Lua API Cheatsheet

All Lua games have access to a set of APIs that communicate directly with the Pixel Vision 8 engine. These are exposed via the Game Chip. This bridge allows you to access the native properties and methods of the core framework.

Lifecycle

Name Arguments Description
Draw Draw() is called once per frame after the Update() has completed.
Reset Reset() is called when a game is restarted.
Shutdown Shutdown() is called when quitting a game or shutting down the Runner/Game Creator.

Color

Name Arguments Description
BackgroundColor id
The background color is used to fill the screen when clearing the display. This method returns the current background color ID.
Color id
value
The Color() method allows you to read and update color values in the ColorChip. This method returns a hex string for the supplied color ID.
ColorsPerSprite Pixel Vision 8 sprites have limits around how many colors they can display at once which is called the Colors Per Sprite or CPS.
ReplaceColor index
id
The ReplaceColor() method allows you to quickly change a color to an existing color without triggering the DisplayChip to parse and cache a new hex value.
TotalColors ignoreEmpty
The TotalColors() method simply returns the total number of colors in the ColorChip. This method returns the total number of colors in the color chip based on the ignoreEmpty argument's value.

Display

Name Arguments Description
Clear x
y
width
height
Clearing the display removed all of the existing pixel data, replacing it with the default background color.
Display visible
The display's size defines the visible area where pixel data exists on the screen.
DrawPixel x
y
colorRef
drawMode
This method allows you to draw a single pixel to the Tilemap Cache.
DrawPixels pixelData
x
y
width
height
drawMode
flipH
flipV
colorOffset
This method allows you to draw raw pixel data directly to the display.
DrawRect x
y
width
height
color
drawMode
This method allows you to draw a rectangle with a fill color.
DrawSprite id
x
y
flipH
flipV
drawMode
colorOffset
Sprites represent individual collections of pixel data at a fixed size.
DrawSpriteBlock id
x
y
width
height
flipH
flipV
drawMode
colorOffset
onScreen
useScrollPos
DrawSpriteBlock() is similar to DrawSprites except you define the first sprite (upper left corner) and the width x height (in sprites) to sample from sprite ram.
DrawSprites ids
x
y
width
flipH
flipV
drawMode
colorOffset
onScreen
useScrollPos
bounds
The DrawSprites method makes it easier to combine and draw groups of sprites to the display in a grid.
DrawText text
x
y
drawMode
font
colorOffset
spacing
The DrawText() method allows you to render text to the display.
DrawTile id
c
r
drawMode
colorOffset
The DrawTile method makes it easier to update the visuals of a tile on any of the map layers.
DrawTilemap x
y
columns
rows
offsetX
offsetY
drawMode
By default, the tilemap renders to the display by simply calling DrawTilemap().
DrawTiles ids
c
r
width
drawMode
colorOffset
The DrawTiles method makes it easier to update the visuals of multiple tiles at once by leveraging the DrawTile method.
RedrawDisplay You can use RedrawDisplay to make clearing and drawing the tilemap easier.
ScrollPosition x
y
You can scroll the tilemap by calling the ScrollPosition() method and supplying a new scroll X and Y position. By default, this method returns a vector with the current scroll X and Y position.

File IO

Name Arguments Description
ReadSaveData key
defaultValue
Allows you to read saved data by supplying a key. Returns string data associated with the supplied key.
WriteSaveData key
value
Allows you to save string data to the game file itself.

Input

Name Arguments Description
Button button
state
controllerID
The main form of input for Pixel Vision 8 is the controller's buttons. Returns a bool based on the state of the button.
InputString The InputString() method returns the keyboard input entered this frame.
Key key
state
While the main form of input in Pixel Vision 8 comes from the controllers, you can test for keyboard input by calling the Key() method. This method returns a bool based on the state of the button.
MouseButton button
state
Pixel Vision 8 supports mouse input. Returns a bool based on the state of the button.
MousePosition The MousePosition() method returns a vector for the current cursor's X and Y position.

