ShapeBase

consoledoc.h

More...

Callbacks

float
validateCameraFov(float fov)

Called on the server when the client has requested a FOV change.

Public Static Attributes

bool

Disables rendering of all instances of this type.

bool

Disables selection of all instances of this type.

Public Attributes

bool

Is this object AI controlled.

string

The skin applied to the shape.

Public Functions

void
applyDamage(float amount)

Increment the current damage level by the specified amount.

bool
applyImpulse(Point3F pos, Point3F vec)

Apply an impulse to the object.

void
applyRepair(float amount)

Repair damage by the specified amount.

void

Explodes an object into pieces.

bool

Check if this object can cloak.

void
changeMaterial(string mapTo, Material oldMat, Material newMat)

Change one of the materials on the shape.

bool
destroyThread(int slot)

Destroy an animation thread, which prevents it from playing.

void

Print a list of visible and hidden meshes in the shape to the console for debugging purposes.

Point3F

Get the position at which the AI should stand to repair things.

float

Returns the vertical field of view in degrees for this object if used as a camera.

int

Get the client (if any) that controls this object.

int

Get the object (if any) that controls this object.

float

Get the damage flash level.

float

Get the object's current damage level.

float

Get the object's current damage level as a percentage of maxDamage.

string

Get the object's damage state.

float

Returns the default vertical field of view in degrees for this object if used as a camera.

float

Get the object's current energy level.

float

Get the object's current energy level as a percentage of maxEnergy.

Point3F

Get the position of the 'eye' for this object.

TransformF

Get the 'eye' transform for this object.

VectorF

Get the forward direction of the 'eye' for this object.

bool

Get the alt trigger state of the Image mounted in the specified slot.

bool
getImageAmmo(int slot)

Get the ammo state of the Image mounted in the specified slot.

bool
getImageGenericTrigger(int slot, int trigger)

Get the generic trigger state of the Image mounted in the specified slot.

bool
getImageLoaded(int slot)

Get the loaded state of the Image mounted in the specified slot.

string

Get the script animation prefix of the Image mounted in the specified slot.

int
getImageSkinTag(int slot)

Get the skin tag ID for the Image mounted in the specified slot.

string
getImageState(int slot)

Get the name of the current state of the Image in the specified slot.

bool
getImageTarget(int slot)

Get the target state of the Image mounted in the specified slot.

bool
getImageTrigger(int slot)

Get the trigger state of the Image mounted in the specified slot.

string
getLookAtPoint(float distance, uint typeMask)

Get the world position this object is looking at.

float

Get the object's maxDamage level.

string

Get the model filename used by this shape.

int
getMountedImage(int slot)

Get the Image mounted in the specified slot.

int

Get the first slot the given datablock is mounted to on this object.

Point3F
getMuzzlePoint(int slot)

Get the muzzle position of the Image mounted in the specified slot.

VectorF
getMuzzleVector(int slot)

Get the muzzle vector of the Image mounted in the specified slot.

int
getPendingImage(int slot)

Get the Image that will be mounted next in the specified slot.

float

Get the current recharge rate.

float

Get the per-tick repair amount.

string

Get the name of the shape.

string

Get the name of the skin applied to this shape.

TransformF
getSlotTransform(int slot)

Get the world transform of the specified mount slot.

int

Get the number of materials in the shape.

string
getTargetName(int index)

Get the name of the indexed shape material.

VectorF

Get the object's current velocity.

float

Get the white-out level.

bool
hasImageState(int slot, string state)

Check if the given state exists on the mounted Image.

bool

Check if this object is cloaked.

bool

Check if the object is in the Destroyed damage state.

bool

Check if the object is in the Disabled or Destroyed damage state.

bool

Check if the object is in the Enabled damage state.

bool

Check if the object is hidden.

bool
isImageFiring(int slot)

Check if the current Image state is firing.

bool

Check if the given datablock is mounted to any slot on this object.

bool
mountImage(ShapeBaseImageData image, int slot, bool loaded, string skinTag)

Mount a new Image.

bool
pauseThread(int slot)

Pause an animation thread.

bool
playAudio(int slot, SFXTrack track)

Attach a sound to this shape and start playing it.

