LunaLua events

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Revision as of 16:34, 16 October 2014 by Kevsoft (talk | contribs) (Created page with "Category:LunaLua API {{API table|Events||2= {{API table/row|onLoad()|{{type|nil}}|'''onLoad''' is called when the level editor or the game engine loads the level.|odd...")
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Events
Function Return values Description
onLoad() nil onLoad is called when the level editor or the game engine loads the level.
onLoop() nil On each frame while the game runs onLoop is called.
onLoopSection#() nil On each frame while the game runs in the specific section # onLoopSection# is called. Replace # with the sectionnumber 0-20.
onLoadSection() nil In the first frameloop of a new section onLoadSection is called.
onLoadSection#() nil In the first frameloop of section # onLoadSection# is called. Replace # with the sectionnumber 0-20.
onJump(int playerIndex) nil When the player starts to jump, onJump is called. playerIndex is the index of the player (Player 1: playerIndex = 1; Player 2: playerIndex = 2).
onJumpEnd(int playerIndex) nil When the player hits the surface (jump ends), onJumpEnd is called. playerIndex is the index of the player (Player 1: playerIndex = 1; Player 2: playerIndex = 2).
onKeyDown(int keycode, int playerIndex) nil When a key is getting hit, onKeyDown is called. Keycode can be compared with the constants. playerIndex is the index of the player (Player 1: playerIndex = 1; Player 2: playerIndex = 2).
onKeyUp(int keycode, int playerIndex) nil When a key is getting released, onKeyUp is called. Keycode can be compared with the constants. playerIndex is the index of the player (Player 1: playerIndex = 1; Player 2: playerIndex = 2).