LevelController Class Reference

This class provides control for certain level objects. See the documentation of the LevelController entity on how to place a level controller in your level. More...

List of all members.

Read-Only Variables

int DifficultyLevel
 This is a read-only variable which contains the difficulty level of the level. Easy is 1, Medium is 2 and Hard is 3.
string EntityName
 This is a read-only variable which contains the szEntityName of the LevelController entity.
float player_X
 Returns the current X coordinate of the player.
float player_Y
 Returns the current Y coordinate of the player.
float player_Z
 Returns the current Z coordinate of the player.
int key_pressed
 Returns the key code of the key being pressed. Deprecated, use Input.KeyDown() instead.
bool lbutton_pressed
 Returns the state of the left mouse button. Deprecated, use Input.IsMouseButtonDown() instead.
bool rbutton_pressed
 Returns the state of the right mouse button. Deprecated, use Input.IsMouseButtonDown() instead.
bool mbutton_pressed
 Returns the state of the middle mouse button. Deprecated, use Input.IsMouseButtonDown() instead.

Writable Variables

float time
 A variable that contains the amount of time, in seconds, that has elapsed since scripting for this controller started. Used to keep track of the current time.
float ThinkTime
 The amount of time, in seconds, that must elapse before the current order will be executed again. This is used to limit the number of times per second that the LevelController is run. By setting self.ThinkTime = 0.1; the LevelController will be run 10 times per second. This variable must be reset each time the LevelController is run.
string think
 A write-only variable that is set to the name of the order that is to be executed the next time the LevelController is run. Used to change the 'think' order of the LevelController.