bool
playThread(int slot, string name)

Start a new animation thread, or restart one that has been paused or stopped.

void
setAllMeshesHidden(bool hide)

Set the hidden state on all the shape meshes.

void
setCameraFov(float fov)

Set the vertical field of view in degrees for this object if used as a camera.

void
setCloaked(bool cloak)

Set the cloaked state of this object.

void
setDamageFlash(float level)

Set the damage flash level.

void
setDamageLevel(float level)

Set the object's current damage level.

bool
setDamageState(string state)

Set the object's damage state.

void
setDamageVector(Point3F vec)

Set the damage direction vector.

void
setEnergyLevel(float level)

Set this object's current energy level.

void
setHidden(bool show)

Add or remove this object from the scene.

bool
setImageAltTrigger(int slot, bool state)

Set the alt trigger state of the Image mounted in the specified slot.

bool
setImageAmmo(int slot, bool state)

Set the ammo state of the Image mounted in the specified slot.

int
setImageGenericTrigger(int slot, int trigger, bool state)

Set the generic trigger state of the Image mounted in the specified slot.

bool
setImageLoaded(int slot, bool state)

Set the loaded state of the Image mounted in the specified slot.

void
setImageScriptAnimPrefix(int slot, string prefix)

Set the script animation prefix for the Image mounted in the specified slot.

bool
setImageTarget(int slot, bool state)

Set the target state of the Image mounted in the specified slot.

bool
setImageTrigger(int slot, bool state)

Set the trigger state of the Image mounted in the specified slot.

void
setMeshHidden(string name, bool hide)

Set the hidden state on the named shape mesh.

void
setRechargeRate(float rate)

Set the recharge rate.

void
setRepairRate(float rate)

Set amount to repair damage by each tick.

void
setShapeName(string name)

Set the name of this shape.

void
setSkinName(string name)

Apply a new skin to this shape.

bool
setThreadDir(int slot, bool fwd)

Set the playback direction of an animation thread.

bool
setThreadPosition(int slot, float pos)

Set the position within an animation thread.

bool
setThreadTimeScale(int slot, float scale)

Set the playback time scale of an animation thread.

bool
setVelocity(Point3F vel)

Set the object's velocity.

void
setWhiteOut(float level)

Set the white-out level.

void
startFade(int time, int delay, bool fadeOut)

Fade the object in or out without removing it from the scene.

bool
stopAudio(int slot)

Stop a sound started with playAudio.

bool
stopThread(int slot)

Stop an animation thread.

bool
unmountImage(int slot)

Unmount the mounted Image in the specified slot.

Detailed Description

Callbacks

validateCameraFov(float fov)

Called on the server when the client has requested a FOV change.

When the client requests that its field of view should be changed (because they want to use a sniper scope, for example) this new FOV needs to be validated by the server. This method is called if it exists (it is optional) to validate the requested FOV, and modify it if necessary. This could be as simple as checking that the FOV falls within a correct range, to making sure that the FOV matches the capabilities of the current weapon.

Following this method, ShapeBase ensures that the given FOV still falls within the datablock's cameraMinFov and cameraMaxFov. If that is good enough for your purposes, then you do not need to define the validateCameraFov() callback for your ShapeBase.

Parameters:

fov

The FOV that has been requested by the client.

return:

The FOV as validated by the server.

Public Static Attributes

bool isRenderable 

Disables rendering of all instances of this type.

bool isSelectable 

Disables selection of all instances of this type.

Public Attributes

bool isAIControlled 

Is this object AI controlled.

If True then this object is considered AI controlled and not player controlled.

string skin 

The skin applied to the shape.

'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model. Using getSkinName() and setSkinName() is equivalent to reading and writing the skin field directly.

Any material targets that start with the old skin name have that part of the name replaced with the new skin name. The initial old skin name is "base". For example, if a new skin of "blue" was applied to a model that had material targets base_body and face, the new targets would be blue_body and face. Note that face was not renamed since it did not start with the old skin name of "base".

To support models that do not use the default "base" naming convention, you can also specify the part of the name to replace in the skin field itself. For example, if a model had a material target called shapemat, we could apply a new skin "shape=blue", and the material target would be renamed to bluemat (note "shape" has been replaced with "blue").

