public interface CombatEngineAPI
Modifier and Type | Method and Description |
---|---|
void |
addEntity(CombatEntityAPI entity) |
void |
addFloatingDamageText(Vector2f loc,
float damage,
java.awt.Color color,
CombatEntityAPI attachedTo,
CombatEntityAPI damageSource) |
void |
addFloatingText(Vector2f loc,
java.lang.String text,
float size,
java.awt.Color color,
CombatEntityAPI attachedTo,
float flashFrequency,
float flashDuration) |
void |
addFloatingTextAlways(Vector2f loc,
java.lang.String text,
float size,
java.awt.Color color,
CombatEntityAPI attachedTo,
float flashFrequency,
float flashDuration,
float durInPlace,
float durFloatingUp,
float durFadingOut,
float baseAlpha) |
void |
addHitParticle(Vector2f loc,
Vector2f vel,
float size,
float brightness,
java.awt.Color color)
Duration gets auto-computed.
|
void |
addHitParticle(Vector2f loc,
Vector2f vel,
float size,
float brightness,
float duration,
java.awt.Color color)
Particle with a somewhat brighter middle.
|
void |
addHitParticle(Vector2f loc,
Vector2f vel,
float size,
float brightness,
float durationIn,
float totalDuration,
java.awt.Color color) |
CombatEntityAPI |
addLayeredRenderingPlugin(CombatLayeredRenderingPlugin plugin) |
void |
addNebulaParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color) |
void |
addNebulaParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color,
boolean expandAsSqrt) |
void |
addNebulaSmokeParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color) |
void |
addNebulaSmoothParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color) |
void |
addNebulaSmoothParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color,
boolean expandAsSqrt) |
void |
addNegativeNebulaParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color) |
void |
addNegativeParticle(Vector2f loc,
Vector2f vel,
float size,
float rampUpFraction,
float totalDuration,
java.awt.Color color) |
void |
addNegativeSwirlyNebulaParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color) |
void |
addPlugin(EveryFrameCombatPlugin plugin)
Plugin has its init method called inside this method.
|
void |
addSmokeParticle(Vector2f loc,
Vector2f vel,
float size,
float opacity,
float duration,
java.awt.Color color)
Opaque smoke particle.
|
void |
addSmoothParticle(Vector2f loc,
Vector2f vel,
float size,
float brightness,
float duration,
java.awt.Color color)
Standard glowy particle.
|
void |
addSmoothParticle(Vector2f loc,
Vector2f vel,
float size,
float brightness,
float rampUpFraction,
float totalDuration,
java.awt.Color color) |
void |
addSwirlyNebulaParticle(Vector2f loc,
Vector2f vel,
float size,
float endSizeMult,
float rampUpFraction,
float fullBrightnessFraction,
float totalDuration,
java.awt.Color color,
boolean expandAsSqrt) |
void |
applyDamage(CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
java.lang.Object source) |
void |
applyDamage(CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
java.lang.Object source,
boolean playSound) |
void |
applyDamage(java.lang.Object damageModifierParam,
CombatEntityAPI entity,
Vector2f point,
float damageAmount,
DamageType damageType,
float empAmount,
boolean bypassShields,
boolean dealsSoftFlux,
java.lang.Object source,
boolean playSound) |
void |
applyDamageModifiersToSpawnedProjectileWithNullWeapon(ShipAPI source,
WeaponAPI.WeaponType type,
boolean isBeam,
DamageAPI damage) |
WeaponAPI |
createFakeWeapon(ShipAPI ship,
java.lang.String weaponId) |
ShipAPI |
createFXDrone(ShipVariantAPI variant) |
void |
endCombat(float delay) |
void |
endCombat(float delay,
FleetSide winner) |
CollisionGridAPI |
getAiGridAsteroids() |
CollisionGridAPI |
getAiGridMissiles() |
CollisionGridAPI |
getAiGridShips() |
Vector2f |
getAimPointWithLeadForAutofire(CombatEntityAPI from,
float accuracyFactor,
CombatEntityAPI to,
float projSpeed)
accuracyFactor: 1 = best accuracy,
>1 (up to around 2 at most normally) poor accuracy, <1 = leading target too much, not used.
|
CollisionGridAPI |
getAllObjectGrid()
All combat entities.
|
java.util.List<BattleObjectiveAPI> |
getAllObjectives()
Deprecated.
|
java.util.List<ShipAPI> |
getAllShips()
Deprecated.
|
CollisionGridAPI |
getAsteroidGrid()
Asteroids only.