Low Level Methods

void Console (bool flag)
 Set whether information about this LevelController's script is displayed on the screen.
void debug (var variable)
 Output the contents of variable to the console window for this LevelController, assuming the console is active.
void SetPlatformTargetTime (string platform, float keyTime)
 Trigger the specified MovingPlatform entity and set the model's target time to keyTime.
float GetPlatformTargetTime (string platform)
 Get the target time of the platform's animation which was set by SetPlatformTargetTime.
float GetPlatformCurrentTime (string platform)
 Get the current animation time of the model associated with the specified MovingPlatform entity.
bool PlatformCollision (string platform)
 Perform collision detection for the specified MovingPlatform entity.
void SetPlatformSpeed (string platform, float speed)
 Set the animation speed of the platform to speed.
void SetPlatformToTargetTime (string platform, float keyTime)
 Trigger the platform and set the model animation to the target time keyTime.
float PlatformDistance (string platform, string szEntityName, bool ignoreY=false)
 Return the distance between the platform's center and the specified entity.
void SetDoorTargetTime (string door, float keyTime)
 Trigger the specified Door entity and set the model's target time to keyTime.
float GetDoorTargetTime (string door)
 Get the target time of the door's animation which was set by SetDoorTargetTime.
float GetDoorCurrentTime (string door)
 Get the current animation time of the model associated with the specified Door entity.
bool DoorCollision (string door)
 Perform collision detection for the specified Door entity.
void SetDoorSpeed (string door, float speed)
 Set the animation speed of the door to speed.
void SetDoorToTargetTime (string door, float keyTime)
 Trigger the door and set the model animation to the target time keyTime.
float DoorDistance (string door, string szEntityName, bool ignoreY=false)
 Return the distance between the door's center and the specified entity.
void ShowWallDecal (string decal)
 Show the specified WallDecal entity.
void HideWallDecal (string decal)
 Hide the specified WallDecal entity.
void SetWallDecalBitmap (string decal, int imageID)
 If the WallDecal Style is set to 5, this method will display the specified image.
void Start3DAudioSource (string AudioSource3D)
 Turn on the specified AudioSource3D entity.
void Stop3DAudioSource (string AudioSource3D)
 Turn off the specified AudioSource3D entity.
bool Get3DAudioSourceState (string AudioSource3D)
 Get the state of the specified AudioSource3D entity as a boolean value.
void ActivateTrigger (string trigger)
 Activate the Trigger entity called trigger as if it was activated by a pawn or the player.
void SetEventState (string eventTrigger, bool state)
 Set the state of the named trigger to state.
bool GetEventState (string eventTrigger)
 Return the state of the event trigger named event.
void SetFlag (int flagID, bool state)
 Set the state of the pawn flag flagID to state.
bool GetFlag (int flagID)
 Get the state of the pawn flag flagID.
void PlaySound (string filename, float x, float y, float z)
 Play the WAV file filename once at the specified position using the default audible range.
void PlaySound (string filename, float x, float y, float z, float distance)
 Play the WAV file filename once at the specified position.
void SetAttribute (string attribute, int amount, string szEntityName="Player")
 Set the value of the attribute attribute of the entity szEntityName to amount.
int GetAttribute (string attribute, string szEntityName="Player")
 Get the amount of the attribute attribute of the entity szEntityName.
void ModifyAttribute (string attribute, int amount, string szEntityName="Player")
 Modify the amount of the attribute attribute of the entity szEntityName by amount.
void AddAttribute (string attribute, string szEntityName="Player")
 Give the entity szEntityName the attribute attribute, initialize it to 0 and set the low and high value limits to 0 and 100, respectively.
void AddAttribute (string attribute, int low=0, int high=100, string szEntityName="Player")
 Give the entity szEntityName the attribute attribute, initialize it to 0 and set the low and high value limits.
void SetAttributeValueLimits (string attribute, int low, int high, string szEntityName="Player")
 Set the low and high value limits of the attribute attribute of the entity szEntityName.
void SetFixedCameraPosition (float x, float y, float z)
 Set the position of the currently active FixedCamera to (x, y, z).
void SetFixedCameraRotation (float angleX, float angleY, float angleZ)
 Set the rotation of the currently active FixedCamera to (angleX, angleY, angleZ).
void SetFixedCameraFOV (float fov)
 Set the field of view of the currently active FixedCamera.
void MoveFixedCamera (float offsetX, float offsetY, float offsetZ)
 Move the currently active FixedCamera.
void RotateFixedCamera (float angleX, float angleY, float angleZ)
 Rotate the currently active FixedCamera.
void SetPlayerWeapon (int weaponSlot)
 Set the player's weapon to the slot number specified.
void SetUseItem (string item)
 Set the specified item to be the current Use Item.
void ClearUseItem (string item)
 Remove the specified Use Item.
void ShowText (int textID, string szEntityName, string animation, string text, string font, string sound, int x, int y, string align, float alpha)
 Display the given text attached to an entity (Pawn, Attribute, StaticEntityproxy) or the player.
void RemoveText (int textID)
 Remove the text object with the ID textID displayed by the ShowText or ShowTextDelay method.
bool IsKeyDown (int key)
 Check if the specified key is pressed.
string StringCopy (string text)
 Transfer the contents of the given string variable into another string variable.
string LeftCopy (string text, int numChars)
 Get the first numChars characters from the given string.
string RightCopy (string text, int numChars)
 Get the last numChars characters from the given string.
int random (int lower, int upper)
 Get a random integer number in the range of low to high.
int Integer (float value)
 Get the integer portion of the given value.
float sin (float value)
 Get the sine of the given value.
float cos (float value)
 Get the cosine of the given value.
float tan (float value)
 Get the tangent of the given value.
float asin (float value)
 Get the arc sine of the given value.
float acos (float value)
 Get the arc cosine of the given value.
float atan (float value)
 Get the arc tangent of the given value.

Detailed Description

This class provides control for certain level objects. See the documentation of the LevelController entity on how to place a level controller in your level.


Member Function Documentation

void LevelController::Console ( bool  flag)

Set whether information about this LevelController's script is displayed on the screen.

This includes any error messages generated at runtime.

Parameters:
flag
  • true then the console for this LevelController is activated.
  • false then the console is turned off.
Returns:
Nothing.
void LevelController::debug ( var  variable)

Output the contents of variable to the console window for this LevelController, assuming the console is active.

Used to debug scripts that are not working correctly.

Parameters:
variableSpecifies any variable from the script and can be of any type (i.e. string, float, int or bool).
Returns:
Nothing.
void LevelController::SetPlatformTargetTime ( string  platform,
float  keyTime 
)

Trigger the specified MovingPlatform entity and set the model's target time to keyTime.

Parameters:
platformString holding the name of the MovingPlatform entity.
keyTimefloat value specifying the targeted animation time.
Returns:
Nothing.
float LevelController::GetPlatformTargetTime ( string  platform)

Get the target time of the platform's animation which was set by SetPlatformTargetTime.

Parameters:
platformString holding the name of the MovingPlatform entity.
Returns:
the target time for the platform's animation.
float LevelController::GetPlatformCurrentTime ( string  platform)

Get the current animation time of the model associated with the specified MovingPlatform entity.

Parameters:
platformString holding the name of the MovingPlatform entity.
Returns:
the current animation time of the model associated with the MovingPlatform entity.
bool LevelController::PlatformCollision ( string  platform)

Perform collision detection for the specified MovingPlatform entity.

Parameters:
platformString holding the name of the MovingPlatform entity.
Returns:
  • true if collision with platform occurred.
  • false if no collision with platform occurred.
void LevelController::SetPlatformSpeed ( string  platform,
float  speed 
)

Set the animation speed of the platform to speed.

Parameters:
platformString holding the name of the MovingPlatform entity.
speedfloat value specifying the animation speed.
Returns:
Nothing.
void LevelController::SetPlatformToTargetTime ( string  platform,
float  keyTime 
)

Trigger the platform and set the model animation to the target time keyTime.

Parameters:
platformString holding the name of the MovingPlatform entity.
keyTimefloat value specifying the targeted animation time.
Returns:
Nothing.
float LevelController::PlatformDistance ( string  platform,
string  szEntityName,
bool  ignoreY = false 
)

Return the distance between the platform's center and the specified entity.

Parameters:
platformString holding the name of the MovingPlatform entity.
szEntityNameString holding the name of the entity. To specify the player use "Player", for the camera use "Camera".
ignoreY
  • true to ignore the distance in y-direction.
  • false to include the distance in y-direction.
Returns:
the distance between a platform and another entity.
void LevelController::SetDoorTargetTime ( string  door,
float  keyTime 
)

Trigger the specified Door entity and set the model's target time to keyTime.

Parameters:
doorString holding the name of the Door entity.
keyTimefloat value specifying the targeted animation time.
Returns:
Nothing.
float LevelController::GetDoorTargetTime ( string  door)

Get the target time of the door's animation which was set by SetDoorTargetTime.

Parameters:
doorString holding the name of the Door entity.
Returns:
the target time for the door's animation.
float LevelController::GetDoorCurrentTime ( string  door)

Get the current animation time of the model associated with the specified Door entity.

Parameters:
doorString holding the name of the Door entity.
Returns:
the current animation time of the model associated with the Door entity.
bool LevelController::DoorCollision ( string  door)

Perform collision detection for the specified Door entity.

Parameters:
doorString holding the name of the Door entity.
Returns:
  • true if collision with door occurred.
  • false if no collision with door occurred.
void LevelController::SetDoorSpeed ( string  door,
float  speed 
)

Set the animation speed of the door to speed.

Parameters:
doorString holding the name of the Door entity.
speedfloat value specifying the animation speed.
Returns:
Nothing.
void LevelController::SetDoorToTargetTime ( string  door,
float  keyTime 
)

Trigger the door and set the model animation to the target time keyTime.

Parameters:
doorString holding the name of the Door entity.
keyTimefloat value specifying the targeted animation time.
Returns:
Nothing.
float LevelController::DoorDistance ( string  door,
string  szEntityName,
bool  ignoreY = false 
)

Return the distance between the door's center and the specified entity.

Parameters:
doorString holding the name of the Door entity.
szEntityNameString holding the name of the entity. To specify the player use "Player", for the camera use "Camera".
ignoreY
  • true to ignore the distance in y-direction.
  • false to include the distance in y-direction.
Returns:
the distance between a door and another entity.
void LevelController::ShowWallDecal ( string  decal)

Show the specified WallDecal entity.