Multiple skin updates can also be applied at the same time by separating them with a semicolon. For example: "base=blue;face=happy_face".

Material targets are only renamed if an existing Material maps to that name, or if there is a diffuse texture in the model folder with the same name as the new target.

Public Functions

applyDamage(float amount)

Increment the current damage level by the specified amount.

Parameters:

amount

value to add to current damage level

applyImpulse(Point3F pos, Point3F vec)

Apply an impulse to the object.

Parameters:

pos

world position of the impulse

vec

impulse momentum (velocity * mass)

return:

true

applyRepair(float amount)

Repair damage by the specified amount.

Note that the damage level is only reduced by repairRate per tick, so it may take several ticks for the total repair to complete. Parameters:

amount

total repair value (subtracted from damage level over time)

blowUp()

Explodes an object into pieces.

canCloak()

Check if this object can cloak.

return:

true

note:

Not implemented as it always returns true.

changeMaterial(string mapTo, Material oldMat, Material newMat)

Change one of the materials on the shape.

This method changes materials per mapTo with others. The material that is being replaced is mapped to unmapped_mat as a part of this transition.

note:

Warning, right now this only sort of works. It doesn't do a live update like it should.

Parameters:
mapTo

the name of the material target to remap (from getTargetName)

oldMat

the old Material that was mapped

newMat

the new Material to map

// remap the first material in the shape
%mapTo = %obj.getTargetName( 0 );
%obj.changeMaterial( %mapTo, 0, MyMaterial );

destroyThread(int slot)

Destroy an animation thread, which prevents it from playing.

Parameters:

slot

thread slot to destroy

return:

true if successful, false if failed

dumpMeshVisibility()

Print a list of visible and hidden meshes in the shape to the console for debugging purposes.

note:

Only in a SHIPPING build.

getAIRepairPoint()

Get the position at which the AI should stand to repair things.

If the shape defines a node called "AIRepairNode", this method will return the current world position of that node, otherwise "0 0 0".

return:

the AI repair position

getCameraFov()

Returns the vertical field of view in degrees for this object if used as a camera.

return:

current FOV as defined in ShapeBaseData::cameraDefaultFov

getControllingClient()

Get the client (if any) that controls this object.

The controlling client is the one that will send moves to us to act on.

return:

the ID of the controlling GameConnection, or 0 if this object is not controlled by any client.

getControllingObject()

Get the object (if any) that controls this object.

return:

the ID of the controlling ShapeBase object, or 0 if this object is not controlled by another object.

getDamageFlash()

Get the damage flash level.

return:

flash level

getDamageLevel()

Get the object's current damage level.

return:

damage level

getDamagePercent()

Get the object's current damage level as a percentage of maxDamage.

return:

damageLevel / datablock.maxDamage

getDamageState()

Get the object's damage state.

return:

the damage state; one of "Enabled", "Disabled", "Destroyed"

getDefaultCameraFov()

Returns the default vertical field of view in degrees for this object if used as a camera.

return:

Default FOV

getEnergyLevel()

Get the object's current energy level.

return:

energy level

getEnergyPercent()

Get the object's current energy level as a percentage of maxEnergy.

return:

energyLevel / datablock.maxEnergy

getEyePoint()

Get the position of the 'eye' for this object.

If the object model has a node called 'eye', this method will return that node's current world position, otherwise it will return the object's current world position.

return:

the eye position for this object

getEyeTransform()

Get the 'eye' transform for this object.

If the object model has a node called 'eye', this method will return that node's current transform, otherwise it will return the object's current transform.

return:

the eye transform for this object

getEyeVector()

Get the forward direction of the 'eye' for this object.

If the object model has a node called 'eye', this method will return that node's current forward direction vector, otherwise it will return the object's current forward direction vector.

return:

the eye vector for this object

getImageAltTrigger(int slot)

Get the alt trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current alt trigger state

getImageAmmo(int slot)

Get the ammo state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current ammo state

getImageGenericTrigger(int slot, int trigger)

Get the generic trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

trigger

Generic trigger number

return:

the Image's current generic trigger state

getImageLoaded(int slot)

Get the loaded state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current loaded state

getImageScriptAnimPrefix(int slot)

Get the script animation prefix of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current script animation prefix

getImageSkinTag(int slot)

Get the skin tag ID for the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the skinTag value passed to mountImage when the image was mounted

getImageState(int slot)

Get the name of the current state of the Image in the specified slot.

