mirror of
https://github.com/TombEngine/TombEngine.git
synced 2025-04-28 15:57:59 +03:00
Merge branch 'develop' into Tomo-Fireflies
This commit is contained in:
commit
6306be1a59
194 changed files with 9987 additions and 2482 deletions
45
CHANGELOG.md
45
CHANGELOG.md
|
@ -3,9 +3,16 @@
|
|||
The dates are in European standard format where date is presented as **YYYY-MM-DD**.
|
||||
TombEngine releases are located in this repository (alongside with Tomb Editor): https://github.com/TombEngine/TombEditorReleases
|
||||
|
||||
## [Version 1.8](link to release) - yyyy-mm-dd
|
||||
## [Version 1.8.1](link to release) - yyyy-mm-dd
|
||||
|
||||
### Bug fixes
|
||||
* Fixed particles remaining in the level after reloading from the savegame.
|
||||
* Fixed particles being canceled by fog bulbs.
|
||||
|
||||
## [Version 1.8](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.8) - 2025-03-16
|
||||
|
||||
### Bug fixes
|
||||
* Improved engine performance up to 20%.
|
||||
* Fixed bridges moving the player when the player is underwater.
|
||||
* Fixed trigger triggerer not working.
|
||||
* Fixed display pickup numeric string not being interpolated in high framerate mode.
|
||||
|
@ -13,30 +20,48 @@ TombEngine releases are located in this repository (alongside with Tomb Editor):
|
|||
* Fixed incorrect handling of dynamic light shadows.
|
||||
* Fixed ricochet flashes after using explosive weapons.
|
||||
* Fixed incorrect flare draw in crawl state.
|
||||
* Fixed starfield remaining active in the next level if next level does not have a starfield specified.
|
||||
* Fixed starfield remaining active in the next level if it does not have a starfield specified.
|
||||
* Fixed underwater dust particles overflowing when camera is underwater.
|
||||
* Fixed wetness player attribute not being preserved in savegames.
|
||||
* Fixed invisible HK ammo in the inventory.
|
||||
* Fixed flickering rat emitter.
|
||||
* Fixed camera glitch when going into quicksand rooms with weapons drawn.
|
||||
* Fixed player model submerging into the floor while swimming underwater.
|
||||
* Fixed custom shatter sounds with custom sound IDs not playing correctly.
|
||||
* Fixed crashes with sound samples larger than 2 megabytes.
|
||||
|
||||
### New Features
|
||||
* Added multithreading and an option for it to flow system settings.
|
||||
* Added ability to use keys and puzzle items underwater.
|
||||
* Added ability to use floor trapdoors, keys and puzzle items underwater.
|
||||
- You must update your Lara object: https://github.com/TombEngine/Resources/raw/main/Wad2%20Objects/Lara/TEN_Lara.wad2
|
||||
* Added a particle based waterfall emitter object and associated sprite slots.
|
||||
- You must use this version: https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Interactables/TEN_Waterfall_Emitter.wad2
|
||||
* Added TR1 Hammer.
|
||||
- You must use this version: <https://github.com/TombEngine/Resources/raw/refs/heads/main/Wad2%20Objects/Traps/TR1_Thor%20Hammer.wad2>
|
||||
* Added TR3 Moving Laser.
|
||||
* Added TR4 Statue Plinth.
|
||||
|
||||
### Lua API changes
|
||||
* Added diary module.
|
||||
* Added View.GetFlyByPosition() and View.GetFlyByRotation() functions to get flyby sequence parameters at a specified time point.
|
||||
* Added Effects.EmitAirBubble() function to spawn air bubbles.
|
||||
* Added Moveable:GetScale() and Movebale:SetScale() methods to set visible scale of moveables.
|
||||
* Added Rotation:Lerp() function to allow linear interpolation between rotations.
|
||||
* Added various Translate() methods to Vec2 and Vec3 script objects.
|
||||
* Added alpha transparency functionality for statics and moveables by using SetColor() method.
|
||||
* Added extra arguments for sprite object slots and starting rotation value for EmitParticle function.
|
||||
* Added custom bar module.
|
||||
* Added `Collision.Probe` class for basic room collision detection.
|
||||
* Added `Flow.Horizon` class and two layers of horizons in a `Flow.Level` class.
|
||||
* Added `Effects.EmitAdvancedParticle` function, allowing animations and other effects.
|
||||
* Added `Effects.EmitAirBubble` function to spawn air bubbles.
|
||||
* Added `Effects.EmitStreamer` function to emit streamers.
|
||||
* Added `Flow.GetTotalSecretCount` function to get total amount of secrets in the game.
|
||||
* Added `View.GetFlyByPosition` and `View.GetFlyByRotation` functions to get flyby sequence parameters at a specified time point.
|
||||
* Added `Moveable:GetScale` and `Movebale:SetScale` methods to get or set visible scale of moveables.
|
||||
* Added `Static:GetCollidable` and `Static:SetCollidable` methods to get or set collision status of static meshes.
|
||||
* Added `Rotation:Lerp` function to allow linear interpolation between rotations.
|
||||
* Added ability to perform additive and subtractive operations on `Rotation` class and compare one `Rotation` to another.
|
||||
* Added various `Translate` methods to `Vec2` and `Vec3` script objects.
|
||||
* Added alpha transparency functionality for statics and moveables to be used with `SetColor` method.
|
||||
* Added extra arguments for sprite object slots and starting rotation value for `EmitParticle` function.
|
||||
* Added ability to dynamically change `Flow.Level` weather and environment parameters and save them to a savegame.
|
||||
* Added pickup count to `Flow.Statistics` class.
|
||||
* Changed `Flow.Starfield` and `Flow.LensFlare` primitive types to use parameters instead of getters and setters.
|
||||
* Fixed medipack level count in `Flow.Statistics` class.
|
||||
|
||||
## [Version 1.7.1](https://github.com/TombEngine/TombEditorReleases/releases/tag/v1.7.4) - 2025-04-01
|
||||
|
||||
|
|
|
@ -12,27 +12,27 @@ new_type("luautil", "5 Lua utility modules", true)
|
|||
|
||||
not_luadoc = true
|
||||
|
||||
local version = "1.7.2 (Developer)"
|
||||
local version = "1.8"
|
||||
project = " TombEngine"
|
||||
title = "TombEngine " .. version .. " Lua API"
|
||||
description = "TombEngine " .. version .. " scripting interface"
|
||||
full_description = [[Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
|
||||
full_description = [[Welcome to the TombEngine scripting API.
|
||||
|
||||
Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
|
||||
At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.
|
||||
####Module Hierarchy (boring but important)
|
||||
Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
|
||||
|
||||
####Module Hierarchy
|
||||
Other than the "special tables" (`GameVars`, `LevelVars` and `LevelFuncs`), every module described herein is held in a master table called TEN.
|
||||
For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:
|
||||
local door = TEN.Objects.GetMoveableByName("door_type4_14")
|
||||
local door = GetMoveableByName("door_type4_14")
|
||||
|
||||
####Always check logs/TENLog.txt
|
||||
If you are scripting levels, TombEngine will often kick you back to the title screen, even if `errorMode` (see Flow.Settings) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`.
|
||||
If you are scripting levels, TombEngine will often kick you back to the title screen, even if `errorMode` (see @{Flow.Settings}) is set to `ErrorMode.WARN` or `ErrorMode.SILENT`.
|
||||
|
||||
This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing `end` at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.
|
||||
This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing `end` at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless. If this happens, check __logs/TENLog.txt__ and look for an error message with the word "unrecoverable".
|
||||
|
||||
If this happens, check __logs/TENLog.txt__ and look for an error message with the word "unrecoverable".
|
||||
|
||||
Enjoy.
|
||||
Happy building!
|
||||
|
||||
\- _squidshire and the TombEngine development team._
|
||||
]]
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -118,14 +124,18 @@
|
|||
<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="name" ><a href="#EmitLightningArc">EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</a></td>
|
||||
<td class="summary">Emit a lightning arc.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)</a></td>
|
||||
<td class="name" ><a href="#EmitParticle">EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</a></td>
|
||||
<td class="summary">Emit a particle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitAdvancedParticle">EmitAdvancedParticle(ParticleData)</a></td>
|
||||
<td class="summary">Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.</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>
|
||||
|
@ -143,7 +153,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitAirBubble">EmitAirBubble(pos[, size][, amp])</a></td>
|
||||
<td class="summary">Emit air bubble in a water room.</td>
|
||||
<td class="summary">Emit an air bubble in a water room.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitFire">EmitFire(pos, size)</a></td>
|
||||
|
@ -161,6 +171,17 @@
|
|||
<td class="name" ><a href="#GetWind">GetWind()</a></td>
|
||||
<td class="summary">Get the wind vector for the current game frame.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#EmitStreamer">EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</a></td>
|
||||
<td class="summary">Emit an extending streamer effect.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#ParticleData">ParticleData</a></td>
|
||||
<td class="summary">Structure for EmitAdvancedParticle table.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
|
@ -172,7 +193,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "EmitLightningArc"></a>
|
||||
<strong>EmitLightningArc(src, dest, color, lifetime, amplitude, beamWidth, detail, smooth, endDrift)</strong>
|
||||
<strong>EmitLightningArc(origin, target, color, life, amplitude, beamWidth, detail, smooth, endDrift)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a lightning arc.
|
||||
|
@ -181,13 +202,13 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">src</span>
|
||||
<li><span class="parameter">origin</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
||||
|
||||
|
||||
</li>
|
||||
<li><span class="parameter">dest</span>
|
||||
<li><span class="parameter">target</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
||||
|
||||
|
@ -197,29 +218,29 @@
|
|||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
(default Color(255, 255, 255))
|
||||
</li>
|
||||
<li><span class="parameter">lifetime</span>
|
||||
<li><span class="parameter">life</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)
|
||||
Lifetime in seconds. Clamped to [0, 4.233] for now because of strange internal maths. <strong>default: 1</strong>
|
||||
</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)
|
||||
"strength" of the lightning - the higher the value, the "taller" the arcs. Clamped to [1, 255]. <strong>default: 20</strong>
|
||||
</li>
|
||||
<li><span class="parameter">beamWidth</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Clamped to [1, 127]. (default 2)
|
||||
Clamped to [1, 127]. <strong>default 2</strong>
|
||||
</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)
|
||||
Higher numbers equal more segments, but it's not a 1:1 correlation. Clamped to [1, 127]. <strong>default: 10</strong>
|
||||
</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)
|
||||
If true, the arc will have large, smooth curves; if false, it will have small, jagged spikes. <strong>default: false</strong>
|
||||
</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)
|
||||
If true, the end of the arc will be able to gradually drift away from its destination in a random direction <strong>default: false</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -230,7 +251,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitParticle"></a>
|
||||
<strong>EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, applyDamage, applyPoison, spriteSeqID, startRot)</strong>
|
||||
<strong>EmitParticle(pos, vel, spriteID, gravity, rotVel, startColor, endColor, blendMode, startSize, endSize, life, damage, poison, spriteSeqID, startRot)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a particle.
|
||||
|
@ -245,59 +266,59 @@
|
|||
</li>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Velocity.
|
||||
Directional velocity.
|
||||
</li>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID of the sprite in the sprite sequence object.
|
||||
Sprite ID in the sprite sequence slot.
|
||||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Specifies if the particle will fall over time. Positive values ascend, negative values descend. Recommended range: [-1000 and 1000]. <strong>Default: 0</strong>
|
||||
Effect of gravity. Positive value ascends, negative value descends. <strong>default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">rotVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees. <strong>Default: 0</strong>
|
||||
Rotational velocity in degrees. <strong>default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at start of life. <strong>Default: Color(255, 255, 255)</strong>
|
||||
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
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>
|
||||
Color at end of life. This will finish long before the end of the particle's life due to internal math. <strong>default: Color(255, 255, 255)</strong>
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Render blend mode. <strong>TEN.Effects.BlendID.ALPHABLEND</strong>
|
||||
Render blend mode. <strong>TEN.Effects.BlendID.ALPHA_BLEND</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>Default: 10</strong>
|
||||
Size at start of life. <strong>default: 10</strong>
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at end of life. The particle will linearly shrink or grow toward this size over its lifespan. <strong>Default: 0</strong>
|
||||
Size at end of life. <strong>default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>Default: 2</strong>
|
||||
Lifespan in seconds. <strong>default: 2</strong>
|
||||
</li>
|
||||
<li><span class="parameter">applyDamage</span>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will harm the player on collision. <strong>Default: false</strong>
|
||||
Harm the player on collision. <strong>default: false</strong>
|
||||
</li>
|
||||
<li><span class="parameter">applyPoison</span>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Specify if the particle will poison the player on collision. <strong>Default: false</strong>
|
||||
Poison the player on collision. <strong>default: false</strong>
|
||||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
ID of the sprite sequence object. <strong>Default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
</li>
|
||||
<li><span class="parameter">startRot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>Default: random</strong>
|
||||
Rotation at start of life. <strong>default: random</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -318,11 +339,66 @@
|
|||
</span> <span class="number">15</span>, <span class="comment">-- startSize
|
||||
</span> <span class="number">50</span>, <span class="comment">-- endSize
|
||||
</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> <span class="keyword">false</span>, <span class="comment">-- damage
|
||||
</span> <span class="keyword">true</span>, <span class="comment">-- poison
|
||||
</span> Objects.ObjID.DEFAULT_SPRITES, <span class="comment">-- spriteSeqID
|
||||
</span> <span class="number">180</span> <span class="comment">-- startRot
|
||||
</span> )</pre>
|
||||
</span> <span class="number">180</span>) <span class="comment">-- startRot</span></pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitAdvancedParticle"></a>
|
||||
<strong>EmitAdvancedParticle(ParticleData)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit a particle with extensive configuration options, including sprite sequence animation, lights, sounds, and damage effects.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ParticleData</span>
|
||||
<span class="types"><a class="type" href="../1 modules/Effects.html#ParticleData">ParticleData</a></span>
|
||||
Table containing particle data.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Usage:</h3>
|
||||
<ul>
|
||||
<pre class="example"><span class="keyword">local</span> particle =
|
||||
{
|
||||
pos = GetMoveableByName(<span class="string">"camera_target_6"</span>):GetPosition(),
|
||||
vel = Vec3(<span class="number">0</span>, <span class="number">0</span>, <span class="number">10</span>),
|
||||
spriteSeqID = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
spriteID = <span class="number">0</span>,
|
||||
life = <span class="number">10</span>,
|
||||
maxYVel = <span class="number">0</span>,
|
||||
gravity = <span class="number">0</span>,
|
||||
friction = <span class="number">10</span>,
|
||||
startRot = <span class="number">0</span>,
|
||||
rotVel = <span class="number">0</span>,
|
||||
startSize = <span class="number">80</span>,
|
||||
endSize = <span class="number">80</span>,
|
||||
startColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
