forked from Mirrorlandia_minetest/minetest
Improve object documentation in lua_api.md (#13239)
Co-authored-by: DS <ds.desour@proton.me>
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doc/lua_api.md
102
doc/lua_api.md
@ -7411,15 +7411,19 @@ child will follow movement and rotation of that bone.
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### Methods
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### Methods
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* `get_pos()`: returns `{x=num, y=num, z=num}`
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* `get_pos()`: returns position as vector `{x=num, y=num, z=num}`
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* `set_pos(pos)`: `pos`=`{x=num, y=num, z=num}`
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* `set_pos(pos)`:
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* Sets the position of the object.
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* No-op if object is attached.
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* `pos` is a vector `{x=num, y=num, z=num}`
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* `get_velocity()`: returns the velocity, a vector.
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* `get_velocity()`: returns the velocity, a vector.
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* `add_velocity(vel)`
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* `add_velocity(vel)`
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* Changes velocity by adding to the current velocity.
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* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
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* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
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* In comparison to using get_velocity, adding the velocity and then using
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* In comparison to using get_velocity, adding the velocity and then using
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set_velocity, add_velocity is supposed to avoid synchronization problems.
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set_velocity, add_velocity is supposed to avoid synchronization problems.
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Additionally, players also do not support set_velocity.
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Additionally, players also do not support set_velocity.
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* If a player:
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* If object is a player:
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* Does not apply during free_move.
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* Does not apply during free_move.
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* Note that since the player speed is normalized at each move step,
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* Note that since the player speed is normalized at each move step,
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increasing e.g. Y velocity beyond what would usually be achieved
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increasing e.g. Y velocity beyond what would usually be achieved
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@ -7431,11 +7435,19 @@ child will follow movement and rotation of that bone.
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* If `continuous` is true, the Lua entity will not be moved to the current
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* If `continuous` is true, the Lua entity will not be moved to the current
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position before starting the interpolated move.
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position before starting the interpolated move.
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* For players this does the same as `set_pos`,`continuous` is ignored.
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* For players this does the same as `set_pos`,`continuous` is ignored.
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* `punch(puncher, time_from_last_punch, tool_capabilities, direction)`
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* no-op if object is attached
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* `puncher` = another `ObjectRef`,
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* `punch(puncher, time_from_last_punch, tool_capabilities, dir)`
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* `time_from_last_punch` = time since last punch action of the puncher
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* punches the object, triggering all consequences a normal punch would have
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* `direction`: can be `nil`
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* `puncher`: another `ObjectRef` which punched the object
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* `right_click(clicker)`; `clicker` is another `ObjectRef`
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* `dir`: direction vector of punch
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* Other arguments: See `on_punch` for entities
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* All arguments except `puncher` can be `nil`, in which case a default
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value will be used
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* `right_click(clicker)`:
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* simulates using the 'place/use' key on the object
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* triggers all consequences as if a real player had done this
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* `clicker` is another `ObjectRef` which has clicked
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* note: this is called `right_click` for historical reasons only
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* `get_hp()`: returns number of health points
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* `get_hp()`: returns number of health points
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* `set_hp(hp, reason)`: set number of health points
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* `set_hp(hp, reason)`: set number of health points
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* See reason in register_on_player_hpchange
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* See reason in register_on_player_hpchange
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@ -7444,46 +7456,74 @@ child will follow movement and rotation of that bone.
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* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
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* `get_inventory()`: returns an `InvRef` for players, otherwise returns `nil`
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* `get_wield_list()`: returns the name of the inventory list the wielded item
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* `get_wield_list()`: returns the name of the inventory list the wielded item
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is in.
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is in.
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* `get_wield_index()`: returns the index of the wielded item
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* `get_wield_index()`: returns the wield list index of the wielded item (starting with 1)
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* `get_wielded_item()`: returns an `ItemStack`
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* `get_wielded_item()`: returns the wielded item as an `ItemStack`
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* `set_wielded_item(item)`: replaces the wielded item, returns `true` if
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* `set_wielded_item(item)`: replaces the wielded item, returns `true` if
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successful.
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successful.
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* `get_armor_groups()`:
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* returns a table with all of the object's armor group ratings
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* syntax: the table keys are the armor group names,
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the table values are the corresponding group ratings
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* see section '`ObjectRef` armor groups' for details
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* `set_armor_groups({group1=rating, group2=rating, ...})`
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* `set_armor_groups({group1=rating, group2=rating, ...})`
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* `get_armor_groups()`: returns a table with the armor group ratings
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* sets the object's full list of armor groups
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* same table syntax as for `get_armor_groups`
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* note: all armor groups not in the table will be removed
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* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
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* `set_animation(frame_range, frame_speed, frame_blend, frame_loop)`
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* `frame_range`: table {x=num, y=num}, default: `{x=1, y=1}`
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* Sets the object animation parameters and (re)starts the animation
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* `frame_speed`: number, default: `15.0`
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* Animations only work with a `"mesh"` visual
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* `frame_range`: Beginning and end frame (as specified in the mesh file).
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* Syntax: `{x=start_frame, y=end_frame}`
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* Animation interpolates towards the end frame but stops when it is reached
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* If looped, there is no interpolation back to the start frame
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* If looped, the model should look identical at start and end
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* Only integer numbers are supported
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* default: `{x=1, y=1}`
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* `frame_speed`: How fast the animation plays, in frames per second (number)
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* default: `15.0`
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* `frame_blend`: number, default: `0.0`
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* `frame_blend`: number, default: `0.0`
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* `frame_loop`: boolean, default: `true`
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* `frame_loop`: If `true`, animation will loop. If false, it will play once
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* `get_animation()`: returns `range`, `frame_speed`, `frame_blend` and
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* default: `true`
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`frame_loop`.
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* `get_animation()`: returns current animation parameters set by `set_animaition`:
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* `range`, `frame_speed`, `frame_blend`, `frame_loop`.
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* `set_animation_frame_speed(frame_speed)`
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* `set_animation_frame_speed(frame_speed)`
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* `frame_speed`: number, default: `15.0`
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* Sets the frame speed of the object's animation
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* Unlike `set_animation`, this will not restart the animation
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* `frame_speed`: See `set_animation`
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* `set_attach(parent[, bone, position, rotation, forced_visible])`
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* `set_attach(parent[, bone, position, rotation, forced_visible])`
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* Attaches object to `parent`
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* See 'Attachments' section for details
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* `parent`: `ObjectRef` to attach to
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* `parent`: `ObjectRef` to attach to
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* `bone`: default `""` (the root bone)
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* `bone`: Bone to attach to. Default is `""` (the root bone)
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* `position`: relative position, default `{x=0, y=0, z=0}`
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* `position`: relative position, default `{x=0, y=0, z=0}`
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* `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
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* `rotation`: relative rotation in degrees, default `{x=0, y=0, z=0}`
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* `forced_visible`: Boolean to control whether the attached entity
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* `forced_visible`: Boolean to control whether the attached entity
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should appear in first person, default `false`.
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should appear in first person, default `false`.
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* Please also read the [Attachments] section above.
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* This command may fail silently (do nothing) when it would result
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* This command may fail silently (do nothing) when it would result
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in circular attachments.
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in circular attachments.
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* `get_attach()`: returns parent, bone, position, rotation, forced_visible,
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* `get_attach()`:
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or nil if it isn't attached.
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* returns current attachment parameters or nil if it isn't attached
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* If attached, returns `parent`, `bone`, `position`, `rotation`, `forced_visible`
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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* `get_children()`: returns a list of ObjectRefs that are attached to the
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object.
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object.
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* `set_detach()`
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* `set_detach()`: Detaches object. No-op if object was not attached.
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* `set_bone_position([bone, position, rotation])`
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* `set_bone_position([bone, position, rotation])`
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* `bone`: string. Default is `""`, the root bone
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* `bone`: string. Default is `""`, the root bone
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* `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
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* `position`: `{x=num, y=num, z=num}`, relative, `default {x=0, y=0, z=0}`
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* `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
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* `rotation`: `{x=num, y=num, z=num}`, default `{x=0, y=0, z=0}`
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* `get_bone_position(bone)`: returns position and rotation of the bone
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* `get_bone_position(bone)`:
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* `set_properties(object property table)`
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* returns bone parameters previously set by `set_bone_position`
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* `get_properties()`: returns object property table
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* returns `position, rotation` of the specified bone (as vectors)
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* note: position is relative to the object
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* `set_properties(object property table)`:
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* set a number of object properties in the given table
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* only properties listed in the table will be changed
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* see the 'Object properties' section for details
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* `get_properties()`: returns a table of all object properties
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* `is_player()`: returns true for players, false otherwise
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* `is_player()`: returns true for players, false otherwise
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* `get_nametag_attributes()`
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* `get_nametag_attributes()`
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* returns a table with the attributes of the nametag of an object
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* returns a table with the attributes of the nametag of an object
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* a nametag is a HUD text rendered above the object
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* ```lua
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* ```lua
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{
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{
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text = "",
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text = "",
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@ -7513,11 +7553,14 @@ child will follow movement and rotation of that bone.
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itself instantly becomes unusable with all further method calls having
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itself instantly becomes unusable with all further method calls having
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no effect and returning `nil`.
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no effect and returning `nil`.
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* `set_velocity(vel)`
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* `set_velocity(vel)`
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* Sets the velocity
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* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
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* `vel` is a vector, e.g. `{x=0.0, y=2.3, z=1.0}`
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* `set_acceleration(acc)`
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* `set_acceleration(acc)`
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* Sets the acceleration
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* `acc` is a vector
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* `acc` is a vector
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* `get_acceleration()`: returns the acceleration, a vector
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* `get_acceleration()`: returns the acceleration, a vector
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* `set_rotation(rot)`
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* `set_rotation(rot)`
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* Sets the rotation
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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* `rot` is a vector (radians). X is pitch (elevation), Y is yaw (heading)
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and Z is roll (bank).
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and Z is roll (bank).
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* Does not reset rotation incurred through `automatic_rotate`.
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* Does not reset rotation incurred through `automatic_rotate`.
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@ -7532,6 +7575,7 @@ child will follow movement and rotation of that bone.
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* `get_texture_mod()` returns current texture modifier
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* `get_texture_mod()` returns current texture modifier
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* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
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* `set_sprite(start_frame, num_frames, framelength, select_x_by_camera)`
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* Specifies and starts a sprite animation
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* Specifies and starts a sprite animation
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* Only used by `sprite` and `upright_sprite` visuals
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* Animations iterate along the frame `y` position.
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* Animations iterate along the frame `y` position.
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* `start_frame`: {x=column number, y=row number}, the coordinate of the
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* `start_frame`: {x=column number, y=row number}, the coordinate of the
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first frame, default: `{x=0, y=0}`
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first frame, default: `{x=0, y=0}`
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@ -7546,11 +7590,11 @@ child will follow movement and rotation of that bone.
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* Fifth column: subject viewed from above
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* Fifth column: subject viewed from above
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* Sixth column: subject viewed from below
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* Sixth column: subject viewed from below
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* `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
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* `get_entity_name()` (**Deprecated**: Will be removed in a future version, use the field `self.name` instead)
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* `get_luaentity()`
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* `get_luaentity()`: returns the object's associated luaentity table
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#### Player only (no-op for other objects)
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#### Player only (no-op for other objects)
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* `get_player_name()`: returns `""` if is not a player
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* `get_player_name()`: Returns player name or `""` if is not a player
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* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
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* `get_player_velocity()`: **DEPRECATED**, use get_velocity() instead.
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table {x, y, z} representing the player's instantaneous velocity in nodes/s
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table {x, y, z} representing the player's instantaneous velocity in nodes/s
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* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
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* `add_player_velocity(vel)`: **DEPRECATED**, use add_velocity(vel) instead.
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@ -7583,7 +7627,7 @@ child will follow movement and rotation of that bone.
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* See [Object properties] for more information
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* See [Object properties] for more information
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* Is limited to range 0 ... 65535 (2^16 - 1)
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* Is limited to range 0 ... 65535 (2^16 - 1)
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* `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
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* `set_fov(fov, is_multiplier, transition_time)`: Sets player's FOV
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* `fov`: FOV value.
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* `fov`: Field of View (FOV) value.
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* `is_multiplier`: Set to `true` if the FOV value is a multiplier.
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* `is_multiplier`: Set to `true` if the FOV value is a multiplier.
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Defaults to `false`.
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Defaults to `false`.
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* `transition_time`: If defined, enables smooth FOV transition.
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* `transition_time`: If defined, enables smooth FOV transition.
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@ -7602,7 +7646,7 @@ child will follow movement and rotation of that bone.
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* `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
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* `get_attribute(attribute)`: DEPRECATED, use get_meta() instead
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* Returns value (a string) for extra attribute.
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* Returns value (a string) for extra attribute.
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* Returns `nil` if no attribute found.
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* Returns `nil` if no attribute found.
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* `get_meta()`: Returns a PlayerMetaRef.
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* `get_meta()`: Returns metadata associated with the player (a PlayerMetaRef).
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* `set_inventory_formspec(formspec)`
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* `set_inventory_formspec(formspec)`
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* Redefine player's inventory form
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* Redefine player's inventory form
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* Should usually be called in `on_joinplayer`
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* Should usually be called in `on_joinplayer`
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