Sound

Name Arguments Description
PauseSong Toggles the current playback state of the sequencer.
PlaySong loopIDs
loop
This helper method allows you to automatically load a set of loops as a complete song and plays them back.
PlaySound id
channel
This method plays back a sound on a specific channel.
RewindSong position
loopID
Rewinds the sequencer to the beginning of the currently loaded song.
Sound id
data
This method allows your read and write raw sound data on the SoundChip.
StopSong Stops the sequencer.
StopSound channel
Use StopSound() to stop any sound playing on a specific channel.

Sprite

Name Arguments Description
MaxSpriteCount total
This method returns the maximum number of sprites the Display Chip can render in a single frame. Returns an int representing the total number of sprites on the screen at once.
Sprite id
data
This allows you to return the pixel data of a sprite or overwrite it with new data. Returns an array of int data which points to color ids.
SpriteSize width
height
Returns the size of the sprite as a Vector where X and Y represent the width and height. Returns a vector where the X and Y for the sprite's width and height.
Sprites ids
width
This allows you to get the pixel data of multiple sprites.
TotalSprites ignoreEmpty
Returns the total number of sprites in the system. This method returns the total number of sprites in the color chip based on the ignoreEmpty argument's value.

Tilemap

Name Arguments Description
Flag column
row
value
This allows you to quickly access just the flag value of a tile.
RebuildTilemap columns
rows
spriteIDs
colorOffsets
flags
This forces the map to redraw its cached pixel data.
Tile column
row
spriteID
colorOffset
flag
This allows you to get the current sprite id, color offset and flag values associated with a given tile. Returns a dictionary containing the spriteID, colorOffset, and flag for an individual tile.
TilemapSize width
height
This will return a vector representing the size of the tilemap in columns (x) and rows (y). Returns a vector of the tile maps size in tiles where x and y are the columns and rows of the tilemap.
UpdateTiles column
row
columns
ids
colorOffset
flag
A helper method which allows you to update several tiles at once.

Lua Game Chip API

The following APIs are specific to the Lua Game Chip found in the Game Creator. These methods are also available in the runner but are not part of the core C# API. These are helper functions that are available globally from any Lua script to bridge missing functionality not found in the core Game Chip itself.

Lifecycle

Name Arguments Description
Init Init() is called when a game is loaded into memory and is ready to be played.

Math

Name Arguments Description
CalculateIndex x
y
width
Converts an X and Y position into an index. Returns an int value representing the X and Y position in a 1D array.
CalculatePosition index
width
Converts an index into an X and Y position to help when working with 1D arrays that represent 2D data. Returns a vector representing the X and Y position of an index in a 1D array.
Clamp val
min
max
Limits a value between a minimum and maximum. Returns an int within the min and max range.
Repeat val
max
Repeats a value based on the max. Returns an int that is never less than 0 or greater than the max.

Utils

Name Arguments Description
SplitLines str
This calls the TextUtil's SplitLines() helper to convert text with line breaks (\n) into a collection of lines. Returns an array of strings representing each line of text.
WordWrap text
width
This allows you to call the TextUtil's WordWrap helper to wrap a string of text to a specified character width.

Scripts

Name Arguments Description
AddScript name
script
This allows you to add your Lua scripts at runtime to a game from a string.
LoadScript name
This allows you to load a script into memory.

Sound

Name Arguments Description
PlayRawSound data
channel
frequency
This helper method allows you to pass raw SFXR string data to the sound chip for playback.

Geometry

Name Arguments Description
NewRect x
y
w
h
A Rect is a Pixel Vision 8 primitive used for defining the bounds of an object on the display. Returns a new instance of a Rect to be used as a Lua object.
NewVector x
y
A Vector is a Pixel Vision 8 primitive used for defining a position on the display as an x,y value. Returns a new instance of a Vector to be used as a Lua object.

Enums

Pixel Vision 8’s APIs leverage several Enums. You can find a full listing of the enums referenced in the API docs below.

Buttons

The Button enum contains all of the valid buttons on the controller.

Enum Value
Buttons.Up 0
Buttons.Down 1
Buttons.Left 2
Buttons.Right 3
Buttons.A 4
Buttons.B 5
Buttons.Select 6
Buttons.Start 7

InputState

The InputState enum contains the vaid states of a button.

Enum Value
InputState.Down 0
InputState.Released 1

DrawMode

The DrawMode enum contains all of the valid render layers and modes available to the DisplayChip.

