Game Flow
API
CallSuicide() -> None
Return to the checkpoint.
CallRestart() -> None
Restart the level.
GetSection() -> int
Get the number of the section you're currently in.
returns: number of the section you're currently in
SetSection(section: int) -> None
Set the number of the section you're currently in.
section: number of the section to set
SpawnVfx(vfxType: Literal, position: vec3) -> bool
Spawn VFX.
vfxType: VFX typeposition: VFX positionreturns: whether it is spawned successfully
SpawnVfxPRS(vfxType: string, position: vec3, rotation: vec3, scale: vec3) -> bool
Spawn VFX, with rotation and scale supported.
vfxType: VFX typeposition: VFX positionrotation: VFX rotation, in euler angle formatscale: VFX scalereturns: whether it is spawned successfully
VFX table:
| vfxType | Description |
|---|---|
StartLife | Start life VFX |
Explosion | Explosion VFX |
Steam | Steam VFX |
SwitchBallPartA | First half of the ball switch VFX |
SwitchBallPartB | Second half of the ball switch VFX |
CollectLife | Collect life VFX |
CollectCure | Collect cure VFX |
CollectScore | Collect score VFX |
ShowScreenEdgeFx(Type: Literal["Damaged" | "Health" | "Life" | "Score" | "Key"], intensity: float) -> None
Show screen edge effect.
Type: the type of the effectintensity: the intensity of the effect
ClearScreenEdgeFx(Type: Literal["Damaged" | "Health" | "Life" | "Score" | "Key" | ""]) -> None
Clear screen edge effect.
Type: the type of the effect or empty string""to clear all effects
SetCameraHeight(height: float) -> None
Set the height of the camera.
height: the height of the camera
CameraShake() -> None
Shake the camera.