|
java.util.List<CombatEntityAPI> |
getAsteroids() |
java.awt.Color |
getBackgroundColor() |
java.awt.Color |
getBackgroundGlowColor() |
java.util.List<BeamAPI> |
getBeams() |
float |
getCombatNotOverFor() |
CombatUIAPI |
getCombatUI() |
BattleCreationContext |
getContext()
BattleCreationContext used to initialize this battle.
|
java.util.Map<java.lang.String,java.lang.Object> |
getCustomData() |
java.lang.String |
getCustomExitButtonConfirmString() |
java.lang.String |
getCustomExitButtonTitle() |
CombatDamageData |
getDamageData() |
float |
getElapsedInContactWithEnemy()
Time elapsed while both sides can see at least one enemy ship.
|
float |
getElapsedInLastFrame()
Does *not* return 0 if the game is paused; actually the *current* frame.
|
CombatFleetManagerAPI |
getFleetManager(FleetSide side) |
CombatFleetManagerAPI |
getFleetManager(int owner) |
FogOfWarAPI |
getFogOfWar(int owner) |
CombatListenerManagerAPI |
getListenerManager() |
float |
getMapHeight() |
float |
getMapWidth() |
CollisionGridAPI |
getMissileGrid()
Missiles only.
|
java.util.List<MissileAPI> |
getMissiles() |
java.lang.String |
getMissionId() |
CombatNebulaAPI |
getNebula() |
java.util.List<BattleObjectiveAPI> |
getObjectives() |
ShipAPI |
getPlayerShip() |
java.util.List<DamagingProjectileAPI> |
getProjectiles()
Includes missiles.
|
CollisionGridAPI |
getShipGrid()
Ships only.
|
ShipAPI |
getShipPlayerIsTransferringCommandFrom() |
ShipAPI |
getShipPlayerIsTransferringCommandTo() |
ShipAPI |
getShipPlayerLastTransferredCommandTo() |
java.util.List<ShipAPI> |
getShips() |
MutableStat |
getTimeMult() |
float |
getTotalElapsedTime(boolean includePaused) |
ViewportAPI |
getViewport() |
int |
getWinningSideId()
0 = player, 1 = enemy, 2 = player allies, no player ships left.
|
boolean |
hasAttachedFloaty(CombatEntityAPI entity) |
void |
headInDirectionWithoutTurning(MissileAPI missile,
float desiredHeading,
float desiredSpeed)
Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.
|
void |
headInDirectionWithoutTurning(ShipAPI ship,
float desiredHeading,
float desiredSpeed)
Gives strafe left/right and accelerate forward/backward/decelerate commands to accomplish this.
|
boolean |
isAwareOf(int owner,
CombatEntityAPI other)
Visible (i.e.
|
boolean |
isBackgroundGlowColorNonAdditive() |
boolean |
isCombatOver() |
boolean |
isEnemyInFullRetreat() |
boolean |
isEntityInPlay(CombatEntityAPI entity) |
boolean |
isFleetsInContact() |
boolean |
isInCampaign() |
boolean |
isInCampaignSim() |
boolean |
isInFastTimeAdvance() |
boolean |
isInPlay(java.lang.Object object) |
boolean |
isMissileAlive(MissileAPI missile) |
boolean |
isMission() |
boolean |
isPaused() |
boolean |
isRenderStarfield() |
boolean |
isSimulation() |
boolean |
isUIAutopilotOn() |
boolean |
isUIShowingDialog() |
boolean |
isUIShowingHUD() |
void |
maintainStatusForPlayerShip(java.lang.Object key,
java.lang.String spriteName,
java.lang.String title,
java.lang.String data,
boolean isDebuff)
In the status list above the left side of the ship info widget in the bottom left.
