CreateColRectangle: Difference between revisions

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[[Category:Incomplete]]
__NOTOC__  
__NOTOC__  
This function is for blahblah.. not defined yet
{{Server client function}}
 
This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See [http://en.wikipedia.org/wiki/Rectangle Rectangle] for a definition of a rectangle. XY marks on the south west corner of the colshape.
{{VisualizeColshape}}
{{Note|Attaching a rectangle colshape to another element may give unexpected results as the origin is not at the rectangle centre. Try using a [[createColCircle|collision circle]] for attaching instead}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
INSERT SYNTAX HERE             
colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP| |ColShape.Rectangle||}}
===Required Arguments===  
===Required Arguments===  
*'''argumentName:''' description
*'''fX:''' The X position of the collision rectangle's west side.
 
*'''fY:''' The Y position of the collision rectangle's south side.
===Optional Arguments===
*'''fWidth:''' The collision rectangle's width.
{{OptionalArg}}
*'''fHeight:''' The collision rectangle's height.
*'''argumentName2:''' descriptiona
*'''argumentName3:''' description


===Returns===
===Returns===
Returns ''true'' if blah, ''false'' otherwise.
Returns a [[colshape]] element if successful, ''false'' if invalid arguments were passed to the function.


==Example==  
==Example==  
This example does...
<section name="Server" class="server" show="true">
This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function ''set_zone''.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--This line does...
local theZone
blabhalbalhb --abababa
 
--This line does this...
function shapeHit(thePlayer)
mooo
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end
 
function setZone(playerSource, commandName, fX, fY, fWidth, fHeight)
    local fX, fY, fWidth, fHeight = tonumber(fX), tonumber(fY), tonumber(fWidth), tonumber(fHeight)
    if (not fX) or (not fY) or (not fWidth) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Width] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColRectangle(fX, fY, fWidth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{FunctionArea_Functions}}
{{Collision shape functions}}
 
[[hu:createColRectangle]]

Latest revision as of 09:18, 6 November 2023

This function creates a collision rectangle. This is a shape that has a position and a width and a depth. See Rectangle for a definition of a rectangle. XY marks on the south west corner of the colshape.

[[{{{image}}}|link=|]] Tip: To visualize a colshape when writing scripts, use the client console command showcol
[[{{{image}}}|link=|]] Note: Attaching a rectangle colshape to another element may give unexpected results as the origin is not at the rectangle centre. Try using a collision circle for attaching instead

Syntax

colshape createColRectangle ( float fX, float fY, float fWidth, float fHeight )

OOP Syntax Help! I don't understand this!

Method: ColShape.Rectangle(...)


Required Arguments

  • fX: The X position of the collision rectangle's west side.
  • fY: The Y position of the collision rectangle's south side.
  • fWidth: The collision rectangle's width.
  • fHeight: The collision rectangle's height.

Returns

Returns a colshape element if successful, false if invalid arguments were passed to the function.

Example

Click to collapse [-]
Server

This example displays a chat message when a player enters the colshape and allows the colshape to be created using a console function set_zone.

local theZone

function shapeHit(thePlayer)
    outputChatBox(getPlayerName(thePlayer).. " is in the zone!")
end

function setZone(playerSource, commandName, fX, fY, fWidth, fHeight)
    local fX, fY, fWidth, fHeight = tonumber(fX), tonumber(fY), tonumber(fWidth), tonumber(fHeight)
    if (not fX) or (not fY) or (not fWidth) or (not fHeight) then
        outputChatBox("Syntax: /"..commandName.." [X] [Y] [Width] [Height]", playerSource)
    else
        if (theZone ~= nil) then
            destroyElement(theZone)
        end
        local tempCol = createColRectangle(fX, fY, fWidth, fHeight)
        addEventHandler("onColShapeHit", tempCol, shapeHit)
        outputChatBox("Zone has "..(theZone ~= nil and "moved" or "created").."!", playerSource)
        theZone = tempCol
    end
end
addCommandHandler("set_zone", setZone, false, false)

See Also