objectspace
Draws a sprite attached to an entity for a duration. Simple declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
CombatEntityAPI the sprite will follow.
Vector2f, offset from the anchor's center in world coordinates. If "parent" is true, it will be kept relative to the anchor's orientation.
Vector2f() velocity of the sprite relative to the anchor. If "parent" is true, it will be relative to the anchor's orientation.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing front. If "parent" is true, 0 will match the anchor's orientation.
float of the sprite's rotation, in degree/sec. If "parent" is true, it will be relative to the anchor's orientation.
boolean, if true the sprite will also follow the anchor's orientation in addition to the position.
Color() override, also used for fading.
boolean for additive blending.
time in sec for fading in.
time in sec at maximum opacity (clamped by color). If attached to a projectile that value can be longer than the maximum flight time, for example 99s.
time in sec for fading out. If attached to a projectile, the sprite will immediately start to fade if the anchor hit or fade.
if true the sprite will fadeout in case the anchor is removed, if false it will be instantly removed. Mostly useful if you want to put effects on missiles or projectiles.
Draws a sprite attached to an entity for a duration. Advanced declaration.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
CombatEntityAPI the sprite will follow.
Vector2f, offset from the anchor's center in world coordinates. If "parent" is true, it will be kept relative to the anchor's orientation.
Vector2f() velocity of the sprite relative to the anchor. If "parent" is true, it will be relative to the anchor's orientation.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing front. If "parent" is true, 0 will match the anchor's orientation.
float of the sprite's rotation, in degree/sec. If "parent" is true, it will be relative to the anchor's orientation.
boolean, if true the sprite will also follow the anchor's orientation in addition to the position.
Color() override, also used for fading.
boolean for additive blending.
time in sec for fading in.
time in sec at maximum opacity (clamped by color). If attached to a projectile that value can be longer than the maximum flight time, for example 99s.
time in sec for fading out. If attached to a projectile, the sprite will immediately start to fade if the anchor hit or fade.
if true the sprite will fadeout in case the anchor is removed, if false it will be instantly removed. Mostly useful if you want to put effects on missiles or projectiles.
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
layer to render at
Draws a sprite attached to an entity for a duration. Advanced declaration with OpenGl blending options.
Parameters
SpriteAPI to render. Use Global.getSettings().getSprite(settings category, settings id)
CombatEntityAPI the sprite will follow.
Vector2f, offset from the anchor's center in world coordinates. If "parent" is true, it will be kept relative to the anchor's orientation.
Vector2f() velocity of the sprite relative to the anchor. If "parent" is true, it will be relative to the anchor's orientation.
Vector2f(width, height) in pixels.
Vector2f() change of size over time in pixels/sec. Can be negative, a sprite that completely shrunk will be removed.
float of the sprite's azimuth. 0 is pointing front. If "parent" is true, 0 will match the anchor's orientation.
float of the sprite's rotation, in degree/sec. If "parent" is true, it will be relative to the anchor's orientation.
boolean, if true the sprite will also follow the anchor's orientation in addition to the position.
Color() override, also used for fading.
time in sec for fading in.
time in sec at maximum opacity (clamped by color). If attached to a projectile that value can be longer than the maximum flight time, for example 99s.
time in sec for fading out. If attached to a projectile, the sprite will immediately start to fade if the anchor hit or fade.
if true the sprite will fadeout in case the anchor is removed, if false it will be instantly removed. Mostly useful if you want to put effects on missiles or projectiles.
max jitter offset from base position
max jitter rotation from base position
max flickering range, can be >1 to maintain the sprite on or off
default opacity before flickering, can be >or <0
base frequency is 60 update per second, delay can be randomly increased to this value
layer to render at
openGL source blend function
openGL destination blend function