Parameters:
decalString holding the name of the WallDecal entity.
Returns:
Nothing.
void LevelController::HideWallDecal ( string  decal)

Hide the specified WallDecal entity.

Parameters:
decalString holding the name of the WallDecal entity.
Returns:
Nothing.
void LevelController::SetWallDecalBitmap ( string  decal,
int  imageID 
)

If the WallDecal Style is set to 5, this method will display the specified image.

The images must be named as if they were of the animated style (see FlipBook entity).

Parameters:
decalString holding the name of the WallDecal entity.
imageIDinteger value specifying the image to display.
Returns:
Nothing.
void LevelController::Start3DAudioSource ( string  AudioSource3D)

Turn on the specified AudioSource3D entity.

Parameters:
AudioSource3DString holding the name of the AudioSource3D entity.
Returns:
Nothing.
void LevelController::Stop3DAudioSource ( string  AudioSource3D)

Turn off the specified AudioSource3D entity.

Parameters:
AudioSource3DString holding the name of the AudioSource3D entity.
Returns:
Nothing.
bool LevelController::Get3DAudioSourceState ( string  AudioSource3D)

Get the state of the specified AudioSource3D entity as a boolean value.

Parameters:
AudioSource3DString holding the name of the AudioSource3D entity.
Returns:
  • true if audio is playing.
  • false if not.
void LevelController::ActivateTrigger ( string  trigger)

Activate the Trigger entity called trigger as if it was activated by a pawn or the player.

Note:
This is not the same as SetEventState.
Parameters:
triggerString holding the name of the Trigger entity to activate.
Returns:
Nothing.
void LevelController::SetEventState ( string  eventTrigger,
bool  state 
)

Set the state of the named trigger to state.

If the trigger does not exist it will be created.

Note:
Event triggers are shared among all pawns; not to be confused with a Trigger entity!
Parameters:
eventTriggerString holding the name of an event trigger.
stateboolean value specifying the new state of the event trigger.
Returns:
Nothing.
bool LevelController::GetEventState ( string  eventTrigger)

Return the state of the event trigger named event.

Note:
Event triggers are shared among all pawns; not to be confused with a Trigger entity!
Parameters:
eventTriggerString holding the name of the event trigger.
Returns:
boolean value reflecting the state of the specified event trigger.
void LevelController::SetFlag ( int  flagID,
bool  state 
)

Set the state of the pawn flag flagID to state.

Pawn flags are shared among all pawns.

Parameters:
flagIDinteger value (0 - 499) identifying the pawn flag to be set.
stateboolean value specifying the new state of the pawn flag.
Returns:
Nothing.
bool LevelController::GetFlag ( int  flagID)

Get the state of the pawn flag flagID.

Pawn flags are shared among all pawns.

Parameters:
flagIDinteger value (0 - 499) identifying the pawn flag.
Returns:
boolean value reflecting the state of the specified pawn flag.
void LevelController::PlaySound ( string  filename,
float  x,
float  y,
float  z 
)

Play the WAV file filename once at the specified position using the default audible range.

Parameters:
filenameString holding the name of the WAV file to play. The .wav extension must be included in the name.
xfloat value specifying the x position.
yfloat value specifying the y position.
zfloat value specifying the z position.
Returns:
Nothing.
void LevelController::PlaySound ( string  filename,
float  x,
float  y,
float  z,
float  distance 
)

Play the WAV file filename once at the specified position.

