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More corrections to lua_api.txt (#12505)
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doc/lua_api.txt
107
doc/lua_api.txt
@ -1388,11 +1388,10 @@ HUD element types
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-----------------
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-----------------
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The position field is used for all element types.
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The position field is used for all element types.
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To account for differing resolutions, the position coordinates are the
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To account for differing resolutions, the position coordinates are the
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percentage of the screen, ranging in value from `0` to `1`.
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percentage of the screen, ranging in value from `0` to `1`.
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The name field is not yet used, but should contain a description of what the
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The `name` field is not yet used, but should contain a description of what the
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HUD element represents.
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HUD element represents.
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The `direction` field is the direction in which something is drawn.
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The `direction` field is the direction in which something is drawn.
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@ -1425,10 +1424,9 @@ Supports negative values. By convention, the following values are recommended:
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* 100: Temporary text messages or notification icons
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* 100: Temporary text messages or notification icons
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* 1000: Full-screen effects such as full-black screen or credits.
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* 1000: Full-screen effects such as full-black screen or credits.
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This includes effects that cover the entire screen
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This includes effects that cover the entire screen
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* Other: If your HUD element doesn't fit into any category, pick a number
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between the suggested values
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If your HUD element doesn't fit into any category, pick a number
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between the suggested values
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Below are the specific uses for fields in each type; fields not listed for that
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Below are the specific uses for fields in each type; fields not listed for that
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type are ignored.
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type are ignored.
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@ -1458,6 +1456,8 @@ Displays text on the HUD.
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* `offset`: offset in pixels from position.
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* `offset`: offset in pixels from position.
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* `size`: size of the text.
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* `size`: size of the text.
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The player-set font size is multiplied by size.x (y value isn't used).
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The player-set font size is multiplied by size.x (y value isn't used).
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* `style`: determines font style
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Bitfield with 1 = bold, 2 = italic, 4 = monospace
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### `statbar`
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### `statbar`
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@ -1480,7 +1480,7 @@ Displays a horizontal bar made up of half-images with an optional background.
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* `text`: The name of the inventory list to be displayed.
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* `text`: The name of the inventory list to be displayed.
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* `number`: Number of items in the inventory to be displayed.
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* `number`: Number of items in the inventory to be displayed.
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* `item`: Position of item that is selected.
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* `item`: Position of item that is selected.
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* `direction`
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* `direction`: Direction the list will be displayed in
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* `offset`: offset in pixels from position.
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* `offset`: offset in pixels from position.
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### `waypoint`
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### `waypoint`
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@ -1524,7 +1524,7 @@ Displays an image oriented or translated according to current heading direction.
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* `text`: The name of the texture to use.
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* `text`: The name of the texture to use.
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* `alignment`: The alignment of the image.
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* `alignment`: The alignment of the image.
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* `offset`: Offset in pixels from position.
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* `offset`: Offset in pixels from position.
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* `dir`: How the image is rotated/translated:
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* `direction`: How the image is rotated/translated:
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* 0 - Rotate as heading direction
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* 0 - Rotate as heading direction
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* 1 - Rotate in reverse direction
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* 1 - Rotate in reverse direction
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* 2 - Translate as landscape direction
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* 2 - Translate as landscape direction
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@ -2434,7 +2434,7 @@ Elements
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### `listring[<inventory location>;<list name>]`
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### `listring[<inventory location>;<list name>]`
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* Allows to create a ring of inventory lists
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* Appends to an internal ring of inventory lists.
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* Shift-clicking on items in one element of the ring
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* Shift-clicking on items in one element of the ring
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will send them to the next inventory list inside the ring
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will send them to the next inventory list inside the ring
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* The first occurrence of an element inside the ring will
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* The first occurrence of an element inside the ring will
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@ -4520,26 +4520,26 @@ generated chunk by the current mapgen.
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Returns a table mapping requested generation notification types to arrays of
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Returns a table mapping requested generation notification types to arrays of
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positions at which the corresponding generated structures are located within
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positions at which the corresponding generated structures are located within
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the current chunk. To set the capture of positions of interest to be recorded
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the current chunk. To enable the capture of positions of interest to be recorded
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on generate, use `minetest.set_gen_notify()`.
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call `minetest.set_gen_notify()` first.
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For decorations, the returned positions are the ground surface 'place_on'
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nodes, not the decorations themselves. A 'simple' type decoration is often 1
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node above the returned position and possibly displaced by 'place_offset_y'.
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Possible fields of the table returned are:
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Possible fields of the returned table are:
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* `dungeon`
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* `dungeon`: bottom center position of dungeon rooms
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* `temple`
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* `temple`: as above but for desert temples (mgv6 only)
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* `cave_begin`
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* `cave_begin`
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* `cave_end`
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* `cave_end`
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* `large_cave_begin`
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* `large_cave_begin`
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* `large_cave_end`
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* `large_cave_end`
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* `decoration`
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* `decoration#id` (see below)
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Decorations have a key in the format of `"decoration#id"`, where `id` is the
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Decorations have a key in the format of `"decoration#id"`, where `id` is the
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numeric unique decoration ID as returned by `minetest.get_decoration_id`.
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numeric unique decoration ID as returned by `minetest.get_decoration_id()`.
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For example, `decoration#123`.
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The returned positions are the ground surface 'place_on' nodes,
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not the decorations themselves. A 'simple' type decoration is often 1
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node above the returned position and possibly displaced by 'place_offset_y'.
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Registered entities
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Registered entities
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@ -5089,7 +5089,7 @@ Call these functions only at load time!
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* Called when a node is punched
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* Called when a node is punched
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* `minetest.register_on_generated(function(minp, maxp, blockseed))`
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* `minetest.register_on_generated(function(minp, maxp, blockseed))`
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* Called after generating a piece of world. Modifying nodes inside the area
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* Called after generating a piece of world. Modifying nodes inside the area
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is a bit faster than usually.
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is a bit faster than usual.
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* `minetest.register_on_newplayer(function(ObjectRef))`
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* `minetest.register_on_newplayer(function(ObjectRef))`
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* Called when a new player enters the world for the first time
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* Called when a new player enters the world for the first time
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* `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
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* `minetest.register_on_punchplayer(function(player, hitter, time_from_last_punch, tool_capabilities, dir, damage))`
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@ -6827,6 +6827,21 @@ Lua back to the engine.
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Doing so is much less error-prone and you will never need to wonder if the
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Doing so is much less error-prone and you will never need to wonder if the
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object you are working with still exists.
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object you are working with still exists.
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### Attachments
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It is possible to attach objects to other objects (`set_attach` method).
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When an object is attached, it is positioned relative to the parent's position
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and rotation. `get_pos` and `get_rotation` will always return the parent's
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values and changes via their setter counterparts are ignored.
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To change position or rotation call `set_attach` again with the new values.
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**Note**: Just like model dimensions, the relative position in `set_attach`
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must be multiplied by 10 compared to world positions.
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It is also possible to attach to a bone of the parent object. In that case the
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child will follow movement and rotation of that bone.
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### Methods
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### Methods
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@ -6879,12 +6894,13 @@ object you are working with still exists.
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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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* `frame_speed`: number, default: `15.0`
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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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* `bone`: string. Default is `""`, the root bone
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* `parent`: `ObjectRef` to attach to
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* `position`: `{x=num, y=num, z=num}`, relative, default `{x=0, y=0, z=0}`
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* `bone`: default `""` (the root bone)
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* `rotation`: `{x=num, y=num, z=num}` = Rotation on each axis, in degrees.
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* `position`: relative position, default `{x=0, y=0, z=0}`
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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()`: returns parent, bone, position, rotation, forced_visible,
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@ -7065,8 +7081,8 @@ object you are working with still exists.
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* `hud_remove(id)`: remove the HUD element of the specified id
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* `hud_remove(id)`: remove the HUD element of the specified id
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* `hud_change(id, stat, value)`: change a value of a previously added HUD
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* `hud_change(id, stat, value)`: change a value of a previously added HUD
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element.
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element.
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* element `stat` values:
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* `stat` supports the same keys as in the hud definition table except for
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`position`, `name`, `scale`, `text`, `number`, `item`, `dir`
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`"hud_elem_type"`.
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* `hud_get(id)`: gets the HUD element definition structure of the specified ID
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* `hud_get(id)`: gets the HUD element definition structure of the specified ID
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* `hud_set_flags(flags)`: sets specified HUD flags of player.
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* `hud_set_flags(flags)`: sets specified HUD flags of player.
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* `flags`: A table with the following fields set to boolean values
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* `flags`: A table with the following fields set to boolean values
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@ -7749,12 +7765,12 @@ gets activated (not loaded!)
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-- Definitions with identical labels will be listed as one.
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-- Definitions with identical labels will be listed as one.
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name = "modname:replace_legacy_door",
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name = "modname:replace_legacy_door",
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-- String or table with node names to trigger on
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-- Identifier of the LBM, should follow the modname:<whatever> convention
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nodenames = {"default:lava_source"},
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nodenames = {"default:lava_source"},
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-- List of node names to trigger the LBM on.
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-- List of node names to trigger the LBM on.
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-- Also non-registered nodes will work.
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-- Names of non-registered nodes and groups (as group:groupname)
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-- Groups (as of group:groupname) will work as well.
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-- will work as well.
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run_at_every_load = false,
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run_at_every_load = false,
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-- Whether to run the LBM's action every time a block gets activated,
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-- Whether to run the LBM's action every time a block gets activated,
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@ -8296,7 +8312,7 @@ Used by `minetest.register_node`.
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-- node is deleted from the world or the drops are added. This is
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-- node is deleted from the world or the drops are added. This is
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-- generally the result of either the node being dug or an attached node
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-- generally the result of either the node being dug or an attached node
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-- becoming detached.
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-- becoming detached.
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-- oldmeta is the NodeMetaRef of the oldnode before deletion.
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-- oldmeta are the metadata fields (table) of the node before deletion.
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-- drops is a table of ItemStacks, so any metadata to be preserved can
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-- drops is a table of ItemStacks, so any metadata to be preserved can
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-- be added directly to one or more of the dropped items. See
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-- be added directly to one or more of the dropped items. See
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-- "ItemStackMetaRef".
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-- "ItemStackMetaRef".
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@ -8627,8 +8643,7 @@ performance and computing power the practical limit is much lower.
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node_dungeon_alt = "default:mossycobble",
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node_dungeon_alt = "default:mossycobble",
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-- Node used for randomly-distributed alternative structure nodes.
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-- Node used for randomly-distributed alternative structure nodes.
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-- If alternative structure nodes are not wanted leave this absent for
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-- If alternative structure nodes are not wanted leave this absent.
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-- performance reasons.
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node_dungeon_stair = "stairs:stair_cobble",
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node_dungeon_stair = "stairs:stair_cobble",
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-- Node used for dungeon stairs.
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-- Node used for dungeon stairs.
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@ -8910,30 +8925,30 @@ Used by `minetest.create_detached_inventory`.
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HUD Definition
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HUD Definition
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--------------
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--------------
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See [HUD] section.
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Since most values have multiple different functions, please see the
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documentation in [HUD] section.
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Used by `Player:hud_add`. Returned by `Player:hud_get`.
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Used by `ObjectRef:hud_add`. Returned by `ObjectRef:hud_get`.
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{
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{
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hud_elem_type = "image", -- See HUD element types
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hud_elem_type = "image",
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-- Type of element, can be "image", "text", "statbar", "inventory",
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-- Type of element, can be "image", "text", "statbar", "inventory",
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-- "compass" or "minimap"
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-- "waypoint", "image_waypoint", "compass" or "minimap"
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position = {x=0.5, y=0.5},
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position = {x=0.5, y=0.5},
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-- Left corner position of element
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-- Top left corner position of element
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name = "<name>",
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name = "<name>",
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scale = {x = 2, y = 2},
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scale = {x = 1, y = 1},
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text = "<text>",
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text = "<text>",
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text2 = "<text>",
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text2 = "<text>",
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number = 2,
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number = 0,
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item = 3,
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item = 0,
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-- Selected item in inventory. 0 for no item selected.
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direction = 0,
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direction = 0,
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-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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-- Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
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@ -8942,14 +8957,14 @@ Used by `Player:hud_add`. Returned by `Player:hud_get`.
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offset = {x=0, y=0},
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offset = {x=0, y=0},
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size = { x=100, y=100 },
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world_pos = {x=0, y=0, z=0},
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-- Size of element in pixels
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size = {x=0, y=0},
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z_index = 0,
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z_index = 0,
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-- Z index : lower z-index HUDs are displayed behind higher z-index HUDs
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-- Z index: lower z-index HUDs are displayed behind higher z-index HUDs
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style = 0,
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style = 0,
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-- For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
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}
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}
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Particle definition
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Particle definition
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