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factory

Functions for controlling factory components which are used to dynamically spawn game objects into the runtime.

Functions

factory.get_status(url?: string | Hash | Url): Opaque<"constant">

This returns status of the factory. Calling this function when the factory is not marked as dynamic loading always returns factory.STATUS_LOADED.

Parameters

  • url?: string | Hash | Url — the factory component to get status from

Returns

  • status: Opaque<"constant"> — status of the factory component

  • factory.STATUS_UNLOADED

  • factory.STATUS_LOADING

  • factory.STATUS_LOADED

factory.unload(url?: string | Hash | Url)

This decreases the reference count for each resource loaded with factory.load. If reference is zero, the resource is destroyed. Calling this function when the factory is not marked as dynamic loading does nothing.

// How to unload resources of a factory prototype loaded with factory.load:
factory.unload("#factory");

Parameters

  • url?: string | Hash | Url — the factory component to unload

factory.load(url?: string | Hash | Url, complete_function?: function(self, url, result))

Resources are referenced by the factory component until the existing (parent) collection is destroyed or factory.unload is called. Calling this function when the factory is not marked as dynamic loading does nothing.

// How to load resources of a factory prototype.
factory.load("#factory", (self, url, result) => {});

Parameters

  • url?: string | Hash | Url — the factory component to load
  • complete_function?: function(self, url, result) — function to call when resources are loaded.

self object The current object. url url url of the factory component result boolean True if resources were loaded successfully

factory.create(url: string | Hash | Url, position?: Vector3, rotation?: Quaternion, properties?: Record<string | number, unknown>, scale?: number | Vector3): Hash

The URL identifies which factory should create the game object. If the game object is created inside of the frame (e.g. from an update callback), the game object will be created instantly, but none of its component will be updated in the same frame. Properties defined in scripts in the created game object can be overridden through the properties-parameter below. See go.property for more information on script properties. Calling factory.create on a factory that is marked as dynamic without having loaded resources using factory.load will synchronously load and create resources which may affect application performance.

// How to create a new game object:
export default defineScript({
  init(self) {
    // create a new game object and provide property values
    self.my_created_object = factory.create("#factory", undefined, undefined, { my_value: 1 });
    // communicate with the object
    msg.post(self.my_created_object, "hello");
  },
});

// And then let the new game object have a script attached:
go.property("my_value", 0);

export default defineScript({
  init(self) {
    // do something with self.my_value which is now one
  },
});

Parameters

  • url: string | Hash | Url — the factory that should create a game object.
  • position?: Vector3 — the position of the new game object, the position of the game object calling factory.create() is used by default, or if the value is nil.
  • rotation?: Quaternion — the rotation of the new game object, the rotation of the game object calling factory.create() is used by default, or if the value is nil.
  • properties?: Record<string | number, unknown> — the properties defined in a script attached to the new game object.
  • scale?: number | Vector3 — the scale of the new game object (must be greater than 0), the scale of the game object containing the factory is used by default, or if the value is nil

Returns

  • id: Hash — the global id of the spawned game object

factory.set_prototype(url?: string | Hash | Url, prototype?: string | nil)

Changes the prototype for the factory.

// How to unload the previous prototype's resources, and then spawn a new game object:
factory.unload("#factory"); // unload the previous resources
factory.set_prototype("#factory", "/main/levels/enemyA.goc");
const id = factory.create("#factory", go.get_world_position(), vmath.quat());

Parameters

  • url?: string | Hash | Url — the factory component
  • prototype?: string | nil — the path to the new prototype, or nil

Constants

factory.STATUS_UNLOADED

unloaded

factory.STATUS_LOADING

loading

factory.STATUS_LOADED

loaded