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< title > TombEngine 1.7.2 (Developer) Lua API< / title >
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< div id = "product" >
< div id = "product_logo" > < / div >
< div id = "product_name" > < big > < b > < / b > < / big > < / div >
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< h1 > TombEngine< / h1 >
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< ul >
< li > < a href = "../index.html" > Index< / a > < / li >
< / ul >
< h2 > 1 Modules< / h2 >
< ul class = "nowrap" >
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< li > < here > Effects< / here > < / li >
< li > < a href = "../1 modules/Flow.html" > Flow< / a > < / li >
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< li > < a href = "../1 modules/Input.html" > Input< / a > < / li >
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< li > < a href = "../1 modules/Inventory.html" > Inventory< / a > < / li >
< li > < a href = "../1 modules/Logic.html" > Logic< / a > < / li >
< li > < a href = "../1 modules/Objects.html" > Objects< / a > < / li >
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< li > < a href = "../1 modules/Sound.html" > Sound< / a > < / li >
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< li > < a href = "../1 modules/Strings.html" > Strings< / a > < / li >
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< li > < a href = "../1 modules/Util.html" > Util< / a > < / li >
< li > < a href = "../1 modules/View.html" > View< / a > < / li >
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< / ul >
< h2 > 2 Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../2 classes/Flow.Level.html" > Flow.Level< / a > < / li >
< li > < a href = "../2 classes/Flow.Settings.html" > Flow.Settings< / a > < / li >
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< li > < a href = "../2 classes/Flow.Statistics.html" > Flow.Statistics< / a > < / li >
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< li > < a href = "../2 classes/Objects.AIObject.html" > Objects.AIObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Camera.html" > Objects.Camera< / a > < / li >
< li > < a href = "../2 classes/Objects.LaraObject.html" > Objects.LaraObject< / a > < / li >
< li > < a href = "../2 classes/Objects.Moveable.html" > Objects.Moveable< / a > < / li >
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< li > < a href = "../2 classes/Objects.Room.html" > Objects.Room< / a > < / li >
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< li > < a href = "../2 classes/Objects.Sink.html" > Objects.Sink< / a > < / li >
< li > < a href = "../2 classes/Objects.SoundSource.html" > Objects.SoundSource< / a > < / li >
< li > < a href = "../2 classes/Objects.Static.html" > Objects.Static< / a > < / li >
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< li > < a href = "../2 classes/Objects.Volume.html" > Objects.Volume< / a > < / li >
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< li > < a href = "../2 classes/Strings.DisplayString.html" > Strings.DisplayString< / a > < / li >
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< li > < a href = "../2 classes/View.DisplaySprite.html" > View.DisplaySprite< / a > < / li >
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< / ul >
< h2 > 3 Primitive Classes< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../3 primitive classes/Flow.Fog.html" > Flow.Fog< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.InventoryItem.html" > Flow.InventoryItem< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.LensFlare.html" > Flow.LensFlare< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.SkyLayer.html" > Flow.SkyLayer< / a > < / li >
< li > < a href = "../3 primitive classes/Flow.Starfield.html" > Flow.Starfield< / a > < / li >
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< li > < a href = "../3 primitive classes/Color.html" > Color< / a > < / li >
< li > < a href = "../3 primitive classes/Rotation.html" > Rotation< / a > < / li >
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< li > < a href = "../3 primitive classes/Time.html" > Time< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec2.html" > Vec2< / a > < / li >
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< li > < a href = "../3 primitive classes/Vec3.html" > Vec3< / a > < / li >
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< / ul >
< h2 > 4 Enums< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../4 enums/Effects.BlendID.html" > Effects.BlendID< / a > < / li >
< li > < a href = "../4 enums/Effects.EffectID.html" > Effects.EffectID< / a > < / li >
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< li > < a href = "../4 enums/Flow.ErrorMode.html" > Flow.ErrorMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.FreezeMode.html" > Flow.FreezeMode< / a > < / li >
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< li > < a href = "../4 enums/Flow.GameStatus.html" > Flow.GameStatus< / a > < / li >
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< li > < a href = "../4 enums/Input.ActionID.html" > Input.ActionID< / a > < / li >
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< li > < a href = "../4 enums/Objects.AmmoType.html" > Objects.AmmoType< / a > < / li >
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< li > < a href = "../4 enums/Objects.HandStatus.html" > Objects.HandStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.WeaponType.html" > Objects.WeaponType< / a > < / li >
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< li > < a href = "../4 enums/Objects.MoveableStatus.html" > Objects.MoveableStatus< / a > < / li >
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< li > < a href = "../4 enums/Objects.ObjID.html" > Objects.ObjID< / a > < / li >
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< li > < a href = "../4 enums/Objects.RoomFlagID.html" > Objects.RoomFlagID< / a > < / li >
< li > < a href = "../4 enums/Objects.RoomReverb.html" > Objects.RoomReverb< / a > < / li >
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< li > < a href = "../4 enums/Sound.SoundTrackType.html" > Sound.SoundTrackType< / a > < / li >
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< li > < a href = "../4 enums/Strings.DisplayStringOption.html" > Strings.DisplayStringOption< / a > < / li >
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< li > < a href = "../4 enums/Util.LogLevel.html" > Util.LogLevel< / a > < / li >
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< li > < a href = "../4 enums/View.AlignMode.html" > View.AlignMode< / a > < / li >
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< li > < a href = "../4 enums/View.CameraType.html" > View.CameraType< / a > < / li >
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< li > < a href = "../4 enums/View.PostProcessMode.html" > View.PostProcessMode< / a > < / li >
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< li > < a href = "../4 enums/View.ScaleMode.html" > View.ScaleMode< / a > < / li >
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< / ul >
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< h2 > 5 Lua utility modules< / h2 >
< ul class = "nowrap" >
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< li > < a href = "../5 lua utility modules/Diary.html" > Diary< / a > < / li >
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< li > < a href = "../5 lua utility modules/EventSequence.html" > EventSequence< / a > < / li >
< li > < a href = "../5 lua utility modules/Timer.html" > Timer< / a > < / li >
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< li > < a href = "../5 lua utility modules/Type.html" > Type< / a > < / li >
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< / ul >
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< / div >
< div id = "content" >
< h1 > Table < code > Effects< / code > < / h1 >
< p > Functions to generate effects.< / p >
< p >
< / p >
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< h2 > < a href = "#Functions" > Functions< / a > < / h2 >
< table class = "function_list" >
< tr >
< td class = "name" > < a href = "#EmitLightningArc" > EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)< / a > < / td >
< td class = "summary" > Emit a lightning arc.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitParticle" > EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)< / a > < / td >
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< td class = "summary" > Emit a particle.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#EmitShockwave" > EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)< / a > < / td >
< td class = "summary" > Emit a shockwave, similar to that seen when a harpy projectile hits something.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitLight" > EmitLight(pos[, color][, radius][, shadows][, name])< / a > < / td >
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< td class = "summary" > Emit dynamic light that lasts for a single frame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitSpotLight" > EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])< / a > < / td >
< td class = "summary" > Emit dynamic directional spotlight that lasts for a single frame.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitBlood" > EmitBlood(pos, count)< / a > < / td >
< td class = "summary" > Emit blood.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitAirBubble" > EmitAirBubble(pos[, size][, amp])< / a > < / td >
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< td class = "summary" > Emit air bubble in a water room.< / td >
< / tr >
< tr >
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< td class = "name" > < a href = "#EmitFire" > EmitFire(pos, size)< / a > < / td >
< td class = "summary" > Emit fire for one frame.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#MakeExplosion" > MakeExplosion(pos, size, shockwave)< / a > < / td >
< td class = "summary" > Make an explosion.< / td >
< / tr >
< tr >
< td class = "name" > < a href = "#MakeEarthquake" > MakeEarthquake(strength)< / a > < / td >
< td class = "summary" > Make an earthquake< / td >
< / tr >
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< tr >
< td class = "name" > < a href = "#GetWind" > GetWind()< / a > < / td >
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< td class = "summary" > Get the wind vector for the current game frame.< / td >
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< / tr >
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< / table >
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< br / >
< br / >
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< h2 class = "section-header " > < a name = "Functions" > < / a > Functions< / h2 >
< dl class = "function" >
< dt >
< a name = "EmitLightningArc" > < / a >
< strong > EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)< / strong >
< / dt >
< dd >
Emit a lightning arc.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > src< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > dest< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > color< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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(default Color(255, 255, 255))
< / li >
< li > < span class = "parameter" > lifetime< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. (default 1.0)
< / li >
< li > < span class = "parameter" > amplitude< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
"strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. (default 20)
< / li >
< li > < span class = "parameter" > beamWidth< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
Clamped to [1, 127]. (default 2)
< / li >
< li > < span class = "parameter" > detail< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. (default 10)
< / li >
< li > < span class = "parameter" > smooth< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. (default false)
< / li >
< li > < span class = "parameter" > endDrift< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
If true, the end of the arc will be able to gradually drift away from its destination in a random direction (default false)
< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitParticle" > < / a >
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< strong > EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)< / strong >
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< / dt >
< dd >
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Emit a particle.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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World position.
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< / li >
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< li > < span class = "parameter" > vel< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Velocity.
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< / li >
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< li > < span class = "parameter" > spriteID< / span >
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< span class = "types" > < span class = "type" > int< / span > < / span >
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ID of the sprite in the sprite sequence object.
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< / li >
< li > < span class = "parameter" > gravity< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. < strong > Default: 0< / strong >
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< / li >
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< li > < span class = "parameter" > rotVel< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotational velocity in degrees. < strong > Default: 0< / strong >
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< / li >
< li > < span class = "parameter" > startColor< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color at start of life. < strong > Default: Color(255, 255, 255)< / strong >
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< / li >
< li > < span class = "parameter" > endColor< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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Color to fade toward. This will finish long before the end of the particle's life due to internal math. < strong > Default: Color(255, 255, 255)< / strong >
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< / li >
< li > < span class = "parameter" > blendMode< / span >
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< span class = "types" > < a class = "type" href = "../4 enums/Effects.BlendID.html#" > BlendID< / a > < / span >
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Render blend mode. < strong > TEN.Effects.BlendID.ALPHABLEND< / strong >
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< / li >
< li > < span class = "parameter" > startSize< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at start of life. < strong > Default: 10< / strong >
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< / li >
< li > < span class = "parameter" > endSize< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. < strong > Default: 0< / strong >
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< / li >
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< li > < span class = "parameter" > life< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Lifespan in seconds. < strong > Default: 2< / strong >
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< / li >
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< li > < span class = "parameter" > applyDamage< / span >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
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Specify if the particle will harm the player on collision. < strong > Default: false< / strong >
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< / li >
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< li > < span class = "parameter" > applyPoison< / span >
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< span class = "types" > < span class = "type" > bool< / span > < / span >
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Specify if the particle will poison the player on collision. < strong > Default: false< / strong >
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< / li >
< li > < span class = "parameter" > spriteSeqID< / span >
< span class = "types" > < a class = "type" href = "../4 enums/Objects.ObjID.html#" > ObjID< / a > < / span >
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ID of the sprite sequence object. < strong > Default: Objects.ObjID.DEFAULT_SPRITES< / strong >
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< / li >
< li > < span class = "parameter" > startRot< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Rotation at start of life. < strong > Default: random< / strong >
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< / li >
< / ul >
< h3 > Usage:< / h3 >
< ul >
< pre class = "example" > EmitParticle(
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pos,
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Vec3(< span class = "global" > math< / span > .random(), < span class = "global" > math< / span > .random(), < span class = "global" > math< / span > .random()),
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< span class = "number" > 22< / span > , < span class = "comment" > -- spriteID
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< / span > < span class = "number" > 0< / span > , < span class = "comment" > -- gravity
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< / span > -< span class = "number" > 2< / span > , < span class = "comment" > -- rotVel
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< / span > Color(< span class = "number" > 255< / span > , < span class = "number" > 0< / span > , < span class = "number" > 0< / span > ), < span class = "comment" > -- startColor
< / span > Color(< span class = "number" > 0< / span > , < span class = "number" > 255< / span > , < span class = "number" > 0< / span > ), < span class = "comment" > -- endColor
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< / span > TEN.Effects.BlendID.ADDITIVE, < span class = "comment" > -- blendMode
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< / span > < span class = "number" > 15< / span > , < span class = "comment" > -- startSize
< / span > < span class = "number" > 50< / span > , < span class = "comment" > -- endSize
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< / span > < span class = "number" > 20< / span > , < span class = "comment" > -- life
< / span > < span class = "keyword" > false< / span > , < span class = "comment" > -- applyDamage
< / span > < span class = "keyword" > true< / span > , < span class = "comment" > -- applyPoison
< / span > Objects.ObjID.DEFAULT_SPRITES, < span class = "comment" > -- spriteSeqID
< / span > < span class = "number" > 180< / span > < span class = "comment" > -- startRot
< / span > )< / pre >
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< / ul >
< / dd >
< dt >
< a name = "EmitShockwave" > < / a >
< strong > EmitShockwave(pos, innerRadius, outerRadius, color, lifetime, speed, angle, hurtsLara)< / strong >
< / dt >
< dd >
Emit a shockwave, similar to that seen when a harpy projectile hits something.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Origin position
< / li >
< li > < span class = "parameter" > innerRadius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 0) Initial inner radius of the shockwave circle - 128 will be approx a click, 512 approx a block
< / li >
< li > < span class = "parameter" > outerRadius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 128) Initial outer radius of the shockwave circle
< / li >
< li > < span class = "parameter" > color< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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(default Color(255, 255, 255))
< / li >
< li > < span class = "parameter" > lifetime< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
(default 1.0) Lifetime in seconds (max 8.5 because of inner maths weirdness)
< / li >
< li > < span class = "parameter" > speed< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 50) Initial speed of the shockwave's expansion (the shockwave will always slow as it goes)
< / li >
< li > < span class = "parameter" > angle< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 0) Angle about the X axis - a value of 90 will cause the shockwave to be entirely vertical
< / li >
< li > < span class = "parameter" > hurtsLara< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
(default false) If true, the shockwave will hurt Lara, with the damage being relative to the shockwave's current speed
< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitLight" > < / a >
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< strong > EmitLight(pos[, color][, radius][, shadows][, name])< / strong >
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< / dt >
< dd >
Emit dynamic light that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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position of the light
< / li >
< li > < span class = "parameter" > color< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
light color (default Color(255, 255, 255))
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > radius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
measured in "clicks" or 256 world units (default 20)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > shadows< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > name< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(< em > optional< / em > )
< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitSpotLight" > < / a >
< strong > EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])< / strong >
< / dt >
< dd >
Emit dynamic directional spotlight that lasts for a single frame.
If you want a light that sticks around, you must call this each frame.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
position of the light
< / li >
< li > < span class = "parameter" > dir< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
direction, or a point to which spotlight should be directed to
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< / li >
< li > < span class = "parameter" > color< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Color.html#" > Color< / a > < / span >
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(default Color(255, 255, 255))
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(< em > optional< / em > )
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< / li >
< li > < span class = "parameter" > radius< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
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overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > falloff< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
radius, at which light starts to fade out, measured in "clicks" (default 5)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > distance< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
distance, at which light cone fades out, measured in "clicks" (default 20)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > shadows< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
determines whether light should generate dynamic shadows for applicable moveables (default is false)
(< em > optional< / em > )
< / li >
< li > < span class = "parameter" > name< / span >
< span class = "types" > < a class = "type" href = "https://www.lua.org/manual/5.4/manual.html#6.4" > string< / a > < / span >
if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
(< em > optional< / em > )
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< / li >
< / ul >
< / dd >
< dt >
< a name = "EmitBlood" > < / a >
< strong > EmitBlood(pos, count)< / strong >
< / dt >
< dd >
Emit blood.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > count< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 1) "amount" of blood. Higher numbers won't add more blood but will make it more "flickery", with higher numbers turning it into a kind of red orb.
< / li >
< / ul >
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< / dd >
< dt >
< a name = "EmitAirBubble" > < / a >
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< strong > EmitAirBubble(pos[, size][, amp])< / strong >
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< / dt >
< dd >
Emit air bubble in a water room.
< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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World position where the effect will be spawned. Must be in a water room.
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
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Sprite size. < strong > Default: 32< / strong >
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(< em > optional< / em > )
< / li >
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< li > < span class = "parameter" > amp< / span >
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< span class = "types" > < span class = "type" > float< / span > < / span >
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Oscillation amplitude. < strong > Default: 32< / strong >
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(< em > optional< / em > )
< / li >
< / ul >
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< / dd >
< dt >
< a name = "EmitFire" > < / a >
< strong > EmitFire(pos, size)< / strong >
< / dt >
< dd >
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Emit fire for one frame. Will not hurt player. Call this each frame if you want a continuous fire.
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
(default 1.0)
< / li >
< / ul >
< / dd >
< dt >
< a name = "MakeExplosion" > < / a >
< strong > MakeExplosion(pos, size, shockwave)< / strong >
< / dt >
< dd >
Make an explosion. Does not hurt Lara
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > pos< / span >
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< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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< / li >
< li > < span class = "parameter" > size< / span >
< span class = "types" > < span class = "type" > float< / span > < / span >
(default 512.0) this will not be the size of the sprites, but rather the distance between the origin and any additional sprites
< / li >
< li > < span class = "parameter" > shockwave< / span >
< span class = "types" > < span class = "type" > bool< / span > < / span >
(default false) if true, create a very faint white shockwave which will not hurt Lara
< / li >
< / ul >
< / dd >
< dt >
< a name = "MakeEarthquake" > < / a >
< strong > MakeEarthquake(strength)< / strong >
< / dt >
< dd >
Make an earthquake
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< h3 > Parameters:< / h3 >
< ul >
< li > < span class = "parameter" > strength< / span >
< span class = "types" > < span class = "type" > int< / span > < / span >
(default 100) How strong should the earthquake be? Increasing this value also increases the lifespan of the earthquake.
< / li >
< / ul >
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< / dd >
< dt >
< a name = "GetWind" > < / a >
< strong > GetWind()< / strong >
< / dt >
< dd >
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Get the wind vector for the current game frame.
This represents the 3D displacement applied by the engine on things like particles affected by wind.()
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< h3 > Returns:< / h3 >
< ol >
< span class = "types" > < a class = "type" href = "../3 primitive classes/Vec3.html#" > Vec3< / a > < / span >
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Wind vector.
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< / ol >
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< / dd >
< / dl >
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< / div > <!-- id="content" -->
< / div > <!-- id="main" -->
< div id = "about" >
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< i > generated by < a href = "https://github.com/hispidence/TEN-LDoc" > TEN-LDoc< / a > (a fork of < a href = "http://github.com/stevedonovan/LDoc" > LDoc 1.4.6< / a > )< / i >
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< / div > <!-- id="about" -->
< / div > <!-- id="container" -->
< / body >
< / html >