Entities
BeforeDespawn
await this.BeforeDespawn
Waits until just before the entity is despawned.
Despawn
this.Despawn -> boolean
Immediately despawns the entity, removing it from the world.
DespawnBefore
this.DespawnBefore(parent)
Causes this
to be despawned just before parent
is despawned,
whenever that occurs.
Exists
Exists(this) -> boolean
Returns true
if the entity still exists, false if it has been despawned or is not an entity.
Expire
this.Expire
Registers to despawn this
entity in the next reap phase, which is normally later in the tick.
Sometimes despawning things in the middle of processing can cause problems,
so this is a safer way to do it.
Query
Query(filter?, against?=, [owner?]) -> array
Returns an array of all entities that match the given criteria.
filter
(Categories): Each entity's Category must overlap at least one of these categories. Defaults toCategory:All
.against
(Flags) andowner
(Entity): The alliance status between each entity andowner
must overlap at least one of these alliance flags. Defaults toAlliance:All
.
Only entities with their Category property assigned
will be considered by this function, even if filter
is Category:All
.
If no entities match, returns an empty array.
QueryAny
QueryAny(filter?, against?=, [owner?]) -> entity
Finds the first entity that matches the given criteria.
filter
(Categories): The entity's Category must overlap at least one of these categories. Defaults toCategory:All
.against
(Flags) andowner
(Entity): The alliance status between the entity andowner
must overlap at least one of these alliance flags. Defaults toAlliance:All
.
Only entities with their Category property assigned
will be considered by this function, even if filter
is Category:All
.
If no entity matches, returns undefined
.
QueryCount
QueryCount(filter?, against?=, [owner?]) -> number
Returns the Number of entities that match the given criteria.
filter
(Categories): Each entity's Category must overlap at least one of these categories. Defaults toCategory:All
.against
(Flags) andowner
(Entity): The alliance status between each entity andowner
must overlap at least one of these alliance flags. Defaults toAlliance:All
.
Only entities with their Category property assigned
will be considered by this function, even if filter
is Category:All
.
Spawn
Spawn |use this = entity| { } -> entity
Spawns a new entity, executing the delve
block as its main behavior.
When the entity despawns, all of its behaviors will be terminated.
The main behavior block will execute concurrently with the rest of the game.
This function will return as soon as its delve
block reaches an await
and goes to sleep.
await Spawn |use this = entity| { }
Spawns a new entity, then waits for it to despawn before continuing.
The delve
block is executed as the main behavior of the new entity.
When the entity despawns, all of its behaviors will be terminated.
The main behavior block will execute concurrently with the rest of the game.
This function will return as soon as its delve
block reaches an await
and goes to sleep.
Subspawn
this.Subspawn |use this = entity| { } -> entity
Spawns a new subentity with this
as its parent,
executing the delve
block as its main behavior.
If parent despawns, the subentity will be despawned first.
The main behavior block will execute concurrently with the rest of the game. When the subentity despawns, all of its behaviors will be terminated.
This function returns as soon as its delve
block reaches an await
and goes to sleep.
await this.Subspawn |use this = entity| { }
Spawns a new subentity with this
as its parent,
then waits for it to despawn before continuing.
The delve
block is executed as the main behavior of the new entity.
If parent despawns, the subentity will be despawned first.
The main behavior block will execute concurrently with the rest of the game. When the subentity despawns, all of its behaviors will be terminated.
This function returns as soon as its delve
block reaches an await
and goes to sleep.
World
World -> entity
Returns the global entity World
.
This entity exists before the game starts and will exist until the game ends.
It can never be despawned.
World
can be used to create global properties, behaviors, signals, etc.