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Diffstat (limited to 'meta/3rd/Defold/library/game_object.lua')
-rw-r--r-- | meta/3rd/Defold/library/game_object.lua | 340 |
1 files changed, 340 insertions, 0 deletions
diff --git a/meta/3rd/Defold/library/game_object.lua b/meta/3rd/Defold/library/game_object.lua new file mode 100644 index 00000000..08054a07 --- /dev/null +++ b/meta/3rd/Defold/library/game_object.lua @@ -0,0 +1,340 @@ +---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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