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al:liveactor [2022/05/16 10:15] – clipping is not alive/dead fruityloopsal:liveactor [2022/05/16 10:16] (current) fruityloops
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 ===== Clipping ===== ===== Clipping =====
-If a LiveActor is "clipped", its code is not being run and it is essentially ignored. Whether or not a LiveActor is clipped is managed by the scene it is in, usually its archive gives the scene a clipping radius which determines how far the LiveActor can be from the camera before it is clipped, to save on performance+If a LiveActor is "clipped", its code is not being run and it is essentially being ignored. Whether or not a LiveActor is clipped is managed by the scene it is in, usually its archive gives the scene a clipping radius which determines how far the LiveActor can be from the camera before it is clipped, to save on performance.
- +
-===== Functions ===== +
-==== init ==== +
-This function takes an ActorInitInfo parameter with the [[https://zeldamods.org/wiki/BYML|BYML]] node this actor is being created from in the stage file. It is used by inherited classes to initialize the Nerve system and the actor itself. +
-==== makeActorAlive & makeActorDead ==== +
-These functions manually make the actor alive/dead. +
-==== movement ==== +
-This is the internal "update" function for LiveActor. It updates all "Keepers" (NerveKeeper, etc.), and calls [[al:liveactor#control|control]]. +
-==== control ==== +
-This function is called every frame if the actor is alive.+
al/liveactor.1652696142.txt.gz · Last modified: 2022/05/16 10:15 by fruityloops