Danmaku Mono Documentation
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1 Danmaku Mono Documentation Release 0.01b UltimaOmega February 21, 2017
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3 Miscellaneous Functions 1 Miscellaneous Functions GetKeyState(keytocheck) SetKeyState(key, state) GetCurrentDirectory() DMRequire(path) StartTask(function, args...) CloseTask(coroutine) ObjFactory Functions LoadTexture(setname, textures...) RemoveTexture(setname) CreateSpriteObject(textureset) CreateDanmakuObject() CreateEnemyObject(textureset) Sprite Manager Object Functions GenerateNew() SetTexture(setname) SetBlendType(type) Clear() SetDrawingPriority(value) Sprite Object Functions SetTextureIndex(ID) SetSourceRect(x, y, width, height) SetPosition(x, y) SetOrigin(x, y) SetScale(x, y) SetRotation(angle) SetColor(r,g,b) SetAlpha(alpha) GetAnimator() GetX() GetY() SetSpeed(speed) SetAngle(angle) SetAcceleration(acceleration) SetMinMaxSpeed(min,max) i
4 4.16 SetAngularVelocity(angvel) Remove() Animator Object Functions AddFrame(animationname,left,top,width,height) RemoveFrame(animationname, frameindex) SetLoopPoint(animationname, loop) SetPlaySpeed(animationname, speed) PlayAnimation(animationname, (Optional)startframe) PauseAnimation() ResetAllAnimations() ShotData Object Functions SetTexture(setname) AddShot(groupname, textureid, left, top, width, height, damage, hitbox...) Clear() Danmaku Manager Object Functions SetBlendType(type) SetDrawingPriority(value) SetGraphic(groupname, definitionindex) SetSpawnType(type) SetBulletCount(amount, level) SetArcRadius(size) AttachToObject(object) DetachObject() Fire() SetPosition(x, y) SetSpeed(speed) SetAngle(angle) SetAcceleration(acceleration) SetMinMaxSpeed(min,max) SetAngularVelocity(angvel) Enemy Manager Object Functions GenerateNew(life, isboss) SetTotalLife(life) Remove(enemy) SetTexture(setname) SetBlendType(type) Clear() SetDrawingPriority(value) Enemy Object Functions SetLife(life) GetLife() AddSphereCollision(xoffset,yoffset,radius,playercollide) RemoveAllCollision() ii
5 This is a danmaku shmup engine built in C# using the Monogame framework. Author: UltimaOmega The rendering system uses OpenGL and is compatible with Windows (natively), Linux (mono and wine), and MacOSX (wine only). This engine uses external scripts written in Lua 5.2. No prior knowledge of Lua is needed however, it is recommended to go over the language basics to give you an easier start. Miscellaneous Functions 1
6 2 Miscellaneous Functions
7 CHAPTER 1 Miscellaneous Functions These functions are not bound to any objects and can be called in all scripts. GetKeyState(keytocheck) Description: Gets the state of the selected key. Note: Possible values: GK_UNKNOWN GK_LEFT GK_RIGHT GK_UP GK_DOWN GK_SELECT GK_CANCEL GK_SHOOT GK_BOMB GK_SPECIAL GK_SPECIAL2 GK_PAUSE GK_FOCUS GK_QUIT GameKey key The input key to check. (KeyState) The State of the key. Note: Possible values: KS_UNKNOWN 3
8 KS_RELEASED KS_PUSHED KS_HELD SetKeyState(key, state) Description: Sets the state of the selected key. Note: Key Input values: GK_UNKNOWN GK_LEFT GK_RIGHT GK_UP GK_DOWN GK_SELECT GK_CANCEL GK_SHOOT GK_BOMB GK_SPECIAL GK_SPECIAL2 GK_PAUSE GK_FOCUS GK_QUIT Note: State values: KS_UNKNOWN KS_RELEASED KS_PUSHED KS_HELD GameKey key The input key to check. KeyState state The state to set. 4 Chapter 1. Miscellaneous Functions
9 GetCurrentDirectory() Description: Gets the directory that the script is located in. None (string) Directory of the script. DMRequire(path) Description: Loads a module from the specified path into the script. Note: This function is a replacement to the native lua require function and should always be used in its place. string path The path to the module. (lua module) The module specified. StartTask(function, args...) Description: Starts a function to run as a coroutine automatically managed by the engine. Note: This function takes the function as the first argument and any additional functions. lua function function The specified function to run as a coroutine. arguments args The arguments of the function. (coroutine) The input function as a coroutine object. CloseTask(coroutine) Description: Immediately destroys a coroutine object. lua coroutine coroutine The specified coroutine to remove GetCurrentDirectory() 5
10 6 Chapter 1. Miscellaneous Functions
11 CHAPTER 2 ObjFactory Functions The factory object handles creating other objects, this object automatically exists for all scripts. Note: This object already exists for all objects and contains the following members listed below. Note: Player scripts currently cannot create: Enemy Objects LoadTexture(setname, textures...) Description: Loads a collection of textures into memory. These textures are considered a set. Various functions will need to reference the name of the set in order to use the textures. string set name Name that will be used to reference the set of textures. strings texturepaths Paths to the textures that this set will contain, separated by commas. RemoveTexture(setname) Description: Removes a loaded set of textures. string set name Name of the loaded set. 7
