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gdevelop5:all-features:functions [2019/05/17 00:27]
piyushpalawat99 old revision restored (2019/05/16 22:49)
gdevelop5:all-features:functions [2019/05/18 18:43] (current)
piyushpalawat99 Convert all fonts to bold and remove additional Particles emitter category
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 ====== Function References ====== ====== Function References ======
  
-These expressions can be used only inside field like this : +These expressions can be used only inside ​field like this : 
  
 {{ :​gdevelop5:​field_expressions.png?​nolink |}} {{ :​gdevelop5:​field_expressions.png?​nolink |}}
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 ---- ----
 ===Common=== ===Common===
- Object.EmitterAngle() + * **Object.EmitterAngle()** 
- Object.EmitterForceMax() + * **Object.EmitterForceMax()** 
- Object.EmitterForceMin() + * **Object.EmitterForceMin()** 
- Object.Flow() + * **Object.Flow()** 
- Object.ParticleGravityAngle() + * **Object.ParticleGravityAngle()** 
- Object.ParticleGravityLength() + * **Object.ParticleGravityLength()** 
- Object.Tank() - capacity + * **Object.Tank() - capacity** 
- Object.ZoneRadius()+ * **Object.ZoneRadius()** 
  
 ===Advanced=== ===Advanced===
- Object.EmitterAngleA() + * **Object.EmitterAngleA()** 
- Object.EmitterAngleB()+ * **Object.EmitterAngleB()**
  
 ===Particles=== ===Particles===
- Object.NbParticles() - number+ * **Object.NbParticles() - number**
  
 ===Setup=== ===Setup===
- Object.ParticleAlpha1() + * **Object.ParticleAlpha1()** 
- Object.ParticleAlpha2() + * **Object.ParticleAlpha2()** 
- Object.ParticleBlue1() + * **Object.ParticleBlue1()** 
- Object.ParticleBlue2() + * **Object.ParticleBlue2()** 
- Object.ParticleGravityX() + * **Object.ParticleGravityX()** 
- Object.ParticleGravityY() + * **Object.ParticleGravityY()** 
- Object.ParticleGreen1() + * **Object.ParticleGreen1()** 
- Object.ParticleGreen2() + * **Object.ParticleGreen2()** 
- Object.ParticleLifeTimeMax() + * **Object.ParticleLifeTimeMax()** 
- Object.ParticleLifeTimeMin() + * **Object.ParticleLifeTimeMin()** 
- Object.ParticleRed1() + * **Object.ParticleRed1()** 
- Object.ParticleRed2() + * **Object.ParticleRed2()** 
- Object.ParticleSize1() + * **Object.ParticleSize1()** 
- Object.ParticleSize2() + * **Object.ParticleSize2()** 
- Object.RendererParam1() + * **Object.RendererParam1()** 
- Object.RendererParam2()+ * **Object.RendererParam2()** 
  
 ===Other functions in Particle System=== ===Other functions in Particle System===
- Object.EmitterXDirection() + * **Object.EmitterXDirection()** 
- Object.EmitterYDirection() + * **Object.EmitterYDirection()** 
- Object.EmitterZDirection() + * **Object.EmitterZDirection()** 
- Object.ParticleAngle1() + * **Object.ParticleAngle1()** 
- Object.ParticleAngle2() + * **Object.ParticleAngle2()** 
- Object.ParticleGravityZ() + * **Object.ParticleGravityZ()** 
- Object.Friction()+ * **Object.Friction()**
  
 ====Video==== ====Video====
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 ---- ----
 ===Options=== ===Options===
- Object.PlatformerObject::​Acceleration() + * **Object.PlatformerObject::​Acceleration()** 
- Object.PlatformerObject::​Deceleration() + * **Object.PlatformerObject::​Deceleration()** 
- Object.PlatformerObject::​Gravity() + * **Object.PlatformerObject::​Gravity()** 
- Object.PlatformerObject::​JumpSpeed() + * **Object.PlatformerObject::​JumpSpeed()** 
- Object.PlatformerObject::​MaxFallingSpeed() + * **Object.PlatformerObject::​MaxFallingSpeed()** 
- Object.PlatformerObject::​MaxSpeed()+ * **Object.PlatformerObject::​MaxSpeed()**
  