Parameters:

slot

Image slot to query

return:

name of the current Image state, or "Error" if slot is invalid

getImageTarget(int slot)

Get the target state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current target state

getImageTrigger(int slot)

Get the trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

the Image's current trigger state

getLookAtPoint(float distance, uint typeMask)

Get the world position this object is looking at.

Casts a ray from the eye and returns information about what the ray hits. Parameters:

distance

maximum distance of the raycast

typeMask

typeMask of objects to include for raycast collision testing

return:

look-at information as "Object HitX HitY HitZ [Material]" or empty string for no hit

%lookat = %obj.getLookAtPoint();
echo( "Looking at: " @ getWords( %lookat, 1, 3 ) );

getMaxDamage()

Get the object's maxDamage level.

return:

datablock.maxDamage

getModelFile()

Get the model filename used by this shape.

return:

the shape filename

getMountedImage(int slot)

Get the Image mounted in the specified slot.

Parameters:

slot

Image slot to query

return:

ID of the ShapeBaseImageData datablock mounted in the slot, or 0 if no Image is mounted there.

getMountSlot(ShapeBaseImageData image)

Get the first slot the given datablock is mounted to on this object.

Parameters:

image

ShapeBaseImageData datablock to query

return:

index of the first slot the Image is mounted in, or -1 if the Image is not mounted in any slot on this object.

getMuzzlePoint(int slot)

Get the muzzle position of the Image mounted in the specified slot.

If the Image shape contains a node called 'muzzlePoint', then the muzzle position is the position of that node in world space. If no such node is specified, the slot's mount node is used instead. Parameters:

slot

Image slot to query

return:

the muzzle position, or "0 0 0" if the slot is invalid

getMuzzleVector(int slot)

Get the muzzle vector of the Image mounted in the specified slot.

If the Image shape contains a node called 'muzzlePoint', then the muzzle vector is the forward direction vector of that node's transform in world space. If no such node is specified, the slot's mount node is used instead.

If the correctMuzzleVector flag (correctMuzzleVectorTP in 3rd person) is set in the Image, the muzzle vector is computed to point at whatever object is right in front of the object's 'eye' node. Parameters:

slot

Image slot to query

return:

the muzzle vector, or "0 1 0" if the slot is invalid

getPendingImage(int slot)

Get the Image that will be mounted next in the specified slot.

Calling mountImage when an Image is already mounted does one of two things:

  1. Mount the new Image immediately, the old Image is discarded and whatever state it was in is ignored.

  2. If the current Image state does not allow Image changes, the new Image is marked as pending, and will not be mounted until the current state completes. eg. if the user changes weapons, you may wish to ensure that the current weapon firing state plays to completion first.

This command retrieves the ID of the pending Image (2nd case above). Parameters:
slot

Image slot to query

return:

ID of the pending ShapeBaseImageData datablock, or 0 if none.

getRechargeRate()

Get the current recharge rate.

return:

the recharge rate (per tick)

getRepairRate()

Get the per-tick repair amount.

return:

the current value to be subtracted from damage level each tick

getShapeName()

Get the name of the shape.

note:

This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.

return:

the name of the shape

getSkinName()

Get the name of the skin applied to this shape.

return:

the name of the skin

see:

getSlotTransform(int slot)

Get the world transform of the specified mount slot.

Parameters:

slot

Image slot to query

return:

the mount transform

getTargetCount()

Get the number of materials in the shape.

return:

the number of materials in the shape.

getTargetName(int index)

Get the name of the indexed shape material.

Parameters:

index

index of the material to get (valid range is 0 - getTargetCount()-1).

return:

the name of the indexed material.

getVelocity()

Get the object's current velocity.

return:

the current velocity

getWhiteOut()

Get the white-out level.

return:

white-out level

hasImageState(int slot, string state)

Check if the given state exists on the mounted Image.