12 CreateSpriteObject(textureset) Description: Creates a new Sprite Manager Object to control rendering 2D sprites. string textureset Name of a loaded texture set. Sprite Manager Object CreateDanmakuObject() Description: Creates a new Danmaku Manager Object to control spawning shots for players or enemies. Note: When used in a player script this will create a danmaku manager for the player only. None Danmaku Manager Object CreateEnemyObject(textureset) Description: Creates a new Enemy Manager Object to control creating enemies as well as controlling the boss stats. string textureset Name of a loaded texture set. Enemy Manager Object 8 Chapter 2. ObjFactory Functions
13 CHAPTER 3 Sprite Manager Object Functions Sprite Managers handle the 2D sprites being drawn onto the screen. They also control various properties that each sprite shares. GenerateNew() Description: Creates a new sprite object to be rendered onto the screen. None Sprite Object SetTexture(setname) Description: Changes the set of textures the Sprite Manager is using. string setname Name of the loaded set. SetBlendType(type) Description: Changes the blend state for the Sprite Manager. Note: Possible parameters: BT_ALPHA BT_ADDITIVE BT_SUBTRACT int type Blend State. 9
14 Clear() Description: Removes all sprites that this Sprite Manager created. Warning: Before calling this function make sure all references to all sprites have been cleared. This can be done by simply setting all variables that hold Sprite Objects to nil. This ensures that the sprites are properly handled by the garbage collector. None SetDrawingPriority(value) Description: Sets the order in which this Sprite Manager is drawn in. The drawing is in ascending order. int value Priority level. 10 Chapter 3. Sprite Manager Object Functions
15 CHAPTER 4 Sprite Object Functions Sprite objects are used to render graphics onto the screen. SetTextureIndex(ID) Description: Sets the index of the texture in the set that the Sprite Manager Object uses. Note: The index starts from 0. The order is the same as how the textures were loaded when the set was created. Nothing int ID Index of the texture. SetSourceRect(x, y, width, height) Description: This function sets the source rectangle that is used to show what parts of the texture we want to show on our sprite. int left Left side of the sprite s source rectangle. int top Top side of the sprite s source rectangle. int width Width of the sprite s source rectangle. int height Height of the sprite s source rectangle. SetPosition(x, y) Description: This function sets the location of the sprite on the screen. 11
16 Note: The location is based on the current viewport that the sprite is rendering to. If the viewport is offset by 30px to the right then 0,0 would also be 30px to the right. float x X position on the screen. float y Y position on the screen. SetOrigin(x, y) Description: This function sets the pivot point of the sprite. Note: Setting the pivot point to the center of the sprite would mean setting the x parameter to half of the width of the source rectangle and the y parameter set to half of the height of the source rectangle. float x X location of the pivot point on the sprite. float y Y location of the pivot point on the sprite. SetScale(x, y) Description: This function sets the scale of the sprite. float x X location of the pivot point on the sprite. float y Y location of the pivot point on the sprite. SetRotation(angle) Description: This function rotates the sprite around its z axis using degrees. float angle Sets the z angle of the sprite. This value is in degrees. 12 Chapter 4. Sprite Object Functions
17 SetColor(r,g,b) Description: This function sets the color of the sprite. Note: This value is between 0 and 255 integers only byte r Red component. byte g Green component. byte b Blue component. SetAlpha(alpha) Description: This function sets the alpha value of the sprite. Note: This value is between 0 and 255 integers only Nothing byte alpha Alpha component. GetAnimator() Description: Returns the Animator Object this sprite uses. None Animator Object GetX() Description: This function returns the X position of the current sprite. None (float) X position SetColor(r,g,b) 13
18 GetY() Description: This function returns the Y position of the current sprite. None (float) Y position. SetSpeed(speed) Description: Changes the speed that the sprite is moving at. Nothing float speed Movement speed of the sprite. SetAngle(angle) Description: Changes the angle that the sprite is moving in. Nothing float angle Movement angle of the sprite. SetAcceleration(acceleration) Description: Changes the rate at which the speed increases over time. Nothing float acceleration Rate in which the speed changes. 14 Chapter 4. Sprite Object Functions