 Top-down movement Top-down movement
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 ---- ----
 ===Movement=== ===Movement===
- Object.TopDownMovement::​Acceleration() + * **Object.TopDownMovement::​Acceleration()** 
- Object.TopDownMovement::​Angle() + * **Object.TopDownMovement::​Angle()** 
- Object.TopDownMovement::​AngleOffset() + * **Object.TopDownMovement::​AngleOffset()** 
- Object.TopDownMovement::​AngularMaxSpeed() + * **Object.TopDownMovement::​AngularMaxSpeed()** 
- Object.TopDownMovement::​Deceleration() + * **Object.TopDownMovement::​Deceleration()** 
- Object.TopDownMovement::​MaxSpeed() + * **Object.TopDownMovement::​MaxSpeed()** 
- Object.TopDownMovement::​Speed() + * **Object.TopDownMovement::​Speed()** 
- Object.TopDownMovement::​XVelocity() + * **Object.TopDownMovement::​XVelocity()** 
- Object.TopDownMovement::​YVelocity()+ * **Object.TopDownMovement::​YVelocity()**
  
 Pathfinding behavior Pathfinding behavior
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 ---- ----
 ===Path=== ===Path===
- Object.Pathfinding::​Acceleration() + * **Object.Pathfinding::​Acceleration()** 
- Object.Pathfinding::​AngleOffset() + * **Object.Pathfinding::​AngleOffset()** 
- Object.Pathfinding::​AngularMaxSpeed() + * **Object.Pathfinding::​AngularMaxSpeed()** 
- Object.Pathfinding::​DestinationX() + * **Object.Pathfinding::​DestinationX()** 
- Object.Pathfinding::​DestinationY() + * **Object.Pathfinding::​DestinationY()** 
- Object.Pathfinding::​ExtraBorder() + * **Object.Pathfinding::​ExtraBorder()** 
- Object.Pathfinding::​GetNodeX(nodeIndexFrom0) + * **Object.Pathfinding::​GetNodeX(nodeIndexFrom0)** 
- Object.Pathfinding::​GetNodeY(nodeIndexFrom0) + * **Object.Pathfinding::​GetNodeY(nodeIndexFrom0)** 
- Object.Pathfinding::​LastNodeX() + * **Object.Pathfinding::​LastNodeX()** 
- Object.Pathfinding::​LastNodeY() + * **Object.Pathfinding::​LastNodeY()** 
- Object.Pathfinding::​MaxSpeed() + * **Object.Pathfinding::​MaxSpeed()** 
- Object.Pathfinding::​NextNodeIndex() + * **Object.Pathfinding::​NextNodeIndex()** 
- Object.Pathfinding::​NextNodeX() + * **Object.Pathfinding::​NextNodeX()** 
- Object.Pathfinding::​NextNodeY() + * **Object.Pathfinding::​NextNodeY()** 
- Object.Pathfinding::​NodeCount() + * **Object.Pathfinding::​NodeCount()** 
- Object.Pathfinding::​Speed()+ * **Object.Pathfinding::​Speed()**
  
 ===Virtual grid=== ===Virtual grid===
- Object.Pathfinding::​CellHeight() + * **Object.Pathfinding::​CellHeight()** 
- Object.Pathfinding::​CellWidth()+ * **Object.Pathfinding::​CellWidth()**
  
 ===Obstacles=== ===Obstacles===
- Object.Pathfinding::​Cost()+ * **Object.Pathfinding::​Cost()**
  
 Physics Engine (depreciated) Physics Engine (depreciated)
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 ---- ----
 ===Rotation=== ===Rotation===
- Object.Physics::​AngularDamping() + * **Object.Physics::​AngularDamping()** 
- Object.Physics::​AngularVelocity()+ * **Object.Physics::​AngularVelocity()**
  
 ===Displacement=== ===Displacement===
- Object.Physics::​LinearDamping() + * **Object.Physics::​LinearDamping()** 
- Object.Physics::​LinearVelocity() + * **Object.Physics::​LinearVelocity()** 
- Object.Physics::​LinearVelocityX() + * **Object.Physics::​LinearVelocityX()** 
- Object.Physics::​LinearVelocityY()+ * **Object.Physics::​LinearVelocityY()**
  
 ===Collision polygon=== ===Collision polygon===
- Object.Physics::​PolygonScaleX() + * **Object.Physics::​PolygonScaleX()** 
- Object.Physics::​PolygonScaleY()+ * **Object.Physics::​PolygonScaleY()**
  
 Physics Engine 2.0 Physics Engine 2.0
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 ---- ----
 ===Body settings=== ===Body settings===
- Object.Physics::​AngularDamping() + * **Object.Physics::​AngularDamping()** 
- Object.Physics::​Density() + * **Object.Physics::​Density()** 
- Object.Physics::​Friction() + * **Object.Physics::​Friction()** 
- Object.Physics::​GravityScale() + * **Object.Physics::​GravityScale()** 
- Object.Physics::​LinearDamping() + * **Object.Physics::​LinearDamping()** 
- Object.Physics::​Restitution()+ * **Object.Physics::​Restitution()**
  
 ===Velocity=== ===Velocity===
- Object.Physics::​AngularVelocity() + * **Object.Physics::​AngularVelocity()** 
- Object.Physics::​LinearVelocity() + * **Object.Physics::​LinearVelocity()** 
- Object.Physics::​LinearVelocityX() + * **Object.Physics::​LinearVelocityX()** 
- Object.Physics::​LinearVelocityY()+ * **Object.Physics::​LinearVelocityY()**
  
 Joints Joints
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 ---- ----
 ==Distance== ==Distance==
- Object.Physics::​DistanceJointDampingRatio(jointID) + * **Object.Physics::​DistanceJointDampingRatio(jointID)** 
- Object.Physics::​DistanceJointFrequency(jointID) + * **Object.Physics::​DistanceJointFrequency(jointID)** 
- Object.Physics::​DistanceJointLength(jointID)+ * **Object.Physics::​DistanceJointLength(jointID)**
  
 ==Friction== ==Friction==
- Object.Physics::​FrictionJointMaxForce(jointID) + * **Object.Physics::​FrictionJointMaxForce(jointID)** 
- Object.Physics::​FrictionJointMaxTorque(jointID)+ * **Object.Physics::​FrictionJointMaxTorque(jointID)**
  
 ==Gear== ==Gear==
- Object.Physics::​GearJointFirstJoint(jointID) + * **Object.Physics::​GearJointFirstJoint(jointID)** 
- Object.Physics::​GearJontRatio(jointID) + * **Object.Physics::​GearJontRatio(jointID)** 
- Object.Physics::​GearJointSecondJoint(jointID)+ * **Object.Physics::​GearJointSecondJoint(jointID)**
  
 ==Other Functions in Joints== ==Other Functions in Joints==
- Object.Physics::​JointFirstAnchorX(jointID) + * **Object.Physics::​JointFirstAnchorX(jointID)** 
- Object.Physics::​JointFirstAnchorY(jointID) + * **Object.Physics::​JointFirstAnchorY(jointID)** 
- Object.Physics::​JointReactionForce(jointID) + * **Object.Physics::​JointReactionForce(jointID)** 
- Object.Physics::​JointReactionTorque(jointID) + * **Object.Physics::​JointReactionTorque(jointID)** 
- Object.Physics::​JointSecondAnchorX(jointID) + * **Object.Physics::​JointSecondAnchorX(jointID)** 
- Object.Physics::​JointSecondAnchorY(jointID)+ * **Object.Physics::​JointSecondAnchorY(jointID)**
  
 ==Motor== ==Motor==
- Object.Physics::​MotorJointAngularOffset(jointID) + * **Object.Physics::​MotorJointAngularOffset(jointID)** 
- Object.Physics::​MotorJointCorrectionFactor(jointID) + * **Object.Physics::​MotorJointCorrectionFactor(jointID)** 
- Object.Physics::​MotorJointMaxForce(jointID) + * **Object.Physics::​MotorJointMaxForce(jointID)** 
- Object.Physics::​MotorJointMaxTorque(jointID) + * **Object.Physics::​MotorJointMaxTorque(jointID)** 
- Object.Physics::​MotorJointOffsetX(jointID) + * **Object.Physics::​MotorJointOffsetX(jointID)** 
- Object.Physics::​MotorJointOffsetY(jointID)+ * **Object.Physics::​MotorJointOffsetY(jointID)**
  
 ==Mouse== ==Mouse==
- Object.Physics::​MouseJointDampingRatio(jointID) + * **Object.Physics::​MouseJointDampingRatio(jointID)** 
- Object.Physics::​MouseJointFrequency(jointID) + * **Object.Physics::​MouseJointFrequency(jointID)** 
- Object.Physics::​MouseJointMaxForce(jointID) + * **Object.Physics::​MouseJointMaxForce(jointID)** 
- Object.Physics::​MouseJointTargetX(jointID) + * **Object.Physics::​MouseJointTargetX(jointID)** 
- Object.Physics::​MouseJointTargetY(jointID)+ * **Object.Physics::​MouseJointTargetY(jointID)**
  
 ==Prismatic== ==Prismatic==
- Object.Physics::​PrismaticJointAxisAngle(jointID) + * **Object.Physics::​PrismaticJointAxisAngle(jointID)** 
- Object.Physics::​PrismaticJointMaxMotorForce(jointID) + * **Object.Physics::​PrismaticJointMaxMotorForce(jointID)** 
- Object.Physics::​PrismaticJointMaximumTranslation(jointID) + * **Object.Physics::​PrismaticJointMaximumTranslation(jointID)** 
- Object.Physics::​PrismaticJointMinimumTranslation(jointID) + * **Object.Physics::​PrismaticJointMinimumTranslation(jointID)** 
- Object.Physics::​PrismaticJointMotorForce(jointID) + * **Object.Physics::​PrismaticJointMotorForce(jointID)** 
- Object.Physics::​PrismaticJointMotorSpeed(jointID) + * **Object.Physics::​PrismaticJointMotorSpeed(jointID)** 
- Object.Physics::​PrismaticJointReferenceAngle(jointID) + * **Object.Physics::​PrismaticJointReferenceAngle(jointID)** 
- Object.Physics::​PrismaticJointCurrentSpeed(jointID) + * **Object.Physics::​PrismaticJointCurrentSpeed(jointID)** 
- Object.Physics::​PrismaticJointCurrentTranslation(jointID)+ * **Object.Physics::​PrismaticJointCurrentTranslation(jointID)**
  
 ==Pulley== ==Pulley==
- Object.Physics::​PulleyJointFirstGroundAnchorX(jointID) + * **Object.Physics::​PulleyJointFirstGroundAnchorX(jointID)** 
- Object.Physics::​PulleyJointFirstGroundAnchorY(jointID) + * **Object.Physics::​PulleyJointFirstGroundAnchorY(jointID)** 
- Object.Physics::​PulleyJointFirstLength(jointID) + * **Object.Physics::​PulleyJointFirstLength(jointID)** 
- Object.Physics::​PulleyJointRatio(jointID) + * **Object.Physics::​PulleyJointRatio(jointID)** 
- Object.Physics::​PulleyJointSecondGroundAnchorX(jointID) + * **Object.Physics::​PulleyJointSecondGroundAnchorX(jointID)** 
- Object.Physics::​PulleyJointSecondGroundAnchorY(jointID) + * **Object.Physics::​PulleyJointSecondGroundAnchorY(jointID)** 
- Object.Physics::​PulleyJointSecondLength(jointID)+ * **Object.Physics::​PulleyJointSecondLength(jointID)**
  
