Difference between revisions of "Oolite JavaScript Reference: Entity"
m (Added Oolite scripting category.) |
m (Format clean-up.) |
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== Properties == |
== Properties == |
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+ | === <code>distanceTravelled</code> === |
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+ | '''distanceTravelled''' : Number (read-only) |
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+ | The distance the entity has travelled since being spawned, in game metres. |
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+ | |||
+ | === <code>energy</code> === |
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+ | '''energy''' : Number (read/write) |
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+ | The entity’s total energy; ranges from 0 to <code>[[#maxEnergy|maxEnergy]]</code>. |
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+ | |||
+ | === <code>heading</code> === |
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+ | '''heading''' : [[Oolite JavaScript Reference: Vector|Vector]] (read-only) |
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+ | The heading of the entity. This is equivalent to <code>[[#orientation|orientation]]</code>, but ignoring the axial twist component (roll in the case of a ship). |
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+ | |||
+ | <code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</code>. |
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+ | |||
=== <code>ID</code> === |
=== <code>ID</code> === |
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− | ID |
+ | '''ID''' : Number (read-only, integer) |
The [[#Universal IDs|universal ID]] of the entity. |
The [[#Universal IDs|universal ID]] of the entity. |
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− | === <code> |
+ | === <code>mass</code> === |
− | + | '''mass''' : Number (read-only) |
|
− | The |
+ | The mass of the entity. Currently, this is directly proportional to the volume. |
− | '''See Also:''' <code>[[#setPosition|setPosition]]()</code> |
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+ | === <code>maxEnergy</code> === |
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+ | '''maxEnergy''' : Number (read-only) |
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+ | The highest permissible value of <code>[[#energy|energy]]</code>. |
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=== <code>orientation</code> === |
=== <code>orientation</code> === |
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− | orientation |
+ | '''orientation''' : [[Oolite JavaScript Reference: Quaternion|Quaternion]] (read-only) |
The spacial orientation of the entity. |
The spacial orientation of the entity. |
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'''See Also:''' <code>[[#setOrientation|setOrientation]]()</code> |
'''See Also:''' <code>[[#setOrientation|setOrientation]]()</code> |
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− | === <code> |
+ | === <code>owner</code> === |
− | + | '''owner''' : Entity (read-only) |
|
− | The |
+ | The entity which owns this one. In the case of a subentity, the entity to which it is attached. In the case of a defense ship, the station it belongs to. In the case of a missile, the ship that launched it. There may be other uses. |
− | <code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</code>. |
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+ | === <code>position</code> === |
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+ | '''position''' : [[Oolite JavaScript Reference: Vector|Vector]] (read-only) |
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+ | The position of the entity in system co-ordinates. |
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− | === <code>status</code> === |
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+ | '''See Also:''' <code>[[#setPosition|setPosition]]()</code> |
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− | status [read-only string] |
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− | The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”). |
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=== <code>scanClass</code> === |
=== <code>scanClass</code> === |
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− | scanClass |
+ | '''scanClass''' : String (read-only) |
The current scan class of the entity (such as “CLASS_NEUTRAL” and “CLASS_CARGO”). |
The current scan class of the entity (such as “CLASS_NEUTRAL” and “CLASS_CARGO”). |
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− | === <code> |
+ | === <code>spawnTime</code> === |
− | + | '''spawnTime''' : Number (read-only) |
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− | The |
+ | The time at which the entity came into existence. |
− | === <code> |
+ | === <code>status</code> === |
− | + | '''status''' : String (read-only) |
|
− | The |
+ | The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”). |
− | === <code> |
+ | === <code>isPlanet</code> === |
− | + | '''isPlanet''' : Boolean (read-only) |
|
− | + | <code>true</code> if the entity is a [[Oolite JavaScript Reference: Planet|Planet]], <code>false</code> otherwise. |
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− | === <code> |
+ | === <code>isPlayer</code> === |
− | + | '''isPlayer''' : Boolean (read-only) |
|
− | + | <code>true</code> if the entity is the [[Oolite JavaScript Reference: Player|Player]], <code>false</code> otherwise. |
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− | |||
− | === <code>isValid</code> === |
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− | isValid [read-only boolean] |
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− | <code>true</code> if the entity is a valid entity variable, <code>false</code> if it is [[#Stale References|stale]]. |
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=== <code>isShip</code> === |
=== <code>isShip</code> === |
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− | isShip |