19 SetMinMaxSpeed(min,max) Description: Changes the lower and upper boundaries in which the speed of the object caps at. Nothing float min Minimum speed the sprite can have. float max Maximum speed the sprite can have. SetAngularVelocity(angvel) Description: Changes the rate at which the sprite turns over time while moving. Nothing float angvel Angle change over time. Remove() Description: Removes the sprite. Warning: After calling this function make sure all references to the sprite have been cleared. This can be done by simply setting all variables that hold this Sprite Object to nil. This ensures that the sprite are properly handled by the garbage collector. None Nothing SetMinMaxSpeed(min,max) 15
20 16 Chapter 4. Sprite Object Functions
21 CHAPTER 5 Animator Object Functions Animator objects are used to control the animations of sprites and many other graphical types in the engine. AddFrame(animationname,left,top,width,height) Description: Adds a new frame to the animation specified. Note: If the animation does not exist yet then it will be automatically created. string animationname Name of the animation to add the frame to. int left Left side of the sprite s source rectangle. int top Top side of the sprite s source rectangle. int width Width of the sprite s source rectangle. int height Height of the sprite s source rectangle. RemoveFrame(animationname, frameindex) Description: Removes the frame at the specified index from an animation. string animationname Name of the animation. int frameindex Index of the frame to remove. SetLoopPoint(animationname, loop) Description: Sets the frame in which the animation will loop from once completed. 17
22 string animationname Name of the animation. int loop Loop point of the animation. SetPlaySpeed(animationname, speed) Description: Sets the speed in which the animation plays. string animationname Name of the animation. float speed Speed of the animation PlayAnimation(animationname, (Optional)startframe) Description: Plays the specified animation for the sprite. Note: An optional second argument can be passed to set the starting frame of the animation. string animationname Name of the animation. int startframe (Optional) Starting frame of the animation. PauseAnimation() Description: Stops the current animation of the sprite. None ResetAllAnimations() Description: Clears the information for all animations. None 18 Chapter 5. Animator Object Functions
23 CHAPTER 6 ShotData Object Functions ShotData is a global object that is used to add information about the types of danmaku the engine can create. Note: This object already exists for all objects and contains the following members listed below. Note: In player scripts this object applies to the player s own Danmaku Manager. SetTexture(setname) Description: Changes the texture set in which the Danmaku Manager will use automatically. Warning: Must be set before creating a Danmaku Manager object. string setname Name of the loaded set. AddShot(groupname, textureid, left, top, width, height, damage, hitbox...) Description: Creates a definition for a danmaku shot with the specified source rect, damage, and a collection of hitboxes. The textureid parameter is the index from the texture set. Warning: If the texture set is changed, the set must contain enough textures to match the index specified. If this shot definition expects to use the third texture in the set, then the ShotData must load a texture set with atleast 3 textures to prevent errors. Note: The hitbox parameter can contain additional tables that are separated by commas. for example:, {0,0,8}, {4,0,2}) 19
24 string animationname Name of the animation. int left Left side of the sprite s source rectangle. int top Top side of the sprite s source rectangle. int width Width of the sprite s source rectangle. int height Height of the sprite s source rectangle. float damage The damage the shot will inflict. table hitbox A 3 element table for the x offset, y offset, and radius of the shot s hitbox Clear() Description: Removes all shot definitions the ShotData contains. None 20 Chapter 6. ShotData Object Functions
25 CHAPTER 7 Danmaku Manager Object Functions The Danmaku Manager is a container that controls how and when danmaku objects spawn. Note: In player scripts this object will spawn shots that damage the enemies. SetBlendType(type) Description: Changes the blend state for the Danmaku Manager. Note: Possible parameters: BT_ALPHA BT_ADDITIVE BT_SUBTRACT int type Blend State. SetDrawingPriority(value) Description: Sets the order in which this Danmaku Manager is drawn in. The drawing is in ascending order. int value Priority level. 21
26 SetGraphic(groupname, definitionindex) Description: Sets the shot data definition to use when spawning shots. string groupname Name of the group the shot definition belongs to. int definitionindex The index of the shot data in the group to use. SetSpawnType(type) Description: Sets the mode in which the shots are spawned. Note: Possible values: ST_CIRCLE ST_CIRCLE_TO_PLAYER ST_CIRCLE_TO_ANGLE ST_AIMED_TO_PLAYER ST_REVERSE_TO_PLAYER ST_AIMED_TO_ANGLE ST_REVERSE_TO_ANGLE None SetBulletCount(amount, level) Description: Sets the amount of bullets to spawn when caling the Fire() method. Additionally, sets the amount of levels to fire at a time. Each level is slower than the last. int amount Amount of shots to spawn per level. int level The amount of levels to spawn. 22 Chapter 7. Danmaku Manager Object Functions
