sprite#
Inherited by: Hero, eweapon, ffc, itemsprite, lweapon, npc
Base class for (most) script-exposed engine sprites.
Variables#
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Variable descriptions#
The position of the sprite on the fake Z axis. This value is treated as a second, separate Z axis.
Sprites are offset upwards by this amount when drawn just like the Z axis and shadows will draw if applicable.
However, the spriteβs hitbox is not moved upwards in the Z Axis. Instead, it is moved upwards on the Y axis, mimicking how Vires and Pols Voice worked in the original Zelda.
This value is affected by FakeJump instead of Jump.
The visual offset, in pixels. Defaults to 0.
ffc: currently not supported.
The visual offset, in pixels. Defaults to 0.
ffc: currently not supported.
The Z offset, in pixels.
ffc: currently not supported.
Rotation of the sprite draw, in degrees.
Does nothing if the QR βOld (Faster) Sprite Drawingβ is enabled.
ffc: currently not supported.
The direction that the sprite is facing. Used by certain weapon types to determine movement, shield deflection and such.
Valid values: Direction (DIR_
).
The currently displaying tile of the spriteβs animation. Set by the engine each frame if Animation is enabled.
ffc: Not used - set ffc::Data to the desired combo instead.
If >-1, this tile is displayed by the engine, regardless of the normal engine animation. Set back to -1 to restore engine animation. Defaults to -1.
ffc: currently not supported.
If the sprite should be extended (large). Set to 3 to extend, 0 otherwise.
The width of the spriteβs graphic, in tiles. Visual only. The upper-left corner is the first tile.
Must set Extend to 3 to use (except for fcc
).
Max value is 20.
ffc: max value is 4. Hero: Not used.
The height of the spriteβs graphic, in tiles. Visual only. The upper-left corner is the first tile.
Must set Extend to 3 to use (except for fcc
).
Max value is 20.
ffc: max value is 4. Hero: Not used.
Hero: This changes when the Hero is hurt and flashing. Writing to this does nothing, as the Hero cset is updated by the engine every frame - use Hero->ScriptCSet instead.
The multiplier for scaling the sprite draw.
Scale values are a multiplier: 1.5 == 50% larger (150%). A scale of 0 and a scale of 1 are identical. Negative values are undefined.
Does nothing if the QR βOld (Faster) Sprite Drawingβ is enabled.
ffc: currently not supported.
The drawing mode to use.
Valid values: DrawStyle (DS_
).
Upward velocity, in pixels per frame. Affected by gravity each frame, if Gravity is true.
The current velocity on the FakeZ axis. This value is added to FakeZ every frame; and this value is decreased by the gravity value until it is lower than the terminal velocity value.
If gravity affects this sprite in sideview mode. True by default.
How to flip (or rotate) the sprite.
Valid values: TransformationType (FLIP_
or ROT_
).
If >-1, this flip value will be used instead of Flip. Set back to -1 to restore normal flip.
Defaults to -1.
If the engine should animate the spriteβs graphics. If set to false, scripts must set Tile to update the spriteβs graphics manually. Defaults to true.
ffc: Not used.
The width of the hitbox, in pixels.
The height of the hitbox, in pixels.
The height of the hitbox in the Z-axis, in pixels.
The hitbox offset, in pixels.
The hitbox offset, in pixels.
The timer indicating how many more frames the sprite will fall. If 0, the sprite is not falling. Max value of 70, which is the value at the start of falling.
Hero: Setting Hero->Action to LA_FALLING also sets this to 70.
The pitfall combo the sprite is falling into, if it is falling.
Hero:
If non-zero, this comboβs attributes will affect things such as if the Hero will warp, and how much damage they will take upon finishing falling.
If 0, the Hero will take 1/4 heart of damage, and not warp.
Setting Hero->Action to LA_FALLING
will overwrite this value.
Setting Falling will overwrite this value.
The movement flags of the sprite. See MoveFlag (MV_
) constants.
The size of the light emitted by this sprite, in pixels.
The shape of light emitted by this sprite. Uses the LIGHT_
constants.
const bool SwitchHooked π Source
If the sprite is currently being switch-hooked.
Note: currently not supported for ffc, Hero.
The spritedata ID to use for the spriteβs shadow.
The timer indicating how long left the sprite will be drowning. If 0, the sprite is not drowning. Max value of 64, which is the value at the start of drowning.
The liquid combo the sprite is drowning in, if it is drowning.
Offset for the spriteβs shadow.
Offset for the spriteβs shadow.
An array of 32 misc values for scripts to use.
ffc: only 16 values.