Parameters:

slot

Image slot to query

state

Image state to check for

return:

true if the Image has the requested state defined.

isCloaked()

Check if this object is cloaked.

return:

true if cloaked, false if not

isDestroyed()

Check if the object is in the Destroyed damage state.

return:

true if damage state is "Destroyed", false if not

isDisabled()

Check if the object is in the Disabled or Destroyed damage state.

return:

true if damage state is not "Enabled", false if it is

isEnabled()

Check if the object is in the Enabled damage state.

return:

true if damage state is "Enabled", false if not

isHidden()

Check if the object is hidden.

return:

true if the object is hidden, false if visible.

isImageFiring(int slot)

Check if the current Image state is firing.

Parameters:

slot

Image slot to query

return:

true if the current Image state in this slot has the 'stateFire' flag set.

isImageMounted(ShapeBaseImageData image)

Check if the given datablock is mounted to any slot on this object.

Parameters:

image

ShapeBaseImageData datablock to query

return:

true if the Image is mounted to any slot, false otherwise.

mountImage(ShapeBaseImageData image, int slot, bool loaded, string skinTag)

Mount a new Image.

Parameters:

image

the Image to mount

slot

Image slot to mount into (valid range is 0 - 3)

loaded

initial loaded state for the Image

skinTag

tagged string to reskin the mounted Image

return:

true if successful, false if failed

%player.mountImage( PistolImage, 1 );
%player.mountImage( CrossbowImage, 0, false );
%player.mountImage( RocketLauncherImage, 0, true, 'blue' );

pauseThread(int slot)

Pause an animation thread.

If restarted using playThread, the animation will resume from the paused position. Parameters:

slot

thread slot to stop

return:

true if successful, false if failed

playAudio(int slot, SFXTrack track)

Attach a sound to this shape and start playing it.

Parameters:

slot

Audio slot index for the sound (valid range is 0 - 3)

track

SFXTrack to play

return:

true if the sound was attached successfully, false if failed

playThread(int slot, string name)

Start a new animation thread, or restart one that has been paused or stopped.

Parameters:

slot

thread slot to play. Valid range is 0 - 3)

name

name of the animation sequence to play in this slot. If not specified, the paused or stopped thread in this slot will be resumed.

return:

true if successful, false if failed

%obj.playThread( 0, "ambient" );      // Play the ambient sequence in slot 0
%obj.setThreadTimeScale( 0, 0.5 );    // Play at half-speed
%obj.pauseThread( 0 );                // Pause the sequence
%obj.playThread( 0 );                 // Resume playback
%obj.playThread( 0, "spin" );         // Replace the sequence in slot 0

setAllMeshesHidden(bool hide)

Set the hidden state on all the shape meshes.

This allows you to hide all meshes in the shape, for example, and then only enable a few. Parameters:

hide

new hidden state for all meshes

setCameraFov(float fov)

Set the vertical field of view in degrees for this object if used as a camera.

Parameters:

fov

new FOV value

setCloaked(bool cloak)

Set the cloaked state of this object.

When an object is cloaked it is not rendered. Parameters:

cloak

true to cloak the object, false to uncloak

setDamageFlash(float level)

Set the damage flash level.

Damage flash may be used as a postfx effect to flash the screen when the client is damaged.

note:

Relies on the flash postFx.

Parameters:
level

flash level (0-1)

setDamageLevel(float level)

Set the object's current damage level.

Parameters:

level

new damage level

setDamageState(string state)

Set the object's damage state.

Parameters:

state

should be one of "Enabled", "Disabled", "Destroyed"

return:

true if successful, false if failed

setDamageVector(Point3F vec)

Set the damage direction vector.

Currently this is only used to initialise the explosion if this object is blown up. Parameters:

vec

damage direction vector

%obj.setDamageVector( "0 0 1" );

setEnergyLevel(float level)

Set this object's current energy level.

Parameters:

level

new energy level

setHidden(bool show)

Add or remove this object from the scene.

