Libraries.Game.Scenes.SceneProperties Documentation

The SceneProperties class is a wrapper around a number of public constant text values which are used by the Scene system.

Inherits from: Libraries.Language.Object

Variables Table

VariablesDescription
text DESCRIPTION
text FULL_SCREENProperties used for Layers. Layers require the following properties: NAME CLASS CAMERA ITEMS Layers may optionally also have the following: VIEWPORT PHYSICS SKYBOX (Layer3D only)
text CAMERAProperties used for the camera in a Layer. Cameras require the following properties: POSITION DIRECTION UP CLASS They may optionally use the following: ZOOM (OrthographicCamera only) FIELD_OF_VIEW (PerspectiveCamera only) SIZE NEAR FAR
integer RECTANGLEValid values for the TYPE property for Drawable items.
text VIEW
text POSITION
text NONRESPONSIVEValid values for the RESPONSIVENESS property.
text SCALE
text VERSION
text PLAY_ON_LOAD
text RESTITUTION
text CHILDREN
text LIGHTSThe following constants are used for lights stored in a layer. PointLights aren't stored here -- those are stored as Items instead. The lights here may include directional lights and ambient lighting. The following properties are required: CLASS COLOR DIRECTION (DirectionalLight only)
text TRANSFORM
text NEAR
text FARProperties related to the use of Physics in a Layer. The following properties are required for Physics: ENABLED These properties are optional: GRAVITY
text LAYERSProperties used for Layers. Layers require the following properties: NAME CLASS CAMERA ITEMS Layers may optionally also have the following: VIEWPORT PHYSICS SKYBOX (Layer3D only)
text ENABLED
text POINTS
text MASS
text PITCHThe following constants are used for audio, especially Audio3D. The following properties are required: VOLUME PITCH MAX_VOLUME_DISTANCE ROLLOFF_RATE LOOPING DOPPLER_ENABLED The following properties are optional: PLAY_ON_LOAD
integer FILLED_RECTANGLE
text APPLICATIONProperties describing the application as a whole.
text ROTATION
text COLOR
text SKYBOXProperties used for the camera in a Layer. Cameras require the following properties: POSITION DIRECTION UP CLASS They may optionally use the following: ZOOM (OrthographicCamera only) FIELD_OF_VIEW (PerspectiveCamera only) SIZE NEAR FAR
integer CIRCLE
text TEXTURE_REGION_LEFT
text UNMOVABLEThe following constants are used for lights stored in a layer. PointLights aren't stored here -- those are stored as Items instead. The lights here may include directional lights and ambient lighting. The following properties are required: CLASS COLOR DIRECTION (DirectionalLight only)
text NAMEThe following generic properties are used by a variety of elements of a scene.
text LOOPING
text UP
integer FILLED_TRIANGLE
text DOPPLER_ENABLED
text MAX_VOLUME_DISTANCE
text TEXTURE_REGION_TOP
integer PLANEValid values for the TYPE property for Drawable items.
text FILEThe FILE value typically indicates the location of a texture or a model file.
text INTENSITYNONE is typically used for TYPE if a Model or Drawable hasn't been loaded yet.
integer SPHERE
text CLASS
text DIRECTION
number LASTEST_VERSIONThe following generic properties are used by a variety of elements of a scene.
text FRICTION
text PHYSICS_ENABLED
text RESPONSIVEValid values for the RESPONSIVENESS property.
text GRAVITYThe following properties are used for Items. Depending on the class of the Layer, items might be 2D or 3D. Different types of items require different properties, as listed in parenthesis below. The following properties are required for items: CLASS NAME POSITION SIZE TRANSFORM (Item3D) TYPE (Drawable or Model) POINTS (Drawable with TYPE = TRIANGLE) FILE (If TYPE = CUSTOM) TEXTURE_REGION_LEFT (Drawable with TYPE = CUSTOM) TEXTURE_REGION_RIGHT (Drawable with TYPE = CUSTOM) TEXTURE_REGION_TOP (Drawable with TYPE = CUSTOM) TEXTURE_REGION_BOTTOM (Drawable with TYPE = CUSTOM) INTENSITY (PointLight) The following properties are optional: DESCRIPTION SCALE ROTATION COLOR CHILDREN PHYSICS_ENABLED RESPONSIVENESS VIEW
text RESPONSIVENESS
integer CUSTOM_SHAPEThe FILE value typically indicates the location of a texture or a model file.
integer NONENONE is typically used for TYPE if a Model or Drawable hasn't been loaded yet.
text TYPE
text ITEMSThe following properties are used for Items. Depending on the class of the Layer, items might be 2D or 3D. Different types of items require different properties, as listed in parenthesis below. The following properties are required for items: CLASS NAME POSITION SIZE TRANSFORM (Item3D) TYPE (Drawable or Model) POINTS (Drawable with TYPE = TRIANGLE) FILE (If TYPE = CUSTOM) TEXTURE_REGION_LEFT (Drawable with TYPE = CUSTOM) TEXTURE_REGION_RIGHT (Drawable with TYPE = CUSTOM) TEXTURE_REGION_TOP (Drawable with TYPE = CUSTOM) TEXTURE_REGION_BOTTOM (Drawable with TYPE = CUSTOM) INTENSITY (PointLight) The following properties are optional: DESCRIPTION SCALE ROTATION COLOR CHILDREN PHYSICS_ENABLED RESPONSIVENESS VIEW
text SIZEProperties describing the application as a whole.
integer CUSTOMValid values for the TYPE property for Model items.
text VOLUMEThe following constants are used for audio, especially Audio3D. The following properties are required: VOLUME PITCH MAX_VOLUME_DISTANCE ROLLOFF_RATE LOOPING DOPPLER_ENABLED The following properties are optional: PLAY_ON_LOAD
text TEXTURE_REGION_BOTTOM
integer BOXValid values for the TYPE property for Model items.
text TEXTURE_REGION_RIGHT
text ZOOM
text FIELD_OF_VIEW
text PHYSICSProperties related to the use of Physics in a Layer. The following properties are required for Physics: ENABLED These properties are optional: GRAVITY
integer FILLED_CIRCLE
text ROLLOFF_RATE
text VIEWPORT
integer CYLINDER

Actions Documentation

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Example

Object o
Object t
integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

Example

use Libraries.Language.Object
use Libraries.Language.Types.Text
Object o
Text t
boolean result = o:Equals(t)

GetHashCode()

This action gets the hash code for an object.

Return

integer: The integer hash code of the object.

Example

Object o
integer hash = o:GetHashCode()