 ==Revolute== ==Revolute==
- Object.Physics::​RevoluteJointCurrentAngle(jointID) + * **Object.Physics::​RevoluteJointCurrentAngle(jointID)** 
- Object.Physics::​RevoluteJointMaximumAngle(jointID) + * **Object.Physics::​RevoluteJointMaximumAngle(jointID)** 
- Object.Physics::​RevoluteJointMaxMotorTorque(jointID) + * **Object.Physics::​RevoluteJointMaxMotorTorque(jointID)** 
- Object.Physics::​RevoluteJointMinimumAngle(jointID) + * **Object.Physics::​RevoluteJointMinimumAngle(jointID)** 
- Object.Physics::​RevoluteJointMotorSpeed(jointID) + * **Object.Physics::​RevoluteJointMotorSpeed(jointID)** 
- Object.Physics::​RevoluteJointMotorTorque(jointID) + * **Object.Physics::​RevoluteJointMotorTorque(jointID)** 
- Object.Physics::​RevoluteJointReferenceAngle(jointID) + * **Object.Physics::​RevoluteJointReferenceAngle(jointID)** 
- Object.Physics::​RevoluteJointAngularSpeed(jointID)+ * **Object.Physics::​RevoluteJointAngularSpeed(jointID)**
  
 ==Rope== ==Rope==
- Object.Physics::​RopeJointMaxLength(jointID)+ * **Object.Physics::​RopeJointMaxLength(jointID)**
  
 ==Weld== ==Weld==
- Object.Physics::​WeldJointDampingRatio(jointID) + * **Object.Physics::​WeldJointDampingRatio(jointID)** 
- Object.Physics::​WeldJointFrequency(jointID) + * **Object.Physics::​WeldJointFrequency(jointID)** 
- Object.Physics::​WeldJointReferenceAngle(jointID)+ * **Object.Physics::​WeldJointReferenceAngle(jointID)**
  
 ==Wheel== ==Wheel==
- Object.Physics::​WheelJointAxisAngle(jointID) + * **Object.Physics::​WheelJointAxisAngle(jointID)** 
- Object.Physics::​WheelJointDampingRatio(jointID) + * **Object.Physics::​WheelJointDampingRatio(jointID)** 
- Object.Physics::​WheelJointFrequency(jointID) + * **Object.Physics::​WheelJointFrequency(jointID)** 
- Object.Physics::​WheelJointMaxMotorTorque(jointID) + * **Object.Physics::​WheelJointMaxMotorTorque(jointID)** 
- Object.Physics::​WheelJointMotorSpeed(jointID) + * **Object.Physics::​WheelJointMotorSpeed(jointID)** 
- Object.Physics::​WheelJointMotorTorque(jointID) + * **Object.Physics::​WheelJointMotorTorque(jointID)** 
- Object.Physics::​WheelJointCurrentSpeed(jointID) + * **Object.Physics::​WheelJointCurrentSpeed(jointID)** 
- Object.Physics::​WheelJointCurrentTranslation(jointID)+ * **Object.Physics::​WheelJointCurrentTranslation(jointID)**
  
 ===Global=== ===Global===
- Object.Physics::​GravityX() + * **Object.Physics::​GravityX()** 
- Object.Physics::​GravityY() + * **Object.Physics::​GravityY()** 
- Object.Physics::​TimeScale()+ * **Object.Physics::​TimeScale()**
  
 ===Other functions in Physics Engine 2.0=== ===Other functions in Physics Engine 2.0===
- Object.Physics::​MassCenterX() + * **Object.Physics::​MassCenterX()** 
- Object.Physics::​MassCenterY()+ * **Object.Physics::​MassCenterY()**
  
 ====Tween Animation==== ====Tween Animation====
- Object.TweenAnimation::​Progress("​tweenIdentifier"​)+ * **Object.TweenAnimation::​Progress("​tweenIdentifier"​)**
  
  
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 === * Object 3D Box === === * Object 3D Box ===
- Object.Depth() + * **Object.Depth()** 
- Object.Pitch() + * **Object.Pitch()** 
- Object.Roll() + * **Object.Roll()** 
- Object.Yaw() + * **Object.Yaw()** 
- Object.Z()+ * **Object.Z()**
  