|
||||
endColor = TEN.Color(<span class="number">128</span>, <span class="number">128</span>, <span class="number">128</span>),
|
||||
blendMode = TEN.Effects.BlendID.ADDITIVE,
|
||||
wind = <span class="keyword">false</span>,
|
||||
damage = <span class="keyword">true</span>,
|
||||
poison = <span class="keyword">false</span>,
|
||||
burn = <span class="keyword">false</span>,
|
||||
damageHit = <span class="number">80</span>,
|
||||
soundID = <span class="number">197</span>,
|
||||
light = <span class="keyword">true</span>,
|
||||
lightRadius = <span class="number">6</span>,
|
||||
lightFlicker = <span class="number">5</span>,
|
||||
animated = <span class="keyword">true</span>,
|
||||
frameRate = <span class="number">0.25</span>,
|
||||
animType = TEN.Effects.ParticleAnimationType.LOOP,
|
||||
}
|
||||
EmitAdvancedParticle(particle)</pre>
|
||||
</ul>
|
||||
|
||||
</dd>
|
||||
|
@ -495,7 +571,7 @@
|
|||
</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.
|
||||
Sprite count. <strong>default: 1</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -509,7 +585,7 @@
|
|||
<strong>EmitAirBubble(pos[, size][, amp])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit air bubble in a water room.
|
||||
Emit an air bubble in a water room.
|
||||
|
||||
|
||||
|
||||
|
@ -555,7 +631,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">size</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0)
|
||||
Fire size. <strong>default: 1</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -639,6 +715,250 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "EmitStreamer"></a>
|
||||
<strong>EmitStreamer(mov, tag, pos, dir[, rot][, startColor][, endColor][, width][, life][, vel][, expRate][, rotRate][, edgeFeatherMode][, lengthFeatherMode][, blendID])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Emit an extending streamer effect.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">mov</span>
|
||||
<span class="types"><span class="type">Moveable</span></span>
|
||||
Moveable object with which to associate the effect.
|
||||
</li>
|
||||
<li><span class="parameter">tag</span>
|
||||
<span class="types"><span class="type">int[opt]</span></span>
|
||||
Numeric tag with which to associate the effect on the moveable. <strong>Default: 0</strong>
|
||||
</li>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Direction vector of movement velocity.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Start rotation in degrees. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the start of life. <strong>Default: Color(255, 255, 255, 255))</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at the end of life. <strong>Default: Color(0, 0, 0, 0))</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">width</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width in world units. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifetime in seconds. <strong>Default: 1</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Movement velocity in world units per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">expRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Width expansion rate in world units per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">rotRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation rate in degrees per second. <strong>Default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">edgeFeatherMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
||||
Edge feather mode. <strong>Default: Effects.StreamerFeatherMode.NONE</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lengthFeatherMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.StreamerFeatherMode.html#">StreamerFeatherMode</a></span>
|
||||
Length feather mode. <strong>UNIMPLEMENTED, currently will always leave a fading tail</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">blendID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Renderer blend ID. <strong>Default: Effects.BlendID.ALPHA_BLEND</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "ParticleData"></a>
|
||||
<strong>ParticleData</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Structure for EmitAdvancedParticle table.
|
||||
|
||||
|
||||
|
||||
<h3>Fields:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">pos</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">vel</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Directional velocity in world units per second.
|
||||
</li>
|
||||
<li><span class="parameter">spriteSeqID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
Sprite sequence slot ID. <strong>default: Objects.ObjID.DEFAULT_SPRITES</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">spriteID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sprite ID in the sprite sequence slot. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">life</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Lifespan in seconds. <strong>default: 2</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">maxYVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Maximum vertical velocity in world units per second. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">gravity</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Effect of gravity in world units per second. Positive value ascend, negative value descend. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">friction</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Friction affecting velocity over time in world units per second. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startRot</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotation at start of life. <strong>default: random</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">rotVel</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Rotational velocity in degrees per second. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at start of life. <strong>default: 10</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endSize</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Size at end of life. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">startColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at start of life. <strong>default: Color(255, 255, 255)</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">endColor</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
Color at end of life. Note that this will finish long before the end of life due to internal math. <strong>default: Color(255, 255, 255)</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">blendMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.BlendID.html#">BlendID</a></span>
|
||||
Render blend mode. <strong>default: TEN.Effects.BlendID.ALPHA_BLEND</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">damage</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Harm the player on collision. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Poison the player on collision. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">burn</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Burn the player on collision. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">wind</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Affect position by wind in outside rooms. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">damageHit</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Player damage amount on collision. <strong>default: 2</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">light</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Emit a colored light. CAUTION: Recommended only for a single particle. Too many particles with lights can overwhelm the lighting system. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lightRadius</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Light radius in 1/4 blocks. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">lightFlicker</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Interval at which the light should flicker. <strong>default: 0</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">soundID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sound ID to play. CAUTION: Recommended only for a single particle. Too many particles with sounds can overwhelm the sound system. <strong>default: none</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">animated</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Play animates sprite sequence. <strong>default: false</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">animType</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.ParticleAnimationType.html#">ParticleAnimationType</a></span>
|
||||
Animation type of the sprite sequence. <strong>default: TEN.Effects.ParticleAnimationType.LOOP</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
<li><span class="parameter">frameRate</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Sprite sequence animation framerate. <strong>default: 1</strong>
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -221,8 +227,12 @@ scripts too.</p>
|
|||
<td class="summary">Adds one secret to current level secret count and also plays secret music track.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(total)</a></td>
|
||||
<td class="summary">Total number of secrets in game.</td>
|
||||
<td class="name" ><a href="#GetTotalSecretCount">GetTotalSecretCount()</a></td>
|
||||
<td class="summary">Get total number of secrets in the game.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetTotalSecretCount">SetTotalSecretCount(count)</a></td>
|
||||
<td class="summary">Set total number of secrets in the game.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#FlipMap">FlipMap(flipmap)</a></td>
|
||||
|
@ -870,20 +880,41 @@ The index argument corresponds to the secret's unique ID, the same that would go
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTotalSecretCount"></a>
|
||||
<strong>SetTotalSecretCount(total)</strong>
|
||||
<a name = "GetTotalSecretCount"></a>
|
||||
<strong>GetTotalSecretCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Total number of secrets in game.
|
||||
Get total number of secrets in the game.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Total number of secrets in the game.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SetTotalSecretCount"></a>
|
||||
<strong>SetTotalSecretCount(count)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set total number of secrets in the game.
|
||||
Must be an integer value (0 means no secrets).
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">total</span>
|
||||
<li><span class="parameter">count</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
number of secrets
|
||||
Total number of secrets in the game.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -905,7 +936,7 @@ Must be an integer value (0 means no secrets).
|
|||
<ul>
|
||||
<li><span class="parameter">flipmap</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
(ID of flipmap group to actuvate / deactivate)
|
||||
ID of flipmap group to actuvate / deactivate.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -118,40 +124,40 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(name, type)</a></td>
|
||||
<td class="summary">Play an audio track</td>
|
||||
<td class="name" ><a href="#PlayAudioTrack">PlayAudioTrack(filename, type)</a></td>
|
||||
<td class="summary">Play an audio track.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SetAmbientTrack">SetAmbientTrack(name, fromStart)</a></td>
|
||||
<td class="summary">Set and play an ambient track</td>
|
||||
<td class="summary">Set and play an ambient track.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#StopAudioTracks">StopAudioTracks()</a></td>
|
||||
<td class="summary">Stop any audio tracks currently playing</td>
|
||||
<td class="summary">Stop any audio tracks currently playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#StopAudioTrack">StopAudioTrack(type)</a></td>
|
||||
<td class="summary">Stop audio track that is currently playing</td>
|
||||
<td class="summary">Stop audio track that is currently playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetAudioTrackLoudness">GetAudioTrackLoudness(type)</a></td>
|
||||
<td class="summary">Get current loudness level for specified track type</td>
|
||||
<td class="summary">Get current loudness level for specified track type.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#PlaySound">PlaySound(sound[, position])</a></td>
|
||||
<td class="summary">Play sound effect</td>
|
||||
<td class="name" ><a href="#PlaySound">PlaySound(soundID[, position])</a></td>
|
||||
<td class="summary">Play sound effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#StopSound">StopSound(sound)</a></td>
|
||||
<td class="summary">Stop sound effect</td>
|
||||
<td class="name" ><a href="#StopSound">StopSound(soundID)</a></td>
|
||||
<td class="summary">Stop sound effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsSoundPlaying">IsSoundPlaying(Sound)</a></td>
|
||||
<td class="summary">Check if the sound effect is playing</td>
|
||||
<td class="name" ><a href="#IsSoundPlaying">IsSoundPlaying(soundID)</a></td>
|
||||
<td class="summary">Check if the sound effect is playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsAudioTrackPlaying">IsAudioTrackPlaying(Track)</a></td>
|
||||
<td class="summary">Check if the audio track is playing</td>
|
||||
<td class="summary">Check if the audio track is playing.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCurrentSubtitle">GetCurrentSubtitle()</a></td>
|
||||
|
@ -168,22 +174,22 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "PlayAudioTrack"></a>
|
||||
<strong>PlayAudioTrack(name, type)</strong>
|
||||
<strong>PlayAudioTrack(filename, type)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Play an audio track
|
||||
Play an audio track. Supported formats are wav, mp3 and ogg.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">name</span>
|
||||
<li><span class="parameter">filename</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
of track (without file extension) to play
|
||||
Filename of a track (without file extension) to play.
|
||||
</li>
|
||||
<li><span class="parameter">type</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
|
||||
of the audio track to play
|
||||
Type of the audio track to play.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -197,7 +203,7 @@
|
|||
<strong>SetAmbientTrack(name, fromStart)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set and play an ambient track
|
||||
Set and play an ambient track.
|
||||
|
||||
|
||||
|
||||
|
@ -205,11 +211,11 @@
|
|||
<ul>
|
||||
<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>
|
||||
of track (without file extension) to play
|
||||
Name of track (without file extension) to play.
|
||||
</li>
|
||||
<li><span class="parameter">fromStart</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
specifies whether ambient track should play from the start, or crossfade at a random position
|
||||
Specifies whether ambient track should play from the start, or crossfade at a random position.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -223,7 +229,7 @@
|
|||
<strong>StopAudioTracks()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Stop any audio tracks currently playing
|
||||
Stop any audio tracks currently playing.
|
||||
|
||||
|
||||
|
||||
|
@ -238,7 +244,7 @@
|
|||
<strong>StopAudioTrack(type)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Stop audio track that is currently playing
|
||||
Stop audio track that is currently playing.
|
||||
|
||||
|
||||
|
||||
|
@ -246,7 +252,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">type</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
|
||||
of the audio track
|
||||
Type of the audio track.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -260,7 +266,7 @@
|
|||
<strong>GetAudioTrackLoudness(type)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get current loudness level for specified track type
|
||||
Get current loudness level for specified track type.
|
||||
|
||||
|
||||
|
||||
|
@ -268,7 +274,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">type</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Sound.SoundTrackType.html#">SoundTrackType</a></span>
|
||||
of the audio track
|
||||
Type of the audio track.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -276,7 +282,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
current loudness of a specified audio track
|
||||
Current loudness of a specified audio track.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -285,18 +291,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "PlaySound"></a>
|
||||
<strong>PlaySound(sound[, position])</strong>
|
||||
<strong>PlaySound(soundID[, position])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Play sound effect
|
||||
Play sound effect.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">sound</span>
|
||||
<li><span class="parameter">soundID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
Sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
</li>
|
||||
<li><span class="parameter">position</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
|
@ -312,18 +318,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "StopSound"></a>
|
||||
<strong>StopSound(sound)</strong>
|
||||
<strong>StopSound(soundID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Stop sound effect
|
||||
Stop sound effect.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">sound</span>
|
||||
<li><span class="parameter">soundID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
Sound ID to play. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -334,18 +340,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "IsSoundPlaying"></a>
|
||||
<strong>IsSoundPlaying(Sound)</strong>
|
||||
<strong>IsSoundPlaying(soundID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the sound effect is playing
|
||||
Check if the sound effect is playing.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Sound</span>
|
||||
<li><span class="parameter">soundID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
ID to check. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
Sound ID to check. Corresponds to the value in the sound XML file or Tomb Editor's "Sound Infos" window.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -359,7 +365,7 @@
|
|||
<strong>IsAudioTrackPlaying(Track)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the audio track is playing
|
||||
Check if the audio track is playing.
|
||||
|
||||
|
||||
|
||||
|
@ -367,7 +373,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">Track</span>
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
filename to check. Should be without extension and without full directory path.
|
||||
Filename to check. Should be without extension and without full directory path.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -382,8 +388,8 @@
|
|||
</dt>
|
||||
<dd>
|
||||
Get current subtitle string for a voice track currently playing.
|
||||
Subtitle file must be in .srt format, have same filename as voice track, and be placed in same directory as voice track.
|
||||
Returns nil if no voice track is playing or no subtitle present.
|
||||
Subtitle file must be in .srt format, have same filename as voice track, and be placed in same directory as voice track.
|
||||
Returns nil if no voice track is playing or no subtitle present.
|
||||
|
||||
|
||||
|
||||
|
@ -392,7 +398,7 @@ Returns nil if no voice track is playing or no subtitle present.
