’s ship. Example: <code>player.removeEquipment("EQ_TRUMBLE")</code>
 
Removes the given piece of equipment from the player’s ship. Example: <code>player.removeEquipment("EQ_TRUMBLE")</code>
   
===hasEquipment===
+
=== <code>hasEquipment</code> ===
boolean hasEquipment(equipmentKey)
+
'''hasEquipment'''(equipmentKey : String) : Boolean
 
Returns <code>true</code> if the given piece of equipment is present on/in the player’s ship, <code>false</code> if it is not. Example: <code>if (player.hasEquipment("EQ_TRUMBLE")) Log("Oh noes, I has a trumble!")</code>
 
Returns <code>true</code> if the given piece of equipment is present on/in the player’s ship, <code>false</code> if it is not. Example: <code>if (player.hasEquipment("EQ_TRUMBLE")) Log("Oh noes, I has a trumble!")</code>
   
===awardCargo===
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=== <code>awardCargo</code> ===
void awardCargo(cargoname, amount)
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'''awardCargo'''(cargoname : String, amount : Number)
 
Awards the given amount of the specified type of cargo. The cargo name must match the name in ''commodities.plist'' exactly.
 
Awards the given amount of the specified type of cargo. The cargo name must match the name in ''commodities.plist'' exactly.
   
===removeAllCargo===
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=== <code>removeAllCargo</code> ===
void removeAllCargo()
+
'''removeAllCargo'''()
 
Removes all cargo from the ship’s cargo bay.
 
Removes all cargo from the ship’s cargo bay.
   
===useSpecialCargo===
+
=== <code>useSpecialCargo</code> ===
void useSpecialCargo(description)
+
'''useSpecialCargo'''(description : String)
 
Fills the cargo bay with the cargo described, effectively disabling the use of the cargo bay until the cargo is removed.
 
Fills the cargo bay with the cargo described, effectively disabling the use of the cargo bay until the cargo is removed.
   
===launch===
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=== <code>launch</code> ===
void launch()
+
'''launch'''()
 
Launches the player’s ship if it is currently docked.
 
Launches the player’s ship if it is currently docked.
   

Revision as of 12:22, 6 December 2007

Prototype: Ship

The Player class is an Entity representing the player, and the player’s ship – the two are inseperable. The Player has all the properties and methods of a Ship, and several others. There is always exactly one Player object in existence, which can be accessed through the player global property.

Properties

name

name : String (read-only)

The name of the player’s character (e.g., “Jameson”).

score

score : Number (read/write, integer)

The player’s score; nominally the number of kills the player has made, although some missions award additional points.

credits

credits : Number (read/write, integer)

The amount of money the player has.

fuelLeakRate

fuelLeakRate : Number (read/write)

The rate at which the player is losing fuel, in tenths of a LY per second. May not be negative. Reset to 0 when fuel is empty.

alertCondition

alertCondition : Number (read-only, integer)

Returns the current alert condition. 0 = Docked, 1 = Green, 2 = Yellow, 3 = Red.

docked

docked : Boolean (read-only)

True if the player is docked with a station or carrier.

alertTemperature

alertTemperature : Boolean (read-only)

Whether the cabin temperature is dangerously high.

alertMassLocked

alertMassLocked : Boolean (read-only)

Whether the player is mass locked.

alertAltitude

alertAltitude : Boolean (read-only)

Whether the player is dangerously close to a planet.

alertEnergy

alertEnergy : Boolean (read-only)

Whether the player’s energy level is depleted (i.e., energy is less than maxEnergy).

alertHostiles

alertHostiles : Boolean (read-only)

Whether there are hostile ships within scanner range.

dockedStation

dockedStation : Station (read-only)

The station with which the player is currently docked.

Deprecated properties

The following properties are deprecated as of Oolite 1.70, and will be removed before the next stable release:


Methods

awardEquipment

awardEquipment(equipmentKey : String)

Adds the given piece of equipment to the player’s ship. Example: player.awardEquipment("EQ_TRUMBLE")

commsMessage

commsMessage(message : String [, duration: Number])

Writes the specified message in the player’s communications log, as well as displaying it as a console message. The optional duration parameter determines how long the message should be displayed on the console before fading out. It is clamped to the range [1, 10]. If no duration is specified, 4.5 seconds will be used. Example: player.commsMessage("Hello, cruel universe.", 6)

consoleMessage

consoleMessage(message : String [, duration: Number])

Displays the specified message as a console message, that is, as a message on the HUD. The optional duration parameter determines how long the message should be displayed before fading out. It is clamped to the range [1, 10]. If no duration is specified, 3 seconds will be used.

removeEquipment

removeEquipment(equipmentKey : String)

Removes the given piece of equipment from the player’s ship. Example: player.removeEquipment("EQ_TRUMBLE")

hasEquipment

hasEquipment(equipmentKey : String) : Boolean

Returns true if the given piece of equipment is present on/in the player’s ship, false if it is not. Example: if (player.hasEquipment("EQ_TRUMBLE")) Log("Oh noes, I has a trumble!")

awardCargo

awardCargo(cargoname : String, amount : Number)

Awards the given amount of the specified type of cargo. The cargo name must match the name in commodities.plist exactly.

removeAllCargo

removeAllCargo()

Removes all cargo from the ship’s cargo bay.

useSpecialCargo

useSpecialCargo(description : String)

Fills the cargo bay with the cargo described, effectively disabling the use of the cargo bay until the cargo is removed.

launch

launch()

Launches the player’s ship if it is currently docked.