27 SetArcRadius(size) Description: Sets the radius of the arc in which shots are fired in. Note: This function only applies to Aimed shots. float size Size of the arc in degrees. AttachToObject(object) Description: Locks the spawning position to the specified object s coordinates. Warning: Object must be an object that can render to the screen. Note: SetPosition() does not work while an object is attached. The Danmaku Manager s position however, is not modified while an object is attached. Renderable Object object The object to attach to. DetachObject() Description: Removes the currently attached object. None Nothing Fire() Description: Spawns shots onto the screen using the settings that were set prior to spawning. Setting are retained between each call to this function. None 7.6. SetArcRadius(size) 23
28 SetPosition(x, y) Description: This function sets the spawning location of the shots on the screen. Note: This function does nothing if the Danmaku Object is attached to an object. float x X position on the screen. float y Y position on the screen. SetSpeed(speed) Description: Changes the speed that the shots are moving at. Nothing float speed Movement speed of the sprite. SetAngle(angle) Description: Changes the angle that the shots are moving in. Nothing float angle Movement angle of the sprite. SetAcceleration(acceleration) Description: Changes the rate at which the speed increases over time for the shots. Nothing float acceleration Rate in which the speed changes. 24 Chapter 7. Danmaku Manager Object Functions
29 SetMinMaxSpeed(min,max) Description: Changes the lower and upper boundaries in which the speed of the shots will clamp at. Nothing float min Minimum speed the sprite can have. float max Maximum speed the sprite can have. SetAngularVelocity(angvel) Description: Changes the rate at which the shots turns over time while moving. Nothing float angvel Angle change over time SetMinMaxSpeed(min,max) 25
30 26 Chapter 7. Danmaku Manager Object Functions
31 CHAPTER 8 Enemy Manager Object Functions Enemy Managers are used to create enemies during the stage as well as bosses. While this type is mutual to the Sprite Manager, Enemy Managers come pre-built to handle collision with detection for player shots as well as life management. Note: This object does not exist for player scripts. GenerateNew(life, isboss) Description: Creates a new enemy with the set amount of default life. If the is boss parameter is true then the damage the enemy takes is carried onto the total boss life. Enemy Object float life The amount of life the enemy starts with. bool isboss Controls whether or not the enemy is a boss enemy. SetTotalLife(life) Description: Sets the total amount of life the boss enemies have. float life The amount of life the boss enemies have. Remove(enemy) Description: Removes the selected enemy. Enemy Object enemy The enemy to delete. 27
32 SetTexture(setname) Description: Changes the set of textures the Enemy Manager is using. string setname Name of the loaded set. SetBlendType(type) Description: Changes the blend state for the Enemy Manager. Note: Possible parameters: BT_ALPHA BT_ADDITIVE BT_SUBTRACT int type Blend State. Clear() Description: Removes all enemies that this Enemy Manager created. Warning: Before calling this function make sure all references to all enemies have been cleared. This can be done by simply setting all variables that hold Sprite Objects to nil. This ensures that the enemies are properly handled by the garbage collector. None 28 Chapter 8. Enemy Manager Object Functions
33 SetDrawingPriority(value) Description: Sets the order in which this Enemy Manager is drawn in. The drawing is in ascending order. int value Priority level SetDrawingPriority(value) 29
34 30 Chapter 8. Enemy Manager Object Functions
35 CHAPTER 9 Enemy Object Functions Enemy objects render enemies onto the screen that the player can shoot at and damage. Note: Enemy objects also contain the same functions as Sprite objects so refer to Sprite Object Functions for the remainder of the functions this object contains. SetLife(life) Description: Sets the current life of the enemy. Nothing float life The life of the enemy. GetLife() Description: Gets the current life of the enemy. None (float) The life of the enemy. AddSphereCollision(xoffset,yoffset,radius,playercollide) Description: Adds a hitbox for the enemy object with the set radius and offset values. Additionally can be set to collide with the with player if touched. 31
36 Nothing float xoffset X offset from the enemy s location. float yoffset Y offset from the enemy s location. float radius Radius of the hitbox. bool playercollide Sets whether or not to collide with the player. RemoveAllCollision() Description: Removes all hitboxes this enemy contains. None Nothing 32 Chapter 9. Enemy Object Functions
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