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Diffstat (limited to 'meta/3rd/Defold/library/game_object.lua')
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-rw-r--r-- | meta/3rd/Defold/library/game_object.lua | 340 |
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diff --git a/meta/3rd/Defold b/meta/3rd/Defold new file mode 160000 +Subproject 05379b40fb3084d82f7270475e42da8d521c4da diff --git a/meta/3rd/Defold/library/game_object.lua b/meta/3rd/Defold/library/game_object.lua deleted file mode 100644 index 08054a07..00000000 --- a/meta/3rd/Defold/library/game_object.lua +++ /dev/null @@ -1,340 +0,0 @@ ----Game object API documentation ----Functions, core hooks, messages and constants for manipulation of ----game objects. The "go" namespace is accessible from game object script ----files. ----@class go -go = {} ----This is a callback-function, which is called by the engine when a script component is finalized (destroyed). It can ----be used to e.g. take some last action, report the finalization to other game object instances, delete spawned objects ----or release user input focus (see release_input_focus <>). ----@param self object # reference to the script state to be used for storing data -function final(self) end - ----in-back -go.EASING_INBACK = nil ----in-bounce -go.EASING_INBOUNCE = nil ----in-circlic -go.EASING_INCIRC = nil ----in-cubic -go.EASING_INCUBIC = nil ----in-elastic -go.EASING_INELASTIC = nil ----in-exponential -go.EASING_INEXPO = nil ----in-out-back -go.EASING_INOUTBACK = nil ----in-out-bounce -go.EASING_INOUTBOUNCE = nil ----in-out-circlic -go.EASING_INOUTCIRC = nil ----in-out-cubic -go.EASING_INOUTCUBIC = nil ----in-out-elastic -go.EASING_INOUTELASTIC = nil ----in-out-exponential -go.EASING_INOUTEXPO = nil ----in-out-quadratic -go.EASING_INOUTQUAD = nil ----in-out-quartic -go.EASING_INOUTQUART = nil ----in-out-quintic -go.EASING_INOUTQUINT = nil ----in-out-sine -go.EASING_INOUTSINE = nil ----in-quadratic -go.EASING_INQUAD = nil ----in-quartic -go.EASING_INQUART = nil ----in-quintic -go.EASING_INQUINT = nil ----in-sine -go.EASING_INSINE = nil ----linear interpolation -go.EASING_LINEAR = nil ----out-back -go.EASING_OUTBACK = nil ----out-bounce -go.EASING_OUTBOUNCE = nil ----out-circlic -go.EASING_OUTCIRC = nil ----out-cubic -go.EASING_OUTCUBIC = nil ----out-elastic -go.EASING_OUTELASTIC = nil ----out-exponential -go.EASING_OUTEXPO = nil ----out-in-back -go.EASING_OUTINBACK = nil ----out-in-bounce -go.EASING_OUTINBOUNCE = nil ----out-in-circlic -go.EASING_OUTINCIRC = nil ----out-in-cubic -go.EASING_OUTINCUBIC = nil ----out-in-elastic -go.EASING_OUTINELASTIC = nil ----out-in-exponential -go.EASING_OUTINEXPO = nil ----out-in-quadratic -go.EASING_OUTINQUAD = nil ----out-in-quartic -go.EASING_OUTINQUART = nil ----out-in-quintic -go.EASING_OUTINQUINT = nil ----out-in-sine -go.EASING_OUTINSINE = nil ----out-quadratic -go.EASING_OUTQUAD = nil ----out-quartic -go.EASING_OUTQUART = nil ----out-quintic -go.EASING_OUTQUINT = nil ----out-sine -go.EASING_OUTSINE = nil ----loop backward -go.PLAYBACK_LOOP_BACKWARD = nil ----loop forward -go.PLAYBACK_LOOP_FORWARD = nil ----ping pong loop -go.PLAYBACK_LOOP_PINGPONG = nil ----no playback -go.PLAYBACK_NONE = nil ----once backward -go.PLAYBACK_ONCE_BACKWARD = nil ----once forward -go.PLAYBACK_ONCE_FORWARD = nil ----once ping pong -go.PLAYBACK_ONCE_PINGPONG = nil ----This is only supported for numerical properties. If the node property is already being ----animated, that animation will be canceled and replaced by the new one. ----If a complete_function (lua function) is specified, that function will be called when the animation has completed. ----By starting a new animation in that function, several animations can be sequenced together. See the examples for more information. ---- If you call go.animate() from a game object's final() function, ----any passed complete_function will be ignored and never called upon animation completion. ----See the properties guide <> for which properties can be animated and the animation guide <> for how ----them. ----@param url string|hash|url # url of the game object or component having the property ----@param property string|hash # id of the property to animate ----@param playback constant # playback mode of the animation ----@param to number|vector3|vector4|quaternion # target property value ----@param easing constant|vector # easing to use during animation. Either specify a constant, see the animation guide <> for a complete list, or a vmath.vector with a curve ----@param duration number # duration of the animation in seconds ----@param delay number? # delay before the animation starts in seconds ----@param complete_function (fun(self: object, url: url, property: hash))? # optional function to call when the animation has completed -function go.animate(url, property, playback, to, easing, duration, delay, complete_function) end - ----By calling this function, all or specified stored property animations of the game object or component will be canceled. ----See the properties guide <> for which properties can be animated and the animation guide <> for how to animate them. ----@param url string|hash|url # url of the game object or component ----@param property string|hash? # optional id of the property to cancel -function go.cancel_animations(url, property) end - ----Delete one or more game objects identified by id. Deletion is asynchronous meaning that ----the game object(s) are scheduled for deletion which will happen at the end of the current ----frame. Note that game objects scheduled for deletion will be counted against ----max_instances in "game.project" until they are actually removed. ---- Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop(). ---- Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop(). ----@param id string|hash|url|table? # optional id or table of id's of the instance(s) to delete, the instance of the calling script is deleted by default ----@param recursive boolean? # optional boolean, set to true to recursively delete child hiearchy in child to parent order -function go.delete(id, recursive) end - ----gets a named property of the specified game object or component ----@param url string|hash|url # url of the game object or component having the property ----@param property string|hash # id of the property to retrieve ----@param options table # (optional) options table - index integer index into array property (1 based) - key hash name of internal property ----@return any # the value of the specified property -function go.get(url, property, options) end - ----Returns or constructs an instance identifier. The instance id is a hash ----of the absolute path to the instance. ---- ---- ---- * If path is specified, it can either be absolute or relative to the instance of the calling script. ---- ---- * If path is not specified, the id of the game object instance the script is attached to will be returned. ----@param path string? # path of the instance for which to return the id ----@return hash # instance id -function go.get_id(path) end - ----Get the parent for a game object instance. ----@param id string|hash|url? # optional id of the game object instance to get parent for, defaults to the instance containing the calling script ----@return hash # parent instance or nil -function go.get_parent(id) end - ----The position is relative the parent (if any). Use go.get_world_position <> to retrieve the global world position. ----@param id string|hash|url? # optional id of the game object instance to get the position for, by default the instance of the calling script ----@return vector3 # instance position -function go.get_position(id) end - ----The rotation is relative to the parent (if any). Use go.get_world_rotation <> to retrieve the global world rotation. ----@param id string|hash|url? # optional id of the game object instance to get the rotation for, by default the instance of the calling script ----@return quaternion # instance rotation -function go.get_rotation(id) end - ----The scale is relative the parent (if any). Use go.get_world_scale <> to retrieve the global world 3D scale factor. ----@param id string|hash|url? # optional id of the game object instance to get the scale for, by default the instance of the calling script ----@return vector3 # instance scale factor -function go.get_scale(id) end - ----The uniform scale is relative the parent (if any). If the underlying scale vector is non-uniform the min element of the vector is returned as the uniform scale factor. ----@param id string|hash|url? # optional id of the game object instance to get the uniform scale for, by default the instance of the calling script ----@return number # uniform instance scale factor -function go.get_scale_uniform(id) end - ----The function will return the world position calculated at the end of the previous frame. ----Use go.get_position <> to retrieve the position relative to the parent. ----@param id string|hash|url? # optional id of the game object instance to get the world position for, by default the instance of the calling script ----@return vector3 # instance world position -function go.get_world_position(id) end - ----The function will return the world rotation calculated at the end of the previous frame. ----Use go.get_rotation <> to retrieve the rotation relative to the parent. ----@param id string|hash|url? # optional id of the game object instance to get the world rotation for, by default the instance of the calling script ----@return quaternion # instance world rotation -function go.get_world_rotation(id) end - ----The function will return the world 3D scale factor calculated at the end of the previous frame. ----Use go.get_scale <> to retrieve the 3D scale factor relative to the parent. ----This vector is derived by decomposing the transformation matrix and should be used with care. ----For most cases it should be fine to use go.get_world_scale_uniform <> instead. ----@param id string|hash|url? # optional id of the game object instance to get the world scale for, by default the instance of the calling script ----@return vector3 # instance world 3D scale factor -function go.get_world_scale(id) end - ----The function will return the world scale factor calculated at the end of the previous frame. ----Use go.get_scale_uniform <> to retrieve the scale factor relative to the parent. ----@param id string|hash|url? # optional id of the game object instance to get the world scale for, by default the instance of the calling script ----@return number # instance world scale factor -function go.get_world_scale_uniform(id) end - ----The function will return the world transform matrix calculated at the end of the previous frame. ----@param id string|hash|url? # optional id of the game object instance to get the world transform for, by default the instance of the calling script ----@return matrix4 # instance world transform -function go.get_world_transform(id) end - ----This function defines a property which can then be used in the script through the self-reference. ----The properties defined this way are automatically exposed in the editor in game objects and collections which use the script. ----Note that you can only use this function outside any callback-functions like init and update. ----@param name string # the id of the property ----@param value number|hash|url|vector3|vector4|quaternion|resource # default value of the property. In the case of a url, only the empty constructor msg.url() is allowed. In the case of a resource one of the resource constructors (eg resource.atlas(), resource.font() etc) is expected. -function go.property(name, value) end - ----sets a named property of the specified game object or component, or a material constant ----@param url string|hash|url # url of the game object or component having the property ----@param property string|hash # id of the property to set ----@param value any # the value to set ----@param options table # (optional) options table - index integer index into array property (1 based) - key hash name of internal property -function go.set(url, property, value, options) end - ----Sets the parent for a game object instance. This means that the instance will exist in the geometrical space of its parent, ----like a basic transformation hierarchy or scene graph. If no parent is specified, the instance will be detached from any parent and exist in world ----space. ----This function will generate a set_parent message. It is not until the message has been processed that the change actually takes effect. This ----typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the ----engine. ----@param id string|hash|url? # optional id of the game object instance to set parent for, defaults to the instance containing the calling script ----@param parent_id string|hash|url? # optional id of the new parent game object, defaults to detaching game object from its parent ----@param keep_world_transform boolean? # optional boolean, set to true to maintain the world transform when changing spaces. Defaults to false. -function go.set_parent(id, parent_id, keep_world_transform) end - ----The position is relative to the parent (if any). The global world position cannot be manually set. ----@param position vector3 # position to set ----@param id string|hash|url? # optional id of the game object instance to set the position for, by default the instance of the calling script -function go.set_position(position, id) end - ----The rotation is relative to the parent (if any). The global world rotation cannot be manually set. ----@param rotation quaternion # rotation to set ----@param id string|hash|url? # optional id of the game object instance to get the rotation for, by default the instance of the calling script -function go.set_rotation(rotation, id) end - ----The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set. ---- Physics are currently not affected when setting scale from this function. ----@param scale number|vector3 # vector or uniform scale factor, must be greater than 0 ----@param id string|hash|url? # optional id of the game object instance to get the scale for, by default the instance of the calling script -function go.set_scale(scale, id) end - ----This is a callback-function, which is called by the engine when a script component is initialized. It can be used ----to set the initial state of the script. ----@param self object # reference to the script state to be used for storing data -function init(self) end - ----This is a callback-function, which is called by the engine when user input is sent to the game object instance of the script. ----It can be used to take action on the input, e.g. move the instance according to the input. ----For an instance to obtain user input, it must first acquire input focus ----through the message acquire_input_focus. ----Any instance that has obtained input will be put on top of an ----input stack. Input is sent to all listeners on the stack until the ----end of stack is reached, or a listener returns true ----to signal that it wants input to be consumed. ----See the documentation of acquire_input_focus <> for more ----information. ----The action parameter is a table containing data about the input mapped to the ----action_id. ----For mapped actions it specifies the value of the input and if it was just pressed or released. ----Actions are mapped to input in an input_binding-file. ----Mouse movement is specifically handled and uses nil as its action_id. ----The action only contains positional parameters in this case, such as x and y of the pointer. ----Here is a brief description of the available table fields: ---- ----Field Description ----value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement. ----pressed If the input was pressed this frame. This is not present for mouse movement. ----released If the input was released this frame. This is not present for mouse movement. ----repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement. ----x The x value of a pointer device, if present. ----y The y value of a pointer device, if present. ----screen_x The screen space x value of a pointer device, if present. ----screen_y The screen space y value of a pointer device, if present. ----dx The change in x value of a pointer device, if present. ----dy The change in y value of a pointer device, if present. ----screen_dx The change in screen space x value of a pointer device, if present. ----screen_dy The change in screen space y value of a pointer device, if present. ----gamepad The index of the gamepad device that provided the input. ----touch List of touch input, one element per finger, if present. See table below about touch input ----Touch input table: ---- ----Field Description ----id A number identifying the touch input during its duration. ----pressed True if the finger was pressed this frame. ----released True if the finger was released this frame. ----tap_count Number of taps, one for single, two for double-tap, etc ----x The x touch location. ----y The y touch location. ----dx The change in x value. ----dy The change in y value. ----acc_x Accelerometer x value (if present). ----acc_y Accelerometer y value (if present). ----acc_z Accelerometer z value (if present). ----@param self object # reference to the script state to be used for storing data ----@param action_id hash # id of the received input action, as mapped in the input_binding-file ----@param action table # a table containing the input data, see above for a description ----@return boolean? # optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false -function on_input(self, action_id, action) end - ----This is a callback-function, which is called by the engine whenever a message has been sent to the script component. ----It can be used to take action on the message, e.g. send a response back to the sender of the message. ----The message parameter is a table containing the message data. If the message is sent from the engine, the ----documentation of the message specifies which data is supplied. ----@param self object # reference to the script state to be used for storing data ----@param message_id hash # id of the received message ----@param message table # a table containing the message data ----@param sender url # address of the sender -function on_message(self, message_id, message, sender) end - ----This is a callback-function, which is called by the engine when the script component is reloaded, e.g. from the editor. ----It can be used for live development, e.g. to tweak constants or set up the state properly for the instance. ----@param self object # reference to the script state to be used for storing data -function on_reload(self) end - ----This is a callback-function, which is called by the engine every frame to update the state of a script component. ----It can be used to perform any kind of game related tasks, e.g. moving the game object instance. ----@param self object # reference to the script state to be used for storing data ----@param dt number # the time-step of the frame update -function update(self, dt) end - - - - -return go
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