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
current subtitle string
|
||||
Current subtitle string.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -211,7 +217,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -233,7 +239,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. A value of 1 will make the fade take one second.
|
||||
(default 1.0). Speed in units per second. A value of 1 will make the fade take one second.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -587,7 +593,7 @@
|
|||
</li>
|
||||
<li><span class="parameter">speed</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
(default 1.0). Speed in "amount" per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
(default 1.0). Speed in units per second. Value of 1 will make flash take one second. Clamped to [0.005, 1.0].
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
765
Documentation/doc/2 classes/Collision.Probe.html
Normal file
765
Documentation/doc/2 classes/Collision.Probe.html
Normal file
|
@ -0,0 +1,765 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<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>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Collision.Probe</here></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Class <code>Collision.Probe</code></h1>
|
||||
<p>Represents a collision probe in the game world.</p>
|
||||
<p> Provides collision information from a reference world position.</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber)</a></td>
|
||||
<td class="summary">Create a Probe at a specified world position in a room.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, dir, dist)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, dist)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Probe">Probe(pos, roomNumber, rot, relOffset)</a></td>
|
||||
<td class="summary">Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetPosition">GetPosition()</a></td>
|
||||
<td class="summary">Get the world position of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRoom">GetRoom()</a></td>
|
||||
<td class="summary">Get the Room object of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetRoomName">GetRoomName()</a></td>
|
||||
<td class="summary">Get the room name of this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorHeight">GetFloorHeight()</a></td>
|
||||
<td class="summary">Get the floor height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingHeight">GetCeilingHeight()</a></td>
|
||||
<td class="summary">Get the ceiling height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetWaterSurfaceHeight">GetWaterSurfaceHeight()</a></td>
|
||||
<td class="summary">Get the water surface height at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorNormal">GetFloorNormal()</a></td>
|
||||
<td class="summary">Get the normal of the floor at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingNormal">GetCeilingNormal()</a></td>
|
||||
<td class="summary">Get the normal of the ceiling at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetFloorMaterialType">GetFloorMaterialType()</a></td>
|
||||
<td class="summary">Get the material type of the floor at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#GetCeilingMaterialType">GetCeilingMaterialType()</a></td>
|
||||
<td class="summary">Get the material type of the ceiling at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsSteepFloor">IsSteepFloor()</a></td>
|
||||
<td class="summary">Check if the floor at this Probe is steep.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsSteepCeiling">IsSteepCeiling()</a></td>
|
||||
<td class="summary">Check if the ceiling at this Probe is steep.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsWall">IsWall()</a></td>
|
||||
<td class="summary">Check if the Probe is inside a wall.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsInsideSolidGeometry">IsInsideSolidGeometry()</a></td>
|
||||
<td class="summary">Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsClimbableWall">IsClimbableWall(headingAngle)</a></td>
|
||||
<td class="summary">Check if there is a climbable wall in the given heading angle at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsMonkeySwing">IsMonkeySwing()</a></td>
|
||||
<td class="summary">Check if there is a monkey swing sector at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#IsDeath">IsDeath()</a></td>
|
||||
<td class="summary">Check if there is a death sector at this Probe.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Preview">Preview()</a></td>
|
||||
<td class="summary">Preview this Probe in the Collision Stats debug page.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe at a specified world position in a 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>
|
||||
World position.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
[opt] Room number. Must be used if probing a position in an overlapping room.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, dir, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position in a room in a given direction for a specified distance.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<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>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">dir</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Direction in which to cast.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, rot, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position in a room in the direction of a given rotation for a specified distance.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<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>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation defining the direction in which to cast.
|
||||
</li>
|
||||
<li><span class="parameter">dist</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Distance to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Probe"></a>
|
||||
<strong>Probe(pos, roomNumber, rot, relOffset)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a Probe that casts from an origin world position, where a given relative offset is rotated according to a given rotation.
|
||||
Required to correctly traverse between rooms.
|
||||
|
||||
|
||||
|
||||
<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>
|
||||
Origin world position to cast from.
|
||||
</li>
|
||||
<li><span class="parameter">roomNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Origin room number.
|
||||
</li>
|
||||
<li><span class="parameter">rot</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
Rotation according to which the input relative offset is rotated.
|
||||
</li>
|
||||
<li><span class="parameter">relOffset</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Relative offset to cast.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Collision.Probe.html#Probe">Probe</a></span>
|
||||
A new Probe.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetPosition"></a>
|
||||
<strong>GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the world position of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
World position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRoom"></a>
|
||||
<strong>GetRoom()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the Room object of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Room</span></span>
|
||||
Room object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetRoomName"></a>
|
||||
<strong>GetRoomName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room name of this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
Room name.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorHeight"></a>
|
||||
<strong>GetFloorHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the floor height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Floor height. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingHeight"></a>
|
||||
<strong>GetCeilingHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the ceiling height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Ceiling height. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetWaterSurfaceHeight"></a>
|
||||
<strong>GetWaterSurfaceHeight()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the water surface height at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Water surface height. <strong>nil: no water surface exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorNormal"></a>
|
||||
<strong>GetFloorNormal()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the normal of the floor at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Floor normal. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingNormal"></a>
|
||||
<strong>GetCeilingNormal()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the normal of the ceiling at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
Ceiling normal. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetFloorMaterialType"></a>
|
||||
<strong>GetFloorMaterialType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the material type of the floor at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
|
||||
Floor material type. <strong>nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "GetCeilingMaterialType"></a>
|
||||
<strong>GetCeilingMaterialType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the material type of the ceiling at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Collision.MaterialType.html#">MaterialType</a></span>
|
||||
Ceiling material type. <strong>nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsSteepFloor"></a>
|
||||
<strong>IsSteepFloor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the floor at this Probe is steep.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Steep floor status. <strong>true: is a steep floor, false: isn't a steep floor, nil: no floor exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsSteepCeiling"></a>
|
||||
<strong>IsSteepCeiling()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the ceiling at this Probe is steep.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Steep ceiling status. <strong>true: is a steep ceiling, false: isn't a steep ceiling, nil: no ceiling exists</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsWall"></a>
|
||||
<strong>IsWall()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the Probe is inside a wall. Can be used to determine if a wall and ceiling exist.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Wall status. <strong>true: is a wall, false: isn't a wall</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsInsideSolidGeometry"></a>
|
||||
<strong>IsInsideSolidGeometry()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if this Probe is inside solid geometry (below a floor, above a ceiling, inside a bridge, or inside a wall).
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Inside geometry status. <strong>true: is inside, false: is outside</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsClimbableWall"></a>
|
||||
<strong>IsClimbableWall(headingAngle)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a climbable wall in the given heading angle at this Probe.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">headingAngle</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Heading angle at which to check for a climbable wall.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Climbable wall status. <strong>true: is climbable wall, false: isn't climbable</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsMonkeySwing"></a>
|
||||
<strong>IsMonkeySwing()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a monkey swing sector at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Monkey swing sector status. <strong>true: is a monkey swing, false: isn't a monkey swing</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "IsDeath"></a>
|
||||
<strong>IsDeath()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if there is a death sector at this Probe.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Death sector status. <strong>true: is a death sector, false: isn't a death sector</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Preview"></a>
|
||||
<strong>Preview()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Preview this Probe in the Collision Stats debug page.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<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>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <here>Flow.Level</here></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -137,27 +143,31 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#layer1">layer1</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky cloud layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#layer2">layer2</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky cloud layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon1">horizon1</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon2">horizon2</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#starfield">starfield</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield in the sky.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#lensFlare">lensFlare</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#fog">fog</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#horizon">horizon</a></td>
|
||||
<td class="summary">(bool) Draw sky layer?</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) Global distance fog, with specified RGB color and distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#storm">storm</a></td>
|
||||
|
@ -180,20 +190,20 @@
|
|||
<td class="summary">(bool) Enable occasional screen shake effect.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#resetHub">resetHub</a></td>
|
||||
<td class="summary">(bool) Reset hub data.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#objects">objects</a></td>
|
||||
<td class="summary">(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides</td>
|
||||
<td class="summary">(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) A table of inventory object layout overrides.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#secrets">secrets</a></td>
|
||||
<td class="summary">(short) Set Secrets for Level</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#farView">farView</a></td>
|
||||
<td class="summary">(int) The maximum draw distance for level.</td>
|
||||
<td class="summary">(short) Set total secret count for current level.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
|
@ -296,7 +306,7 @@
|
|||
<strong>layer1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky layer
|
||||
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Primary sky cloud layer.
|
||||
|
||||
|
||||
|
||||
|
@ -311,7 +321,37 @@
|
|||
<strong>layer2</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky layer
|
||||
(<a href="../3 primitive classes/Flow.SkyLayer.html#">Flow.SkyLayer</a>) Secondary sky cloud layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon1"></a>
|
||||
<strong>horizon1</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) First horizon layer.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon2"></a>
|
||||
<strong>horizon2</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Horizon.html#">Flow.Horizon</a>) Second horizon layer.
|
||||
|
||||
|
||||
|
||||
|
@ -326,7 +366,7 @@
|
|||
<strong>starfield</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield.
|
||||
(<a href="../3 primitive classes/Flow.Starfield.html#">Flow.Starfield</a>) Starfield in the sky.
|
||||
|
||||
|
||||
|
||||
|
@ -341,7 +381,7 @@
|
|||
<strong>lensFlare</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare .
|
||||
(<a href="../3 primitive classes/Flow.LensFlare.html#">Flow.LensFlare</a>) Global lens flare.
|
||||
|
||||
|
||||
|
||||
|
@ -356,24 +396,8 @@
|
|||
<strong>fog</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) omni fog RGB color and distance.
|
||||
As seen in TR4's Desert Railroad.
|
||||
If not provided, distance fog will be black.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "horizon"></a>
|
||||
<strong>horizon</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(bool) Draw sky layer? (default: false)
|
||||
(<a href="../3 primitive classes/Flow.Fog.html#">Flow.Fog</a>) Global distance fog, with specified RGB color and distance.
|
||||
If not provided, distance fog will not be visible.
|
||||
|
||||
|
||||
|
||||
|
@ -449,7 +473,7 @@ Invisible
|
|||
|
||||
<p>e.g. <code>myLevel.laraType = LaraType.Divesuit</code></p>
|
||||
|
||||
<p> <strong>(not yet fully implemented)</strong>
|
||||
<p> <strong>Not yet fully implemented.</strong> Only types <code>Normal</code> and <code>Young</code> are guaranteed to work.
|
||||
|
||||
|
||||
|
||||
|
@ -474,6 +498,22 @@ Invisible
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks). Must be at least 4.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "resetHub"></a>
|
||||
|
@ -496,7 +536,7 @@ Invisible
|
|||
<strong>objects</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) table of inventory object overrides
|
||||
(table of <a href="../3 primitive classes/Flow.InventoryItem.html#">Flow.InventoryItem</a>s) A table of inventory object layout overrides.
|
||||
|
||||
|
||||
|
||||
|
@ -511,26 +551,7 @@ Invisible
|
|||
<strong>secrets</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(short) Set Secrets for Level
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "farView"></a>
|
||||
<strong>farView</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) The maximum draw distance for level.
|
||||
Given in sectors (blocks).
|
||||
Must be at least 4.</p>
|
||||
|
||||
<p>This is equivalent to TRNG's LevelFarView variable.
|
||||
(short) Set total secret count for current level.
|
||||
|
||||
|
||||
|
||||
|
@ -558,7 +579,7 @@ Must be at least 4.</p>
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Flow.Level.html#Level">Level</a></span>
|
||||
a Level object
|
||||
a Level object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <here>Flow.Settings</here></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -1249,7 +1255,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">errorMode</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Flow.ErrorMode.html#">ErrorMode</a></span>
|
||||
error mode to use. */
|
||||
error mode to use.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1272,7 +1278,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">multithreaded</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
determines whether to use multithreading or not. */
|
||||
determines whether to use multithreading or not.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <here>Flow.Statistics</here></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -140,6 +146,10 @@
|
|||
<td class="summary">Kills.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#pickups">pickups</a></td>
|
||||
<td class="summary">Pickups.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#secrets">secrets</a></td>
|
||||
<td class="summary">Secrets.</td>
|
||||
</tr>
|
||||
|
@ -281,6 +291,27 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "pickups"></a>
|
||||
<strong>pickups</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Pickups.
