Prototype/Entity: Difference between revisions
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Specification of space needed to see the whole entity. | Specification of space needed to see the whole entity. | ||
Default value used is the selection_box. | |||
This is used to calculate the correct zoom and positioning in the entity info gui | Default value used is the selection_box and it is usually working well enough. | ||
This is used to calculate the correct zoom and positioning in the entity info gui. | |||
drawing_box = {{-0.5, -0.5}, {0.5, 0.5}} | drawing_box = {{-0.5, -0.5}, {0.5, 0.5}} | ||
=== sticker_box === | === sticker_box === | ||
'''Type''': [[Types/AABBbox]] | '''Type''': [[Types/AABBbox]] |
Revision as of 15:25, 12 October 2013
Basics
The common properties of all entities in the game. Entity is basically everything that can be on the map (except tiles). For in game script access to entity, take a look at Lua/Entity
Extensions
Properties
type
Type: Types/string
Specification of the type of the prototype.
name
Type: Types/string Unique identification of the prototype.
collision_box
Type: Types/AABBbox
Specification of the entity collision boundaries. When not specified the entity will not have any collision box. (used for smoke, projectiles, particles, explosions etc)
collision_box = {{-0.4, -0.4}, {0.4, 0.4}}
Note that the {0,0} coordinate in the collision box will match the entity position. It should be near the center of the collision box, to keep correct entity drawing order. Note, that for buildings, it is custom to leave 0.1 wide border between the edge of the tile and the edge of the building, this lets the player move between the building and electric poles/inserters etc. and prevents stucked items on transport belt in some special casese (curves around the corner etc).
selection_box
Type: Types/AABBbox
Specification of the entity selection area. When not specified, the entity will have no selection area (and thus is not selectable).
selection_box = {{-0.5, -0.5}, {0.5, 0.5}}
The selection box is usualy little bit bigger than the collision box, for tilable entities (like buildings) it should match the tile size of the building.
drawing_box
Type: Types/AABBbox
Specification of space needed to see the whole entity.
Default value used is the selection_box and it is usually working well enough.
This is used to calculate the correct zoom and positioning in the entity info gui.
drawing_box = {{-0.5, -0.5}, {0.5, 0.5}}
sticker_box
Type: Types/AABBbox
Used to set the area of the entity that can have stickers on it, currently only used for units to specify the area where the green slow down stickers can appear. It is optional and the collision box is used when not specified.
sticker_box = {{-0.5, -0.5}, {0.5, 0.5}}
weight
Type: Types/float Weight of the entity used for some physics calculation when car hits something.
weight = 1
flags
Type: Types/Flags
minable
Type: Types/MinableProperties
emissions_per_tick
Type: Types/double
fast_replacable_group
Type: Types/string
tile_width
Type: Types/unsigned
tile_height
Type: Types/unsigned
autoplace
Type: Types/AutoplaceSpecification
Example
{ type = "container", name = "wooden-chest", icon = "__base__/graphics/icons/wooden-chest.png", flags = {"placeable-neutral", "player-creation"}, minable = {mining_time = 1, result = "wooden-chest"}, collision_box = {{-0.4, -0.4}, {0.4, 0.4}}, selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, max_health = 50, corpse = "small-remnants", fast_replaceable_group = "container", inventory_size = 16, picture = { filename = "__base__/graphics/entity/wooden-chest/wooden-chest.png", priority = "extra-high", width = 46, height = 33, shift = {0.3, 0} } }