World (class)

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This class provides fields/functions for managing World. Please note that there is no constructor! You can call these functions/field via world.yourFiled or world:yourFunction

Worldclass
Type Function/Field Return values/Value type Description
function world:mem(int offset, int fieldtype, object value) nil Sets a value of the World struct at a specific address-offset.
function world:mem(int offset, int fieldtype) object Returns a value of the World struct at a specific address-offset.
Field world.playerX double The x coordinate of the player on the world map.
Field world.playerY double The y coordinate of the player on the world map.
Field world.playerWalkingDirection int Gets/Sets the current walking direction.
Following walking direction values:
0 - Idle
1 - Walking Up
2 - Walking Left
3 - Walking Down
4 - Walking Right
Field world.playerWalkingTimer int Gets/Sets the current walking timer. This value will increment from 0 to 32 by 2 each frame. It is an indicator if the player reached the tile. If the value is 32 then the player reached the tile.
Field world.playerWalkingFrame int Gets/Sets the current walking frame.
Following frame values:
0 or 1 - Walking Frames Down
2 or 3 - Walking Frames Right
4 or 5 - Walking Frames Left
6 or 7 - Walking Frames Up
Field world.playerWalkingFrameTimer int Gets/Sets the current walking frame timer. This value will increment from 0 to 8 by 1 each frame. If the value is 8 then the playerWalkingFrame is swapped. For example: If walking down and the value is 0 then the value will be chaged to 1.
Field (ro) world.playerIsCurrentWalking int If the player is currently walking/moving the this field is set to true. Otherwise the field is set to false
Field (ro) world.levelTitle VBStr or nil If the player stands under a level the level title will be returned. Otherwise nil is returned.
Field (ro) world.levelObj Level or nil If the player stands under a level the level object will be returned. Otherwise nil is returned.
Field (ro) world.playerCurrentDirection int Similar to world.playerWalkingDirection but does return the direction values even if the player is not walking.
Following walking direction values:
1 - Looking Up
2 - Looking Left
3 - Looking Down
4 - Looking Right