|
||||
|
||||
|
||||
|
||||
<ul>
|
||||
<li><span class="parameter">pickups</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
amount of picked up items.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "secrets"></a>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -117,44 +123,44 @@
|
|||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([Poison])</a></td>
|
||||
<td class="name" ><a href="#LaraObject:SetPoison">LaraObject:SetPoison([poison])</a></td>
|
||||
<td class="summary">Set player poison.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetPoison">LaraObject:GetPoison()</a></td>
|
||||
<td class="summary">Get poison potency of Lara</td>
|
||||
<td class="summary">Get poison potency of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetAir">LaraObject:SetAir(Air)</a></td>
|
||||
<td class="summary">Set air value of Lara</td>
|
||||
<td class="name" ><a href="#LaraObject:SetAir">LaraObject:SetAir(air)</a></td>
|
||||
<td class="summary">Set air value of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetAir">LaraObject:GetAir()</a></td>
|
||||
<td class="summary">Get air value of Lara</td>
|
||||
<td class="summary">Get air value of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(Wetness)</a></td>
|
||||
<td class="summary">Set wetness value of Lara (causes dripping)</td>
|
||||
<td class="name" ><a href="#LaraObject:SetWet">LaraObject:SetWet(wetness)</a></td>
|
||||
<td class="summary">Set wetness value of Lara (causes dripping).</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetWet">LaraObject:GetWet()</a></td>
|
||||
<td class="summary">Get wetness value of Lara</td>
|
||||
<td class="summary">Get wetness value of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetStamina">LaraObject:SetStamina(stamina)</a></td>
|
||||
<td class="summary">Set sprint energy value of Lara</td>
|
||||
<td class="summary">Set sprint energy value of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetStamina">LaraObject:GetStamina()</a></td>
|
||||
<td class="summary">Get stamina value of Lara</td>
|
||||
<td class="summary">Get stamina value of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetAirborne">Moveable:GetAirborne()</a></td>
|
||||
<td class="summary">Get the moveable's airborne status</td>
|
||||
<td class="summary">Get the moveable's airborne status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetAirborne">Moveable:SetAirborne(New)</a></td>
|
||||
<td class="summary">Set the moveable's airborne status</td>
|
||||
<td class="name" ><a href="#Moveable:SetAirborne">Moveable:SetAirborne(airborne)</a></td>
|
||||
<td class="summary">Set the moveable's airborne status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:UndrawWeapon">LaraObject:UndrawWeapon()</a></td>
|
||||
|
@ -166,15 +172,15 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetHandStatus">LaraObject:GetHandStatus()</a></td>
|
||||
<td class="summary">Get actual hand status of Lara</td>
|
||||
<td class="summary">Get actual hand status of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetWeaponType">LaraObject:GetWeaponType()</a></td>
|
||||
<td class="summary">Get actual weapon type of Lara</td>
|
||||
<td class="summary">Get actual weapon type of Lara.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:SetWeaponType">LaraObject:SetWeaponType(weaponType, activate)</a></td>
|
||||
<td class="summary">Set Lara weapon type</td>
|
||||
<td class="summary">Set Lara weapon type.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetAmmoType">LaraObject:GetAmmoType()</a></td>
|
||||
|
@ -182,11 +188,11 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetAmmoCount">LaraObject:GetAmmoCount()</a></td>
|
||||
<td class="summary">Get current weapon's ammo count</td>
|
||||
<td class="summary">Get current weapon's ammo count.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetVehicle">LaraObject:GetVehicle()</a></td>
|
||||
<td class="summary">Get current vehicle, if it exists</td>
|
||||
<td class="summary">Get current vehicle, if it exists.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LaraObject:GetTarget">LaraObject:GetTarget()</a></td>
|
||||
|
@ -211,7 +217,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "LaraObject:SetPoison"></a>
|
||||
<strong>LaraObject:SetPoison([Poison])</strong>
|
||||
<strong>LaraObject:SetPoison([poison])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set player poison.
|
||||
|
@ -220,9 +226,9 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Poison</span>
|
||||
<li><span class="parameter">poison</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
; maximum value is 128 (default 0)
|
||||
Poison strength. Maximum value is 128 (default 0)
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -241,7 +247,7 @@
|
|||
<strong>LaraObject:GetPoison()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get poison potency of Lara
|
||||
Get poison potency of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -250,7 +256,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
current poison potency
|
||||
Current poison potency.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -263,18 +269,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:SetAir"></a>
|
||||
<strong>LaraObject:SetAir(Air)</strong>
|
||||
<strong>LaraObject:SetAir(air)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set air value of Lara
|
||||
Set air value of Lara.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Air</span>
|
||||
<li><span class="parameter">air</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
value to give Lara. Maximum value is 1800.
|
||||
Air value to give Lara. Maximum value is 1800.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -292,7 +298,7 @@
|
|||
<strong>LaraObject:GetAir()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get air value of Lara
|
||||
Get air value of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -301,7 +307,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
current air value
|
||||
Current air value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -314,18 +320,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "LaraObject:SetWet"></a>
|
||||
<strong>LaraObject:SetWet(Wetness)</strong>
|
||||
<strong>LaraObject:SetWet(wetness)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set wetness value of Lara (causes dripping)
|
||||
Set wetness value of Lara (causes dripping).
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Wetness</span>
|
||||
<li><span class="parameter">wetness</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
value. Maximum 255
|
||||
Wetness value. Maximum value is 255.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -343,7 +349,7 @@
|
|||
<strong>LaraObject:GetWet()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get wetness value of Lara
|
||||
Get wetness value of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -352,7 +358,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
current wetness value
|
||||
Current wetness value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -368,7 +374,7 @@
|
|||
<strong>LaraObject:SetStamina(stamina)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set sprint energy value of Lara
|
||||
Set sprint energy value of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -376,7 +382,7 @@
|
|||
<ul>
|
||||
<li><span class="parameter">stamina</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
to give to Lara; maximum value is 120.
|
||||
Stamina to give to Lara. Maximum value is 120.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -394,7 +400,7 @@
|
|||
<strong>LaraObject:GetStamina()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get stamina value of Lara
|
||||
Get stamina value of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -403,7 +409,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
current sprint value
|
||||
Current sprint value.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -419,7 +425,7 @@
|
|||
<strong>Moveable:GetAirborne()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's airborne status
|
||||
Get the moveable's airborne status.
|
||||
|
||||
|
||||
|
||||
|
@ -427,8 +433,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">(bool)</span></span>
|
||||
true if Lara state must react to aerial forces.
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
True if Lara state must react to aerial forces.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -437,18 +443,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:SetAirborne"></a>
|
||||
<strong>Moveable:SetAirborne(New)</strong>
|
||||
<strong>Moveable:SetAirborne(airborne)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's airborne status
|
||||
Set the moveable's airborne status.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">(bool)</span></span>
|
||||
airborn status for Lara.
|
||||
<li><span class="parameter">airborne</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New airborne status for Lara.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -500,7 +506,7 @@
|
|||
<strong>LaraObject:GetHandStatus()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get actual hand status of Lara
|
||||
Get actual hand status of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -508,8 +514,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
hand status 0=HandsFree, 1=Busy(climbing,etc), 2=WeaponDraw, 3=WeaponUndraw, 4=WeaponInHand.
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.HandStatus.html#">HandStatus</a></span>
|
||||
Current hand status.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -525,7 +531,7 @@
|
|||
<strong>LaraObject:GetWeaponType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get actual weapon type of Lara
|
||||
Get actual weapon type of Lara.
|
||||
|
||||
|
||||
|
||||
|
@ -533,8 +539,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Flow.WeaponType</span></span>
|
||||
current weapon type.