Parameters:
filenameString holding the name of the WAV file to play. The .wav extension must be included in the name.
xfloat value specifying the x position.
yfloat value specifying the y position.
zfloat value specifying the z position.
distanceSpecifies the audible radius of the sound.
Returns:
Nothing.
void LevelController::SetAttribute ( string  attribute,
int  amount,
string  szEntityName = "Player" 
)

Set the value of the attribute attribute of the entity szEntityName to amount.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute to change.
amountinteger value determining the new value of the specified attribute.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
Nothing.
int LevelController::GetAttribute ( string  attribute,
string  szEntityName = "Player" 
)

Get the amount of the attribute attribute of the entity szEntityName.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
value of the specified attribute.
void LevelController::ModifyAttribute ( string  attribute,
int  amount,
string  szEntityName = "Player" 
)

Modify the amount of the attribute attribute of the entity szEntityName by amount.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute to change.
amountinteger value determining the amount the specified attribute will be modified by.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
Nothing.
void LevelController::AddAttribute ( string  attribute,
string  szEntityName = "Player" 
)

Give the entity szEntityName the attribute attribute, initialize it to 0 and set the low and high value limits to 0 and 100, respectively.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute to create.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
Nothing.
void LevelController::AddAttribute ( string  attribute,
int  low = 0,
int  high = 100,
string  szEntityName = "Player" 
)

Give the entity szEntityName the attribute attribute, initialize it to 0 and set the low and high value limits.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute to create.
lowinteger value determining the low value limit of the new attribute.
highinteger value determining the high value limit of the new attribute.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
Nothing.
void LevelController::SetAttributeValueLimits ( string  attribute,
int  low,
int  high,
string  szEntityName = "Player" 
)

Set the low and high value limits of the attribute attribute of the entity szEntityName.

szEntityName may specify a Pawn, a StaticEntityProxy or the player ("Player").

Parameters:
attributeString holding the name of the attribute to modify.
lowinteger value determining the new low value limit of the attribute.
highinteger value determining the new high value limit of the attribute.
szEntityNameString holding the name of the entity owning the attribute.
Returns:
Nothing.
void LevelController::SetFixedCameraPosition ( float  x,
float  y,
float  z 
)

Set the position of the currently active FixedCamera to (x, y, z).

Parameters:
xfloat value specifying the x position.
yfloat value specifying the y position.
zfloat value specifying the z position.
Returns:
Nothing.
void LevelController::SetFixedCameraRotation ( float  angleX,
float  angleY,
float  angleZ 
)

Set the rotation of the currently active FixedCamera to (angleX, angleY, angleZ).

Parameters:
angleXfloat value specifying the new rotation around the x-axis (in degrees).
angleYfloat value specifying the new rotation around the y-axis (in degrees).
angleZfloat value specifying the new rotation around the z-axis (in degrees).
Returns:
Nothing.
void LevelController::SetFixedCameraFOV ( float  fov)

Set the field of view of the currently active FixedCamera.

Parameters:
fovField of view in radians.
Returns:
Nothing.
void LevelController::MoveFixedCamera ( float  offsetX,
float  offsetY,
float  offsetZ 
)

Move the currently active FixedCamera.

Parameters:
offsetXfloat value specifying the distance to move in x-direction.
offsetYfloat value specifying the distance to move in y-direction.
offsetZfloat value specifying the distance to move in z-direction.
Returns:
Nothing.
void LevelController::RotateFixedCamera ( float  angleX,
float  angleY,
float  angleZ 
)

Rotate the currently active FixedCamera.

Parameters:
angleXfloat value specifying the angle to rotate around the x-axis (in degrees).
angleYfloat value specifying the angle to rotate around the y-axis (in degrees).
angleZfloat value specifying the angle to rotate around the z-axis (in degrees).
Returns:
Nothing.
void LevelController::SetPlayerWeapon ( int  weaponSlot)

Set the player's weapon to the slot number specified.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Player.SetWeapon instead.
Parameters:
weaponSlotinteger value specifying the weapon slot number (0 - 39).
Returns:
Nothing.
void LevelController::SetUseItem ( string  item)

Set the specified item to be the current Use Item.

Parameters:
itemString holding the name of the item to set as Use Item.
Returns:
Nothing.
void LevelController::ClearUseItem ( string  item)

Remove the specified Use Item.

Parameters:
itemString holding the name of the Use Item to remove.
Returns:
Nothing.
void LevelController::ShowText ( int  textID,
string  szEntityName,
string  animation,
string  text,
string  font,
string  sound,
int  x,
int  y,
string  align,
float  alpha 
)

Display the given text attached to an entity (Pawn, Attribute, StaticEntityproxy) or the player.