 === * Object Light === === * Object Light ===
- Object.Intensity() + * **Object.Intensity()** 
- Object.Quality() + * **Object.Quality()** 
- Object.Radius()+ * **Object.Radius()**
  
 === * Automatism Automatic Network update === === * Automatism Automatic Network update ===
- Object.NetworkUpdater::​GetIdentifier() + * **Object.NetworkUpdater::​GetIdentifier()**
- +
-=== Object Particles emitter === +
- Object.EmitterAngle() +
- Object.EmitterForceMax() +
- Object.EmitterForceMin() +
- Object.Flow() +
- Object.Friction() +
- Object.ParticleGravityAngle() +
- Object.ParticleGravityLength() +
- Object.Tank() - capacity +
- Object.ZoneRadius() +
- Object.EmitterAngleA() +
- Object.EmitterAngleB() +
- Object.EmitterXDirection() +
- Object.EmitterYDirection() +
- Object.EmitterZDirection() +
- Object.ParticleAlpha1() +
- Object.ParticleAlpha2() +
- Object.ParticleAngle1() +
- Object.ParticleAngle2() +
- Object.ParticleBlue1() +
- Object.ParticleBlue2() +
- Object.ParticleGravityX() +
- Object.ParticleGravityY() +
- Object.ParticleGravityZ() +
- Object.ParticleGreen1() +
- Object.ParticleGreen2() +
- Object.ParticleLifeTimeMax() +
- Object.ParticleLifeTimeMin() +
- Object.ParticleRed1() +
- Object.ParticleRed2() +
- Object.ParticleSize1() +
- Object.ParticleSize2() +
- Object.RendererParam1() +
- Object.RendererParam2() +
- Object.NbParticles() - number+
  
 === * Automatism Path === === * Automatism Path ===
- Object.Path::​AngleOffset() + * **Object.Path::​AngleOffset()** 
- Object.Path::​PathX() + * **Object.Path::​PathX()** 
- Object.Path::​PathY() + * **Object.Path::​PathY()** 
- Object.Path::​Position() + * **Object.Path::​Position()** 
- Object.Path::​Segment() + * **Object.Path::​Segment()** 
- Object.Path::​Speed()+ * **Object.Path::​Speed()** 
  
 === * Object Sound === === * Object Sound ===
- Object.Attenuation() + * **Object.Attenuation()** 
- Object.MinDistance() + * **Object.MinDistance()** 
- Object.Pitch() + * **Object.Pitch()** 
- Object.Volume() + * **Object.Volume()** 
- Object.ZPos()+ * **Object.ZPos()**
  
 === * Text Entry === === * Text Entry ===
- TextEntryObject.String()+ * **TextEntryObject.String()**
  
 === * Advanced XML === === * Advanced XML ===
- AdvancedXML::​GetAttributeNumber("​ElementReference","​AttrName"​) + * **AdvancedXML::​GetAttributeNumber("​ElementReference","​AttrName"​)** 
- AdvancedXML::​GetElementType("​ElementReference"​)+ * **AdvancedXML::​GetElementType("​ElementReference"​)**
  
 === * Network === === * Network ===
- Network::​GetReceivedDataValue("​DataName"​)+ * **Network::​GetReceivedDataValue("​DataName"​)**
  
 === * Sound Object: Listener === === * Sound Object: Listener ===
- SoundObject::​ListenerDirectionX() + * **SoundObject::​ListenerDirectionX()** 
- SoundObject::​ListenerDirectionY() + * **SoundObject::​ListenerDirectionY()** 
- SoundObject::​ListenerDirectionZ() + * **SoundObject::​ListenerDirectionZ()** 
- SoundObject::​ListenerX() + * **SoundObject::​ListenerX()** 
- SoundObject::​ListenerY() + * **SoundObject::​ListenerY()** 
- SoundObject::​ListenerZ() + * **SoundObject::​ListenerZ()**
- +