Projectile class represents a single in-flight projectile in RollingQuest. You create projectiles by calling LevelSection:createProjectile() with either a ProjectileRequest object or an inline property table. Once created, a Projectile lets you read and write its physics parameters, control its collision behaviour, and hook into fire, explode, and update events. The companion ProjectileRequest class is the recommended way to configure a projectile before launch.
Projectile
Properties
Identity
Transform
Movement
Collision Behaviour
Methods
fire
Launch the projectile. Six overloads give you control over the starting position, rotation, and speed:explode
Detonate the projectile immediately:Event callbacks
You can attach Lua functions to three lifecycle events after creation:ProjectileRequest
ProjectileRequest is a configuration object you build before calling LevelSection:createProjectile(). Using it keeps your creation code readable and gives you access to all properties in one place.
Static Constructor
Three overloads create a new request:Properties
AllProjectileRequest properties are read/write.
Creating and Firing a Projectile
You create a projectile through theLevelSection object. The example below fires a homing projectile from a side each time the ball rolls onto it: