Control
wait(time)
Waits for a duration.
Properties:
time(Number): Time to wait in seconds.
Returns: null
stop(option)
Stops the specified script(s).
Properties:
option(String): What to stop. Available options:"all": Stops all scripts in all sprites."this": Stops all scripts in the current sprite."script": Stops the current script."other-scripts": Stops all other scripts in the current sprite."other-sprites-and-scripts": Stops all other scripts in all sprites.
Returns: null
Example
setup { // A setup script
// Something
stop("this") // Stop this script
// Stuff here will not be executed
}
clone()
Clones the sprite. The clone will execute the clone_setup and clone_update scripts.
Warning
Clones are also sprites. Excessive cloning can and will lead to performance issues.
Properties: none
Returns: null
Example
setup {
clone()
}
update {}
clone_setup {
// This will not be printed by the original sprite, but by the clone
print("Hello, I'm a clone!")
}
clone_update {}
delete_clone() / delete_clone(cloneid)
Deletes a clone.
Deletes the current clone that is running the function. If called on a non-clone sprite, does nothing.
Properties: none
Returns: null
Example
clone_update {
// Some code
if dont_want_to_exist_anymore {
delete_clone() // Delete this clone
}
}
Deletes the specified clone by its ID from its parent sprite.
Properties:
cloneid(Number): The ID of the clone to delete. Clone IDs start from 1 and increment for each clone created.
Returns: null
Example
setup {
clone() // Create a clone
clone() // Create another clone
delete_clone(1) // Delete the first clone created
}
skip_further_execution_if(bool)
Skips further execution of the current script if the condition is true.
Properties:
bool(Boolean): Condition to check.
Returns: null
Example
update {
skip_further_execution_if(score < 10)
print("Score is 10 or more!")
}