When removed from the scene, the object will not be processed or rendered. Parameters:

show

False to hide the object, true to re-show it

setImageAltTrigger(int slot, bool state)

Set the alt trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

state

new alt trigger state for the Image

return:

the Image's new alt trigger state

setImageAmmo(int slot, bool state)

Set the ammo state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

state

new ammo state for the Image

return:

the Image's new ammo state

setImageGenericTrigger(int slot, int trigger, bool state)

Set the generic trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

trigger

Generic trigger number

state

new generic trigger state for the Image

return:

the Image's new generic trigger state or -1 if there was a problem.

setImageLoaded(int slot, bool state)

Set the loaded state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

state

new loaded state for the Image

return:

the Image's new loaded state

setImageScriptAnimPrefix(int slot, string prefix)

Set the script animation prefix for the Image mounted in the specified slot.

This is used to further modify the prefix used when deciding which animation sequence to play while this image is mounted. Parameters:

slot

Image slot to modify

prefix

The prefix applied to the image

setImageTarget(int slot, bool state)

Set the target state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

state

new target state for the Image

return:

the Image's new target state

setImageTrigger(int slot, bool state)

Set the trigger state of the Image mounted in the specified slot.

Parameters:

slot

Image slot to modify

state

new trigger state for the Image

return:

the Image's new trigger state

setMeshHidden(string name, bool hide)

Set the hidden state on the named shape mesh.

Parameters:

name

name of the mesh to hide/show

hide

new hidden state for the mesh

setRechargeRate(float rate)

Set the recharge rate.

The recharge rate is added to the object's current energy level each tick, up to the maxEnergy level set in the ShapeBaseData datablock. Parameters:

rate

the recharge rate (per tick)

setRepairRate(float rate)

Set amount to repair damage by each tick.

Note that this value is separate to the repairRate field in ShapeBaseData. This value will be subtracted from the damage level each tick, whereas the ShapeBaseData field limits how much of the applyRepair value is subtracted each tick. Both repair types can be active at the same time. Parameters:

rate

value to subtract from damage level each tick (must be > 0)

setShapeName(string name)

Set the name of this shape.

note:

This is the name of the shape object that is sent to the client, not the DTS or DAE model filename.

Parameters:
name

new name for the shape

setSkinName(string name)

Apply a new skin to this shape.

'Skinning' the shape effectively renames the material targets, allowing different materials to be used on different instances of the same model.

Parameters:

name

name of the skin to apply

see:

setThreadDir(int slot, bool fwd)

Set the playback direction of an animation thread.

Parameters:

slot

thread slot to modify

fwd

true to play the animation forwards, false to play backwards

return:

true if successful, false if failed

setThreadPosition(int slot, float pos)

Set the position within an animation thread.

Parameters:

slot

thread slot to modify

pos

position within thread

return:

true if successful, false if failed

setThreadTimeScale(int slot, float scale)

Set the playback time scale of an animation thread.

Parameters:

slot

thread slot to modify

scale

new thread time scale (1=normal speed, 0.5=half speed etc)

return:

true if successful, false if failed

setVelocity(Point3F vel)

Set the object's velocity.

Parameters:

vel

new velocity for the object

return:

true

setWhiteOut(float level)

Set the white-out level.

White-out may be used as a postfx effect to brighten the screen in response to a game event.

note:

Relies on the flash postFx.

Parameters:
level

flash level (0-1)

startFade(int time, int delay, bool fadeOut)

Fade the object in or out without removing it from the scene.

A faded out object is still in the scene and can still be collided with, so if you want to disable collisions for this shape after it fades out use setHidden to temporarily remove this shape from the scene.

note:

Items have the ability to light their surroundings. When an Item with an active light is fading out, the light it emits is correspondingly reduced until it goes out. Likewise, when the item fades in, the light is turned-up till it reaches it's normal brightntess.

Parameters:
time

duration of the fade effect in ms

delay

delay in ms before the fade effect begins

fadeOut

true to fade-out to invisible, false to fade-in to full visibility

stopAudio(int slot)

Stop a sound started with playAudio.

Parameters:

slot

audio slot index (started with playAudio)

return:

true if the sound was stopped successfully, false if failed

stopThread(int slot)

Stop an animation thread.

If restarted using playThread, the animation will start from the beginning again. Parameters:

slot

thread slot to stop

return:

true if successful, false if failed

unmountImage(int slot)

Unmount the mounted Image in the specified slot.

Parameters:

slot

Image slot to unmount

return:

true if successful, false if failed