Methods
init
init, see Instantiating Components.
advance
advance, see Fixed-step Advanced.
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initinit(self: T, context: Context) -> boolean
init, see Instantiating Components.
-- Define the script's data and inputs.
type MyNode = {}
-- Called once when the script initializes.
function init(self: MyNode, context: Context): boolean
return true
end
-- Return a factory function that Rive uses to build the Node instance.
return function(): Node<MyNode>
return {
init = init
}
end
advanceadvance(self: T, seconds: number) -> boolean
advance, see Fixed-step Advanced.
-- Define the script's data and inputs.
type MyNode = {}
-- Called every frame to advance the simulation.
-- 'seconds' is the elapsed time since the previous frame.
function advance(self: MyNode, seconds: number): boolean
return false
end
-- Return a factory function that Rive uses to build the Node instance.
return function(): Node<MyNode>
return {
advance = advance,
}
end
updateupdate(self: T) -> ()
-- Define the script's data and inputs.
type MyNode = {}
-- Called when any input value changes.
function update(self: MyNode)
print('An script input value has changed.')
end
-- Return a factory function that Rive uses to build the Node instance.
return function(): Node<MyNode>
return {
update = update,
}
end
drawdraw(self: T, renderer: Renderer) -> ()
-- Define the script's data and inputs.
type MyNode = {}
-- Called every frame (after advance) to render the content.
function draw(self: MyNode, renderer: Renderer) end
-- Return a factory function that Rive uses to build the Node instance.
return function(): Node<MyNode>
return {
draw = draw,
}
end
pointerDownpointerDown(self: T, event: PointerEvent) -> ()
function handlePointerDown(self: MyGame, event: PointerEvent)
print('Pointer Position: ', event.position.x, event.position.y)
event:hit()
end
return function(): Node<MyGame>
return {
init = init,
advance = advance,
draw = draw,
pointerDown = handlePointerDown,
}
end
pointerMovepointerMove(self: T, event: PointerEvent) -> ()
function handlePointerMove(self: MyGame, event: PointerEvent)
print('Pointer Position: ', event.position.x, event.position.y)
event:hit()
end
return function(): Node<MyGame>
return {
init = init,
advance = advance,
draw = draw,
pointerMove = handlePointerMove,
}
end
pointerUppointerUp(self: T, event: PointerEvent) -> ()
function handlePointerUp(self: MyGame, event: PointerEvent)
print('Pointer Position: ', event.position.x, event.position.y)
event:hit()
end
return function(): Node<MyGame>
return {
init = init,
advance = advance,
draw = draw,
pointerUp = handlePointerUp,
}
end
pointerExitpointerExit(self: T, event: PointerEvent) -> ()
function handlePointerExit(self: MyGame, event: PointerEvent)
print('Pointer Position: ', event.position.x, event.position.y)
event:hit()
end
return function(): Node<MyGame>
return {
init = init,
advance = advance,
draw = draw,
pointerExit = handlePointerExit,
}
end
gamepadConnectedgamepadConnected(self: T, event: GamepadConnected) -> ()
gamepadEventgamepadEvent(self: T, event: GamepadEvent) -> ()
gamepadDisconnectedgamepadDisconnected(self: T, event: GamepadDisconnected) -> ()
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