forked from Mirrorlandia_minetest/minetest
lua_api.txt: Various additions and improvements (#8245)
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@ -847,7 +847,10 @@ Examples of sound parameter tables:
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}
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}
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Looped sounds must either be connected to an object or played locationless to
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Looped sounds must either be connected to an object or played locationless to
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one player using `to_player = name,`
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one player using `to_player = name,`.
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A positional sound will only be heard by players that are within
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`max_hear_distance` of the sound position, at the start of the sound.
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`SimpleSoundSpec`
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`SimpleSoundSpec`
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-----------------
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-----------------
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@ -1184,9 +1187,10 @@ is drawn.
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`0` draws from left to right, `1` draws from right to left, `2` draws from
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`0` draws from left to right, `1` draws from right to left, `2` draws from
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top to bottom, and `3` draws from bottom to top.
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top to bottom, and `3` draws from bottom to top.
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The `alignment` field specifies how the item will be aligned. It ranges from
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The `alignment` field specifies how the item will be aligned. It is a table
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`-1` to `1`, with `0` being the center. `-1` is moved to the left/up, and `1`
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where `x` and `y` range from `-1` to `1`, with `0` being central. `-1` is
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is to the right/down. Fractional values can be used.
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moved to the left/up, and `1` is to the right/down. Fractional values can be
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used.
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The `offset` field specifies a pixel offset from the position. Contrary to
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The `offset` field specifies a pixel offset from the position. Contrary to
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position, the offset is not scaled to screen size. This allows for some
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position, the offset is not scaled to screen size. This allows for some
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@ -3145,6 +3149,9 @@ Methods
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`minetest.get_mapgen_object`.
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`minetest.get_mapgen_object`.
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* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
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* (`p1`, `p2`) is the area in which lighting is set, defaults to the whole
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area if left out or nil.
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area if left out or nil.
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* Setting `p1`, `p2` to `emin`, `emax` of the mapgen object voxelmanip (the
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entire volume of the voxelmanip: the mapchunk plus a 1 mapblock thick
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shell around it) will cause an error.
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* `propagate_shadow` is an optional boolean deciding whether shadows in a
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* `propagate_shadow` is an optional boolean deciding whether shadows in a
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generated mapchunk above are propagated down into the mapchunk, defaults
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generated mapchunk above are propagated down into the mapchunk, defaults
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to `true` if left out.
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to `true` if left out.
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@ -3517,6 +3524,7 @@ Call these functions only at load time!
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* `minetest.register_alias_force(name, convert_to)`
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* `minetest.register_alias_force(name, convert_to)`
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* `minetest.register_ore(ore definition)`
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* `minetest.register_ore(ore definition)`
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* Returns an integer uniquely identifying the registered ore on success.
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* Returns an integer uniquely identifying the registered ore on success.
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* The order of ore registrations determines the order of ore generation.
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* `minetest.register_biome(biome definition)`
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* `minetest.register_biome(biome definition)`
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* Returns an integer uniquely identifying the registered biome on success.
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* Returns an integer uniquely identifying the registered biome on success.
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* `minetest.unregister_biome(name)`
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* `minetest.unregister_biome(name)`
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@ -3525,6 +3533,8 @@ Call these functions only at load time!
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* `minetest.register_decoration(decoration definition)`
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* `minetest.register_decoration(decoration definition)`
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* Returns an integer uniquely identifying the registered decoration on
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* Returns an integer uniquely identifying the registered decoration on
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success.
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success.
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* The order of decoration registrations determines the order of decoration
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generation.
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* `minetest.register_schematic(schematic definition)`
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* `minetest.register_schematic(schematic definition)`
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* Returns an integer uniquely identifying the registered schematic on
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* Returns an integer uniquely identifying the registered schematic on
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success.
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success.
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@ -5498,7 +5508,7 @@ Used by `ObjectRef` methods. Part of an Entity definition.
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textures = {},
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textures = {},
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-- Number of required textures depends on visual.
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-- Number of required textures depends on visual.
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-- "cube" uses 6 textures in the way a node does.
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-- "cube" uses 6 textures just like a node, but all 6 must be defined.
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-- "sprite" uses 1 texture.
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-- "sprite" uses 1 texture.
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-- "upright_sprite" uses 2 textures: {front, back}.
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-- "upright_sprite" uses 2 textures: {front, back}.
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-- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
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-- "wielditem" expects 'textures = {itemname}' (see 'visual' above).
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