Fulltext results:
- world @script:module
- ~player~@# ( ) If the thing belongs to a player, returns an object representing that player (see [[script:module:App#App.Player|App.Player]]). Otherwise returns ''None''. #@Identifier_HTML~pos~@# ( ) Returns the 3D position of the thing as an array (XYZ). This po... nding box. One can add ''Thing.height()'' to the returned Z coordinate to get the top of the thing's boun
- app @script:module
- ns ===== #@Identifier_HTML~consolePlayer~@# ( ) Returns an object representing the console player ([[script:module:App#app.player|App.Player]]). #@Identifier_HTML~gamePlugin~@# ( ) Returns the identifier of the currently loaded game plugin. The return value is text, for instance for the Doom game plugin: ... one of the power-up counters of the player. The returned value is the number of 35 Hz tics that the power-up is in effect. It counts downward over time. If the returned value is positive, the corresponding power-up is curren
- reference
- ====== Doomsday Script reference guide ====== This article describes the Doomsday Script language and its role in [[:Doomsday 2]]. ===== Overview ===== Doomsday Script is a scripting language with features such as a class-based object system, and exceptions. It is designed
- language
- s of a dictionary as an array | | ''dictvalues''| returns the values of a dictionary as an array | | ''dir'' | return... | | ''eval'' | parses and executes argument as a script, returns result | | ''File'' | returns a [[Core.File]] ob... e between two Times (as seconds) | | ''typeof'' | returns type of a value as a text string | ===== Modules ===== The Doomsday Script Standard Library consists of a collection of nati
- records @script:walkthrough
- s ====== Records are the foundation of Doomsday Script. Each namespace and module is a record, each obje... e''), but may still be referenced by variables in scripts. A script variable may own a record, or simply reference one owned by someone else. When a record gets ... nt to other records, while others have plain data values. ===== Creation ===== There are a few alterna
- miscellaneous @script:walkthrough
- Scopes ^ ^ -> ====== Miscellaneous ====== ===== Script return value ===== In certain circumstances, it is useful to return a value from the entire script itself, and not just from a function. For example, the argument to ''eval()'' is a script whose return value is returned to the caller. The script return value is the final evaluated expression of the script. if True "I am the
- basic_expressions @script:walkthrough
- e ''eval()'' function evaluates its argument as a script and returns the return value from it. The script gets runs in the same namespace where ''eval()'' was called. $ a = eval(""" 'arg'
- core @script:module
- rns the current search path for imported Doomsday Script modules. The return value is an array: [ , /modules, /home/modules, /data... , 0, 0.9, 0.5) #@Identifier_HTML~target~@# ( ) Returns the target value of the animation. #@Identifier_HTML~value~@# ( ) Returns the current value of the animation. If the animation is not ongoing... key2 ] </code> #@Identifier_HTML~values~@# ( ) Returns the values of a dictionary as an array: <code> $ d = {'key