|
boolean |
playerHasAllyReserves() |
boolean |
playerHasNonAllyReserves() |
void |
removeEntity(CombatEntityAPI entity) |
void |
removeObject(java.lang.Object object) |
void |
removePlugin(EveryFrameCombatPlugin plugin) |
void |
setBackgroundColor(java.awt.Color backgroundColor) |
void |
setBackgroundGlowColor(java.awt.Color backgroundGlowColor) |
void |
setBackgroundGlowColorNonAdditive(boolean backgroundGlowColorNonAdditive) |
void |
setCombatNotOverFor(float seconds) |
void |
setCombatNotOverForAtLeast(float seconds) |
void |
setCustomExit(java.lang.String buttonTitle,
java.lang.String confirmString) |
void |
setDoNotEndCombat(boolean doNotEndCombat) |
void |
setHyperspaceMode() |
void |
setMaxFleetPoints(FleetSide side,
int fleetPoints) |
void |
setPaused(boolean paused) |
void |
setPlayerShipExternal(ShipAPI ship) |
void |
setRenderStarfield(boolean renderStarfield) |
void |
setShipPlayerLastTransferredCommandTo(ShipAPI ship) |
void |
setSideDeploymentOverrideSide(FleetSide sideDeploymentOverrideSide) |
CombatEntityAPI |
spawnAsteroid(int size,
float x,
float y,
float dx,
float dy) |
DamagingProjectileAPI |
spawnDamagingExplosion(DamagingExplosionSpec spec,
ShipAPI source,
Vector2f location) |
DamagingProjectileAPI |
spawnDamagingExplosion(DamagingExplosionSpec spec,
ShipAPI source,
Vector2f location,
boolean canDamageSource) |
EmpArcEntityAPI |
spawnEmpArc(ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
java.lang.String impactSoundId,
float thickness,
java.awt.Color fringe,
java.awt.Color core) |
EmpArcEntityAPI |
spawnEmpArcPierceShields(ShipAPI damageSource,
Vector2f point,
CombatEntityAPI pointAnchor,
CombatEntityAPI empTargetEntity,
DamageType damageType,
float damAmount,
float empDamAmount,
float maxRange,
java.lang.String impactSoundId,
float thickness,
java.awt.Color fringe,
java.awt.Color core)
Same as spawnEmpArc, but goes through shields if they're blocking the line from the point to the chosen target.
|
EmpArcEntityAPI |
spawnEmpArcVisual(Vector2f from,
CombatEntityAPI fromAnchor,
Vector2f to,
CombatEntityAPI toAnchor,
float thickness,
java.awt.Color fringe,
java.awt.Color core) |
void |
spawnExplosion(Vector2f loc,
Vector2f vel,
java.awt.Color color,
float size,
float maxDuration)
Purely visual.
|
void |
spawnMuzzleFlashOrSmoke(ShipAPI ship,
WeaponSlotAPI slot,
WeaponSpecAPI spec,
int barrel,
float targetAngle) |
CombatEntityAPI |
spawnProjectile(ShipAPI ship,
WeaponAPI weapon,
java.lang.String weaponId,
java.lang.String projSpecId,
Vector2f point,
float angle,
Vector2f shipVelocity)
Deprecated.
|
CombatEntityAPI |
spawnProjectile(ShipAPI ship,
WeaponAPI weapon,
java.lang.String weaponId,
Vector2f point,
float angle,
Vector2f shipVelocity) |
void |
updateStationModuleLocations(ShipAPI station) |
boolean isInCampaign()
boolean isInCampaignSim()
CombatUIAPI getCombatUI()
void setHyperspaceMode()
@Deprecated java.util.List<BattleObjectiveAPI> getAllObjectives()
@Deprecated java.util.List<ShipAPI> getAllShips()
java.util.List<BattleObjectiveAPI> getObjectives()
java.util.List<ShipAPI> getShips()
java.util.List<MissileAPI> getMissiles()
java.util.List<CombatEntityAPI> getAsteroids()
java.util.List<BeamAPI> getBeams()
java.util.List<DamagingProjectileAPI> getProjectiles()
boolean isEntityInPlay(CombatEntityAPI entity)
FogOfWarAPI getFogOfWar(int owner)
void removeEntity(CombatEntityAPI entity)
CombatFleetManagerAPI getFleetManager(FleetSide side)
CombatFleetManagerAPI getFleetManager(int owner)
ShipAPI getPlayerShip()
boolean isPaused()
void endCombat(float delay)
void setDoNotEndCombat(boolean doNotEndCombat)
void endCombat(float delay, FleetSide winner)
ViewportAPI getViewport()
void applyDamage(CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, java.lang.Object source, boolean playSound)
entity
- point
- Location the damage is dealt at, in absolute engine coordinates (i.e. *not* relative to the ship). MUST fall within the sprite of a ship, given its current location and facing, for armor to properly be taken into account.damageAmount
- damageType
- empAmount
- bypassShields
- Whether shields are ignored completely.dealsSoftFlux
- Whether damage dealt to shields results in soft flux.source
- Should be a ShipAPI if the damage ultimately attributed to it. Can also be null.playSound
- Whether a sound based on the damage dealt should be played.void applyDamage(CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, java.lang.Object source)
