Difference between revisions of "Oolite JavaScript Reference: Entity"
Eric Walch (talk | contribs) (Added isVisible) |
Eric Walch (talk | contribs) m (Alphabetical sorting) |
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<code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</code>. | <code>entity.heading()</code> is equivalent to <code>entity.[[#orientation|orientation]].[[Oolite JavaScript Reference: Quaternion#forwardVector|forwardVector]]()</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. | ||
+ | |||
+ | === <code>isPlayer</code> === | ||
+ | '''isPlayer''' : Boolean (read-only) | ||
+ | <code>true</code> if the entity is the [[Oolite JavaScript Reference: PlayerShip|player ship]], <code>false</code> otherwise. | ||
+ | |||
+ | === <code>isShip</code> === | ||
+ | '''isShip''' : Boolean (read-only) | ||
+ | <code>true</code> if the entity is a [[Oolite JavaScript Reference: Ship|Ship]], <code>false</code> otherwise. | ||
+ | |||
+ | === <code>isStation</code> === | ||
+ | '''isStation''' : Boolean (read-only) | ||
+ | <code>true</code> if the entity is a [[Oolite JavaScript Reference: Station|Station]], <code>false</code> otherwise. | ||
+ | |||
+ | === <code>isSubEntity</code> === | ||
+ | '''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>isSun</code> === | ||
+ | '''isSun''' : Boolean (read-only) | ||
+ | <code>true</code> if the entity is a [[Oolite JavaScript Reference: Sun|Sun]], <code>false</code> otherwise. | ||
+ | |||
+ | === <code>isValid</code> === | ||
+ | '''isValid''' : Boolean (read-only) | ||
+ | <code>true</code> if the entity is a valid entity variable, <code>false</code> if it is [[#Stale References|stale]]. | ||
=== <code>isVisible</code> === | === <code>isVisible</code> === | ||
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'''status''' : String (read-only) | '''status''' : String (read-only) | ||
The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”). | The current status of the entity (such as “STATUS_IN_FLIGHT” and “STATUS_BEING_SCOOPED”). | ||
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[[Category:Oolite JavaScript Reference]] | [[Category:Oolite JavaScript Reference]] |
Revision as of 07:55, 22 May 2012
Prototype: Object
Subtypes: Planet
, Ship
, Sun
The Entity
class represents an object in the game universe. Ship
s, Station
s, Planet
s and Sun
s 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 isValid
property.
Properties
collisionRadius
collisionRadius : Number (read-only)
The radius of the entity, in game meters. This is the radius of the spherical entity representation Oolite calculates with for non-colliding entities.
distanceTravelled
distanceTravelled : Number (read-only)
The distance the entity has travelled since being spawned, in game meters.
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()
.
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 ship, 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.
isVisible
This property was added in Oolite test release 1.77.
isVisible : Boolean (read-only)
Determines if the entity is close enough to the player to be drawn.
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/write)
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/write)
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”).