The text will move along with the entity keeping its the relative position.

Note:
textIDs are shared among all scripts. Hence, when using the ShowText or ShowTextDelay methods to display multiple text objects simultaneously each method has to use a unique textID. To display a text in multiple lines <CR> can be used as a separator.
Parameters:
textIDinteger value used to identify this text object (0 - 19).
szEntityNameString holding the name of the entity to attach the text to ("Player" to specify the player). Use an empty string ("") for absolute screen coordinates.
animationString holding the name of the animation the entity/player will play while the text is shown. If left empty ("") the previously active animation will continue.
textString holding the text to display.
fontString specifying the font to use.
soundString holding the name of a WAV file to play once while the text is displayed. (not implemented)
xinteger value defining the relative or absolute x-position to draw the text on the screen.
yinteger value defining the relative or absolute y-position to draw the text on the screen.
alignString defining the alignment of the text relative to the origin of the entity/player ("left", "right", "center").
alphafloat value specifying the transparency of the text with 0 being fully transparent and 255 being fully opaque.
Returns:
Nothing.
void LevelController::RemoveText ( int  textID)

Remove the text object with the ID textID displayed by the ShowText or ShowTextDelay method.

Parameters:
textIDinteger value used to identify a text object (0 - 19).
Returns:
Nothing.
bool LevelController::IsKeyDown ( int  key)

Check if the specified key is pressed.

Note:
Use the self.key_pressed script variable to display the mapping of the keyboard.
Parameters:
keyinteger value specifying the key to check.
Returns:
  • true if the specified key is pressed.
  • false if the specified key is not pressed.
string LevelController::StringCopy ( string  text)

Transfer the contents of the given string variable into another string variable.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use the built-in Simkin method toString instead.
Parameters:
textString to copy.
Returns:
a copy of the given string.
string LevelController::LeftCopy ( string  text,
int  numChars 
)

Get the first numChars characters from the given string.

Parameters:
textString to copy.
numCharsSpecifies the number of characters to copy.
Returns:
the substring of desired length.
string LevelController::RightCopy ( string  text,
int  numChars 
)

Get the last numChars characters from the given string.

Parameters:
textString to copy.
numCharsSpecifies the number of characters to copy.
Returns:
the substring of desired length.
int LevelController::random ( int  lower,
int  upper 
)

Get a random integer number in the range of low to high.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.rand(int lower, int upper) instead.
Parameters:
lowerSpecifies the lower limit of the random number.
upperSpecifies the upper limit of the random number.
Returns:
a random integer number in the given range.
int LevelController::Integer ( float  value)

Get the integer portion of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use the built-in Simkin method toInt instead.
Parameters:
valuefloat value that is to be converted to an integer.
Returns:
the integer portion of the given value.
float LevelController::sin ( float  value)

Get the sine of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.sin instead.
Parameters:
valuefloat value to calculate the sine of (in radians).
Returns:
the sine of the given value.
float LevelController::cos ( float  value)

Get the cosine of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.cos instead.
Parameters:
valuefloat value to calculate the cosine of (in radians).
Returns:
the cosine of the given value.
float LevelController::tan ( float  value)

Get the tangent of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.tan instead.
Parameters:
valuefloat value to calculate the tangent of (in radians).
Returns:
the tangent of the given value.
float LevelController::asin ( float  value)

Get the arc sine of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.asin instead.
Parameters:
valuefloat value to calculate the arc sine of.
Returns:
the principal value of the arc sine of the given value (in radians).
float LevelController::acos ( float  value)

Get the arc cosine of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.acos instead.
Parameters:
valuefloat value to calculate the arc cosine of.
Returns:
the principal value of the arc cosine of the given value (in radians).
float LevelController::atan ( float  value)

Get the arc tangent of the given value.

Deprecated:
This function is redundant and will be removed for the 0.80.0 release. Use Math.atan instead.
Parameters:
valuefloat value to calculate the arc tangent of.
Returns:
the principal value of the arc tangent of the given value (in radians).