+ | '''isShip''' : Boolean (read-only) |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Ship|Ship]], <code>false</code> otherwise. |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Ship|Ship]], <code>false</code> otherwise. |
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=== <code>isStation</code> === |
=== <code>isStation</code> === |
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− | isStation |
+ | '''isStation''' : Boolean (read-only) |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Station|Station]], <code>false</code> otherwise. |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Station|Station]], <code>false</code> otherwise. |
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=== <code>isSubEntity</code> === |
=== <code>isSubEntity</code> === |
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− | isSubEntity |
+ | '''isSubEntity''' : Boolean (read-only) |
<code>true</code> if the entity is a subentity, <code>false</code> otherwise. A subentity’s owner can be acquired through the <code>[[#owner|owner]]</code> property. |
<code>true</code> if the entity is a subentity, <code>false</code> otherwise. A subentity’s owner can be acquired through the <code>[[#owner|owner]]</code> property. |
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=== <code>isSun</code> === |
=== <code>isSun</code> === |
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− | isSun |
+ | '''isSun''' : Boolean (read-only) |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Sun|Sun]], <code>false</code> otherwise. |
<code>true</code> if the entity is a [[Oolite JavaScript Reference: Sun|Sun]], <code>false</code> otherwise. |
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− | === <code> |
+ | === <code>isValid</code> === |
− | + | '''isValid''' : Boolean (read-only) |
|
− | <code>true</code> if the entity is |
+ | <code>true</code> if the entity is a valid entity variable, <code>false</code> if it is [[#Stale References|stale]]. |
− | |||
− | === <code>isPlanet</code> === |
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− | isPlanet [read-only boolean] |
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− | <code>true</code> if the entity is a [[Oolite JavaScript Reference: Planet|Planet]], <code>false</code> otherwise. |
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− | |||
− | === <code>distanceTravelled</code> === |
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− | distanceTravelled [read-only double] |
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− | The distance the entity has travelled since being spawned, in game metres. |
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− | |||
− | === <code>spawnTime</code> === |
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− | spawnTime [read-only double] |
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− | The time at which the entity came into existence. |
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== Methods == |
== Methods == |
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− | === <code> |
+ | === <code>call</code> === |
− | + | '''call'''(methodName : String, ...) |
|
− | + | Call a method on the underlying Objective-C class. This is the same approach taken by script actions in plist scripts and AI actions in AI plists. The first argument is the name of the method to call. If the method takes a parameter (in which case it will end with a colon), any number of additional arguments may be specified; these will be concatenated together, separated by spaces, and passed the requested method. If the underlying method returns a value, it will be returned from <code>call()</code>, otherwise the result will be <code>undefined</code>. |
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=== <code>setOrientation</code> === |
=== <code>setOrientation</code> === |
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− | + | '''setOrientation'''(orientation : [[Oolite JavaScript Reference: Quaternion#Quaternion Expressions|quaternionExpression]]) |
|
Instantaneously rotate the entity to the specified orientation. |
Instantaneously rotate the entity to the specified orientation. |
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− | === <code> |
+ | === <code>setPosition</code> === |
− | + | '''setPosition'''(postion : [[Oolite JavaScript Reference: Vector#Vector Expressions|vectorExpression]]) |
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− | + | Instantaneously move the entity to the specified position. |
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== Deprecated methods == |
== Deprecated methods == |
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The following method is deprecated as of Oolite 1.70, and will be removed before the next stable release: |
The following method is deprecated as of Oolite 1.70, and will be removed before the next stable release: |
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=== <code>valid</code> === |
=== <code>valid</code> === |
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− | * <code>valid()</code>: use [[#isValid|isValid]] instead. |
+ | * <code>'''valid'''() : Boolean</code>: use [[#isValid|isValid]] instead. |
== Static methods == |
== Static methods == |
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Static methods are methods which can be called on <code>Entity</code>, rather than an entity variable. Example: <code>var myEntity = Entity.entityWithID(142);</code> |
Static methods are methods which can be called on <code>Entity</code>, rather than an entity variable. Example: <code>var myEntity = Entity.entityWithID(142);</code> |
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=== <code>entityWithID</code> === |
=== <code>entityWithID</code> === |
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− | entityWithID(integer) |
+ | '''entityWithID'''(ID : Number (integer)) : Entity |
Returns the entity with the specified [[#Universal IDs|universal ID]]. |
Returns the entity with the specified [[#Universal IDs|universal ID]]. |
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Revision as of 18:11, 6 December 2007
Prototype: Object
Subtypes: Planet
, Ship
, Sun
This class was added in Oolite test release 1.70.
