Results 1 to 2 of 2

Thread: flipY without messing with C++ is possible?

  1. #1
    Knight
    Join Date
    Mar 2010
    Posts
    81

    Default flipY without messing with C++ is possible?

    I noticed that the objects have the property flipY...

    Can I set it using LUA? I want the player to be able to flip (instantly, not even animated) the player paddle, so he can use a certain side with a certain property...

    I looked around, and found only a way if I hacked the C++ source, but since seemly the LUA api can do some undocumented stuff, I suppose that it can edit some properties too...

  2. #2
    Administrator Seth's Avatar
    Join Date
    Jul 2002
    Location
    Japan
    Posts
    5,380

    Default

    The tile flip property is not available from lua.

    Most of the 'bits' aren't just because I hadn't needed them:

    e_flippedX = D_BIT_0,
    e_flippedY = D_BIT_1,
    e_customCollision = D_BIT_2,
    e_needsUpdate = D_BIT_3, //not used?
    e_notPersistent = D_BIT_4, //if true, won't be saved to disk
    e_castShadow = D_BIT_5,
    e_sortShadow = D_BIT_6,
    e_pathNode = D_BIT_7


    Actually, the pathNode one is, with SetPathNode().

    However, unsure if this would work, but you can also do

    this:SetRotation(3.14); //upside down.. but keep in mind that means its collision will be too!
    Seth A. Robinson
    Robinson Technologies

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •