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@@ -48,10 +48,6 @@ All game objects, and some component types have properties that can be read and
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`get+set`{.mark}
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: Can be read with [`go.get()`](/ref/go#go.get) and written with [`go.set()`](/ref/go#go.set). Numerical values can be animated with [`go.animate()`](/ref/go#go.animate).
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-::: sidenote
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-Legacy functions for reading and writing game object properties also exist. They are `go.get_position()`, `go.set_position()`, `go.get_rotation()`, `go.set_rotation()`, and so forth.
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-:::
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-
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*GAME OBJECT PROPERTIES*
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| property | description | type | |
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@@ -61,6 +57,10 @@ Legacy functions for reading and writing game object properties also exist. They
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| *euler* | Local rotation of game object, Euler angles. | `vector3` | `get+set`{.mark} |
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| *scale* | Local non uniform scale of the game object, expressed as a vector where each component contains a multiplier along each axis. To double the size in x and y, provide vmath.vector3(2.0, 2.0, 0) | `vector3` | `get+set`{.mark} |
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+::: sidenote
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+Specific functions for working with the game object transform also exist; they are `go.get_position()`, `go.set_position()`, `go.get_rotation()`, `go.set_rotation()`, `go.get_scale()` and `go.set_scale()`.
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+:::
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+
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*SPRITE COMPONENT PROPERTIES*
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| property | description | type | |
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