The Entity
class represents an object in the game universe. Ship
s, Station
s, Planet
s and the Player
are types of entity. Note that these more specific types have additional properties and methods.
Contents
Stale References
When an entity dies or is otherwise removed from the game universe (for instance, because player jumped from the system), existing Entity
variables referring to the entity become invalid; all their properties become undefined
, and their methods do nothing. In addition to the undefined properties, this can be detected with the valid()
method.
Universal IDs
Every Entity
has an unique universal ID. All Oolite-provided functions which take an Entity
as an argument may also be passed an integer representing the Entity
’s ID.
Properties
distanceTravelled
distanceTravelled : Number (read-only)
The distance the entity has travelled since being spawned, in game metres.
energy
energy : Number (read/write)
The entity’s total energy; ranges from 0 to maxEnergy
.
heading
heading : Vector (read-only)
The heading of the entity. This is equivalent to orientation
, but ignoring the axial twist component (roll in the case of a ship).
entity.heading()
is equivalent to entity.orientation.forwardVector()
.
ID
ID : Number (read-only, integer)
The universal ID of the entity.
mass
mass : Number (read-only)
The mass of the entity. Currently, this is directly proportional to the volume.
maxEnergy
maxEnergy : Number (read-only)
The highest permissible value of energy
.
orientation
orientation : Quaternion (read-only)
The spacial orientation of the entity.
See Also: setOrientation()
owner
owner : Entity (read-only)
The entity which owns this one. In the case of a subentity, the entity to which it is attached. In the case of a defense ship, the station it belongs to. In the case of a missile, the ship that launched it. There may be other uses.
position
position : Vector (read-only)
The position of the entity in system co-ordinates.
See Also: setPosition()
scanClass
scanClass : String (read-only)
The current scan class of the entity (such as “CLASS_NEUTRAL” and “CLASS_CARGO”).
spawnTime
spawnTime : Number (read-only)
The time at which the entity came into existence.
status
status : String (read-only)
The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”).
isPlanet
isPlanet : Boolean (read-only)
true
if the entity is a Planet, false
otherwise.
isPlayer
isPlayer : Boolean (read-only)
true
if the entity is the Player, false
otherwise.
isShip
isShip : Boolean (read-only)
true
if the entity is a Ship, false
otherwise.
isStation
isStation : Boolean (read-only)
true
if the entity is a Station, false
otherwise.
isSubEntity
isSubEntity : Boolean (read-only)
true
if the entity is a subentity, false
otherwise. A subentity’s owner can be acquired through the owner
property.
isSun
isSun : Boolean (read-only)
true
if the entity is a Sun, false
otherwise.
isValid
isValid : Boolean (read-only)
true
if the entity is a valid entity variable, false
if it is stale.
Methods
call
call(methodName : String, ...)
Call a method on the underlying Objective-C class. This is the same approach taken by script actions in plist scripts and AI actions in AI plists. The first argument is the name of the method to call. If the method takes a parameter (in which case it will end with a colon), any number of additional arguments may be specified; these will be concatenated together, separated by spaces, and passed the requested method. If the underlying method returns a value, it will be returned from call()
, otherwise the result will be undefined
.
setOrientation
setOrientation(orientation : quaternionExpression)
Instantaneously rotate the entity to the specified orientation.
setPosition
setPosition(postion : vectorExpression)
Instantaneously move the entity to the specified position.
Deprecated methods
The following method is deprecated as of Oolite 1.70, and will be removed before the next stable release:
valid
valid() : Boolean
: use isValid instead.
Static methods
Static methods are methods which can be called on Entity
, rather than an entity variable. Example: var myEntity = Entity.entityWithID(142);
entityWithID
entityWithID(ID : Number (integer)) : Entity
Returns the entity with the specified universal ID.