Enum Value Description
DrawMode.Background 0 This is the clear layer and is usually reserved for filling the screen with a background color.
DrawMode.SpriteBelow 1 This is a layer dedicated to sprites just above the background.
DrawMode.Tile 2 This is the tilemap layer and is drawn above the SpriteBelow layer allowing sprites to appear behind the background.
DrawMode.Sprite 3 This is the default layer for sprites to be rendered at. It is above the background.
DrawMode.UI 4 This is a special layer which can be used to draw raw pixel data above the background and sprites. It's designed for HUDs in your game and other graphics that do not scroll with the tilemap.
DrawMode.SpriteAbove 5 This layer allows sprites to render above the UI layer. It is useful for mouse cursors or other graphics that need to be on top of all other layers.

SaveFlags

The SaveFlags enum is used when loading or saving a game’s state. It helps define each of the pieces of data used to make a complete game when loading it into memory. This is used specifically for the GameEditor.

Enum Value
SaveFlags.System 1
SaveFlags.Code 2
SaveFlags.Colors 4
SaveFlags.ColorMap 8
SaveFlags.Sprites 16
SaveFlags.Tilemap 32
SaveFlags.TilemapFlags 64
SaveFlags.Fonts 128
SaveFlags.Meta 256
SaveFlags.Music 512
SaveFlags.Sounds 1024
SaveFlags.SpriteCache 2048
SaveFlags.TilemapCache 4096
SaveFlags.SaveData 8192

Keys

The Keys enum is used to detect keyboard button presses when calling Key(). Simply pass in the enum for the key you want to test and the input state.

Enum Value
Keys.None 0
Keys.Backspace 8
Keys.Tab 9
Keys.Clear 12
Keys.Return 13
Keys.Pause 19
Keys.Escape 27
Keys.Space 32
Keys.Exclaim 33
Keys.DoubleQuote 34
Keys.Hash 35
Keys.Dollar 36
Keys.Ampersand 38
Keys.Quote 39
Keys.LeftParen 40
Keys.RightParen 41
Keys.Asterisk 42
Keys.Plus 43
Keys.Comma 44
Keys.Minus 45
Keys.Period 46
Keys.Slash 47
Keys.Alpha0 48
Keys.Alpha1 49
Keys.Alpha2 50
Keys.Alpha3 51
Keys.Alpha4 52
Keys.Alpha5 53
Keys.Alpha6 54
Keys.Alpha7 55
Keys.Alpha8 56
Keys.Alpha9 57
Keys.Colon 58
Keys.Semicolon 59
Keys.Less 60
Keys.Equals 61
Keys.Greater 62
Keys.Question 63
Keys.Alt 64
Keys.LeftBracket 91
Keys.Backslash 92
Keys.RightBracket 93
Keys.Caret 94
Keys.Underscore 95
Keys.BackQuote 96
Keys.A 97
Keys.B 98
Keys.C 99
Keys.D 100
Keys.E 101
Keys.F 102
Keys.G 103
Keys.H 104
Keys.I 105
Keys.J 106
Keys.K 107
Keys.L 108
Keys.M 109
Keys.N 110
Keys.O 111
Keys.P 112
Keys.Q 113
Keys.R 114
Keys.S 115
Keys.T 116
Keys.U 117
Keys.V 118
Keys.W 119
Keys.X 120
Keys.Y 121
Keys.Z 122
Keys.Delete 127
Keys.Keypad0 256
Keys.Keypad1 257
Keys.Keypad2 258
Keys.Keypad3 259
Keys.Keypad4 260
Keys.Keypad5 261
Keys.Keypad6 262
Keys.Keypad7 263
Keys.Keypad8 264
Keys.Keypad9 265
Keys.KeypadPeriod 266
Keys.KeypadDivide 267
Keys.KeypadMultiply 268
Keys.KeypadMinus 269
Keys.KeypadPlus 270
Keys.KeypadEnter 271
Keys.KeypadEquals 272
Keys.UpArrow 273
Keys.DownArrow 274
Keys.RightArrow 275
Keys.LeftArrow 276
Keys.Insert 277
Keys.Home 278
Keys.End 279
Keys.PageUp 280
Keys.PageDown 281

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