void applyDamage(java.lang.Object damageModifierParam, CombatEntityAPI entity, Vector2f point, float damageAmount, DamageType damageType, float empAmount, boolean bypassShields, boolean dealsSoftFlux, java.lang.Object source, boolean playSound)
void addHitParticle(Vector2f loc, Vector2f vel, float size, float brightness, float duration, java.awt.Color color)
brightness
- from 0 to 1duration
- in secondsvoid addSmoothParticle(Vector2f loc, Vector2f vel, float size, float brightness, float duration, java.awt.Color color)
brightness
- from 0 to 1duration
- in secondsvoid addSmokeParticle(Vector2f loc, Vector2f vel, float size, float opacity, float duration, java.awt.Color color)
brightness
- from 0 to 1duration
- in secondsvoid spawnExplosion(Vector2f loc, Vector2f vel, java.awt.Color color, float size, float maxDuration)
CombatEntityAPI spawnAsteroid(int size, float x, float y, float dx, float dy)
size
- 0, 1, 2, or 3, with 3 being the largest.x
- location xy
- location ydx
- velocity xdy
- velocity yvoid addFloatingText(Vector2f loc, java.lang.String text, float size, java.awt.Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration)
void addFloatingDamageText(Vector2f loc, float damage, java.awt.Color color, CombatEntityAPI attachedTo, CombatEntityAPI damageSource)
CombatEntityAPI spawnProjectile(ShipAPI ship, WeaponAPI weapon, java.lang.String weaponId, Vector2f point, float angle, Vector2f shipVelocity)
ship
- The ship launching this projectile. Can be null.weapon
- Firing weapon. Can be null. If not, used for figuring out range/damage bonuses, etc.weaponId
- ID of the weapon whose projectile to use. Required.point
- Location where the projectile will spawn. Required.angle
- Initial facing, in degrees (0 = 3 o'clock, 90 = 12 o'clock).shipVelocity
- Can be null. Otherwise, will be imparted to projectile.EmpArcEntityAPI spawnEmpArc(ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, java.lang.String impactSoundId, float thickness, java.awt.Color fringe, java.awt.Color core)
damageSource
- Ship that's ultimately responsible for dealing the damage of this EMP arc. Can be null.point
- starting point of the EMP arc, in absolute engine coordinates.pointAnchor
- The entity the starting point should move together with, if any.empTargetEntity
- Target of the EMP arc. If it's a ship, it will randomly pick an engine nozzle/weapon to arc to. Can also pass in a custom class implementing CombatEntityAPI to visually target the EMP at a specific location (and not do any damage).damageType
- damAmount
- empDamAmount
- maxRange
- Maximum range the arc can reach (useful for confining EMP arc targets to the area near point)impactSoundId
- Can be null.thickness
- Thickness of the arc (visual).fringe
- core
- EmpArcEntityAPI spawnEmpArcPierceShields(ShipAPI damageSource, Vector2f point, CombatEntityAPI pointAnchor, CombatEntityAPI empTargetEntity, DamageType damageType, float damAmount, float empDamAmount, float maxRange, java.lang.String impactSoundId, float thickness, java.awt.Color fringe, java.awt.Color core)
float getMapWidth()
float getMapHeight()
BattleCreationContext getContext()
float getTotalElapsedTime(boolean includePaused)
float getElapsedInLastFrame()
void addPlugin(EveryFrameCombatPlugin plugin)
plugin
- void removePlugin(EveryFrameCombatPlugin plugin)
boolean isSimulation()
boolean isMission()
java.lang.String getMissionId()
void setPlayerShipExternal(ShipAPI ship)
boolean isUIShowingDialog()
boolean isUIShowingHUD()
boolean isUIAutopilotOn()
float getElapsedInContactWithEnemy()
boolean isFleetsInContact()
void setSideDeploymentOverrideSide(FleetSide sideDeploymentOverrideSide)
java.util.Map<java.lang.String,java.lang.Object> getCustomData()
void maintainStatusForPlayerShip(java.lang.Object key, java.lang.String spriteName, java.lang.String title, java.lang.String data, boolean isDebuff)
key
- spriteName
- title
- data
- isDebuff
- void setPaused(boolean paused)
boolean playerHasNonAllyReserves()
boolean playerHasAllyReserves()
CombatDamageData getDamageData()
MutableStat getTimeMult()
void setMaxFleetPoints(FleetSide side, int fleetPoints)
CombatNebulaAPI getNebula()
boolean isInFastTimeAdvance()
@Deprecated CombatEntityAPI spawnProjectile(ShipAPI ship, WeaponAPI weapon, java.lang.String weaponId, java.lang.String projSpecId, Vector2f point, float angle, Vector2f shipVelocity)
void updateStationModuleLocations(ShipAPI station)
CollisionGridAPI getAllObjectGrid()
CollisionGridAPI getShipGrid()
CollisionGridAPI getMissileGrid()
CollisionGridAPI getAsteroidGrid()
DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, Vector2f location)
DamagingProjectileAPI spawnDamagingExplosion(DamagingExplosionSpec spec, ShipAPI source, Vector2f location, boolean canDamageSource)
int getWinningSideId()
boolean isCombatOver()
void removeObject(java.lang.Object object)
CombatEntityAPI addLayeredRenderingPlugin(CombatLayeredRenderingPlugin plugin)
boolean isEnemyInFullRetreat()
boolean isMissileAlive(MissileAPI missile)
void spawnMuzzleFlashOrSmoke(ShipAPI ship, WeaponSlotAPI slot, WeaponSpecAPI spec, int barrel, float targetAngle)
CollisionGridAPI getAiGridMissiles()
CollisionGridAPI getAiGridShips()
CollisionGridAPI getAiGridAsteroids()
boolean isAwareOf(int owner, CombatEntityAPI other)
owner
- other
- void headInDirectionWithoutTurning(MissileAPI missile, float desiredHeading, float desiredSpeed)
missile
- desiredHeading
- desiredSpeed
- void headInDirectionWithoutTurning(ShipAPI ship, float desiredHeading, float desiredSpeed)
ship
- desiredHeading
- desiredSpeed
- Vector2f getAimPointWithLeadForAutofire(CombatEntityAPI from, float accuracyFactor, CombatEntityAPI to, float projSpeed)
from
- accuracyFactor
- to
- projSpeed
- CombatListenerManagerAPI getListenerManager()
void applyDamageModifiersToSpawnedProjectileWithNullWeapon(ShipAPI source, WeaponAPI.WeaponType type, boolean isBeam, DamageAPI damage)
void addHitParticle(Vector2f loc, Vector2f vel, float size, float brightness, float durationIn, float totalDuration, java.awt.Color color)
void addHitParticle(Vector2f loc, Vector2f vel, float size, float brightness, java.awt.Color color)
loc
- vel
- size
- brightness
- color
- EmpArcEntityAPI spawnEmpArcVisual(Vector2f from, CombatEntityAPI fromAnchor, Vector2f to, CombatEntityAPI toAnchor, float thickness, java.awt.Color fringe, java.awt.Color core)
void addSmoothParticle(Vector2f loc, Vector2f vel, float size, float brightness, float rampUpFraction, float totalDuration, java.awt.Color color)
void addNegativeParticle(Vector2f loc, Vector2f vel, float size, float rampUpFraction, float totalDuration, java.awt.Color color)
void addNebulaParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color)
void addNegativeNebulaParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color)
void addNebulaSmokeParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color)
boolean hasAttachedFloaty(CombatEntityAPI entity)
void addNebulaParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color, boolean expandAsSqrt)
void addSwirlyNebulaParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color, boolean expandAsSqrt)
void addNegativeSwirlyNebulaParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color)
boolean isInPlay(java.lang.Object object)
void setCombatNotOverForAtLeast(float seconds)
void setCombatNotOverFor(float seconds)
float getCombatNotOverFor()
void setCustomExit(java.lang.String buttonTitle, java.lang.String confirmString)
java.lang.String getCustomExitButtonTitle()
java.lang.String getCustomExitButtonConfirmString()
void addFloatingTextAlways(Vector2f loc, java.lang.String text, float size, java.awt.Color color, CombatEntityAPI attachedTo, float flashFrequency, float flashDuration, float durInPlace, float durFloatingUp, float durFadingOut, float baseAlpha)
ShipAPI getShipPlayerIsTransferringCommandFrom()
ShipAPI getShipPlayerIsTransferringCommandTo()
ShipAPI getShipPlayerLastTransferredCommandTo()
ShipAPI createFXDrone(ShipVariantAPI variant)
void addEntity(CombatEntityAPI entity)
void addNebulaSmoothParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color)
void addNebulaSmoothParticle(Vector2f loc, Vector2f vel, float size, float endSizeMult, float rampUpFraction, float fullBrightnessFraction, float totalDuration, java.awt.Color color, boolean expandAsSqrt)
java.awt.Color getBackgroundColor()
void setBackgroundColor(java.awt.Color backgroundColor)
boolean isBackgroundGlowColorNonAdditive()
void setBackgroundGlowColorNonAdditive(boolean backgroundGlowColorNonAdditive)
void setBackgroundGlowColor(java.awt.Color backgroundGlowColor)
java.awt.Color getBackgroundGlowColor()
boolean isRenderStarfield()
void setRenderStarfield(boolean renderStarfield)
void setShipPlayerLastTransferredCommandTo(ShipAPI ship)
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