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.WeaponType.html#">WeaponType</a></span>
|
||||
Current weapon type.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -550,21 +556,19 @@
|
|||
<strong>LaraObject:SetWeaponType(weaponType, activate)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set Lara weapon type
|
||||
Set Lara weapon type.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">weaponType</span>
|
||||
<span class="types"><span class="type">Flow.WeaponType</span></span>
|
||||
|
||||
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.WeaponType.html#">WeaponType</a></span>
|
||||
New weapon type to set.
|
||||
</li>
|
||||
<li><span class="parameter">activate</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
if <code>true</code>, also draw the weapons or set torch lit. If <code>false</code>, keep weapons holstered or leave torch unlit.
|
||||
If <code>true</code>, also draw the weapons or set torch lit. If <code>false</code>, keep weapons holstered or leave torch unlit.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -590,8 +594,8 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">Flow.AmmoType</span></span>
|
||||
player weapon ammo type
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.AmmoType.html#">AmmoType</a></span>
|
||||
Player weapon ammo type.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -607,7 +611,7 @@
|
|||
<strong>LaraObject:GetAmmoCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get current weapon's ammo count
|
||||
Get current weapon's ammo count.
|
||||
|
||||
|
||||
|
||||
|
@ -616,7 +620,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
current ammo count (-1 if infinite)
|
||||
Current ammo count (-1 if infinite).
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -632,7 +636,7 @@
|
|||
<strong>LaraObject:GetVehicle()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get current vehicle, if it exists
|
||||
Get current vehicle, if it exists.
|
||||
|
||||
|
||||
|
||||
|
@ -641,7 +645,7 @@
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#">Moveable</a></span>
|
||||
current vehicle (nil if no vehicle present)
|
||||
current vehicle (nil if no vehicle present).
|
||||
</ol>
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -112,8 +118,6 @@
|
|||
<p>Represents a moveable object in the game world.</p>
|
||||
<p> Examples include the player, traps, enemies, doors, and pickups. See also <a href="../2 classes/Objects.LaraObject.html#">Objects.LaraObject</a> for player-specific features.</p>
|
||||
|
||||
<p> pragma nostrip</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
|
@ -126,7 +130,7 @@
|
|||
<td class="summary">Retrieve the object ID</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetObjectID">Moveable:SetObjectID(ID)</a></td>
|
||||
<td class="name" ><a href="#Moveable:SetObjectID">Moveable:SetObjectID(objectID)</a></td>
|
||||
<td class="summary">Change the object's ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -159,7 +163,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetPosition">Moveable:GetPosition()</a></td>
|
||||
<td class="summary">Get the object's position</td>
|
||||
<td class="summary">Get the moveable's position</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetPosition">Moveable:SetPosition(position[, updateRoom])</a></td>
|
||||
|
@ -177,11 +181,19 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetRotation">Moveable:GetRotation()</a></td>
|
||||
<td class="summary">Get the moveable's rotation</td>
|
||||
<td class="summary">Get the moveable's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetScale">Moveable:GetScale()</a></td>
|
||||
<td class="summary">Get the moveable's visual scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetRotation">Moveable:SetRotation(rotation)</a></td>
|
||||
<td class="summary">Set the moveable's rotation</td>
|
||||
<td class="summary">Set the moveable's rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetScale">Moveable:SetScale(scale)</a></td>
|
||||
<td class="summary">Set the moveable's visual scale.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:GetHP">Moveable:GetHP()</a></td>
|
||||
|
@ -209,7 +221,7 @@
|
|||
<td class="summary">Set the effect for this moveable.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(Color1, Color2[, timeout])</a></td>
|
||||
<td class="name" ><a href="#Moveable:SetCustomEffect">Moveable:SetCustomEffect(color1, color2[, timeout])</a></td>
|
||||
<td class="summary">Set custom colored burn effect to moveable</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -406,7 +418,7 @@
|
|||
<td class="summary">Attach camera to an object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Moveable:AnimFromObject">Moveable:AnimFromObject(ObjectID, animNumber, stateID)</a></td>
|
||||
<td class="name" ><a href="#Moveable:AnimFromObject">Moveable:AnimFromObject(objectID, animNumber, stateID)</a></td>
|
||||
<td class="summary">Borrow animation from an object</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
@ -505,8 +517,8 @@ most can just be ignored (see usage).
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
a number representing the ID of the object
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
a number representing the ID of the object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -515,7 +527,7 @@ most can just be ignored (see usage).
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:SetObjectID"></a>
|
||||
<strong>Moveable:SetObjectID(ID)</strong>
|
||||
<strong>Moveable:SetObjectID(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Change the object's ID. This will literally change the object.
|
||||
|
@ -524,7 +536,7 @@ most can just be ignored (see usage).
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
the new ID
|
||||
</li>
|
||||
|
@ -711,7 +723,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:GetPosition()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the object's position
|
||||
Get the moveable's position
|
||||
|
||||
|
||||
|
||||
|
@ -783,7 +795,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
pos World position.
|
||||
World position.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -803,7 +815,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of a joint to get rotation
|
||||
Index of a joint to get rotation.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -823,7 +835,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:GetRotation()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's rotation
|
||||
Get the moveable's rotation.
|
||||
|
||||
|
||||
|
||||
|
@ -832,7 +844,28 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Rotation.html#">Rotation</a></span>
|
||||
a copy of the moveable's rotation
|
||||
A copy of the moveable's rotation.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:GetScale"></a>
|
||||
<strong>Moveable:GetScale()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's visual scale.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
A copy of the moveable's visual scale.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -844,7 +877,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:SetRotation(rotation)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's rotation
|
||||
Set the moveable's rotation.
|
||||
|
||||
|
||||
|
||||
|
@ -860,6 +893,28 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:SetScale"></a>
|
||||
<strong>Moveable:SetScale(scale)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's visual scale. Does not affect collision.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">scale</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
|
||||
New visual scale.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:GetHP"></a>
|
||||
|
@ -998,7 +1053,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:SetCustomEffect"></a>
|
||||
<strong>Moveable:SetCustomEffect(Color1, Color2[, timeout])</strong>
|
||||
<strong>Moveable:SetCustomEffect(color1, color2[, timeout])</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set custom colored burn effect to moveable
|
||||
|
@ -1007,17 +1062,17 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Color1</span>
|
||||
<li><span class="parameter">color1</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color the primary color of the effect (also used for lighting).
|
||||
The primary color of the effect (also used for lighting).
|
||||
</li>
|
||||
<li><span class="parameter">Color2</span>
|
||||
<li><span class="parameter">color2</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color the secondary color of the effect.
|
||||
The secondary color of the effect.
|
||||
</li>
|
||||
<li><span class="parameter">timeout</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
time (in seconds) after which effect turns off.
|
||||
Time (in seconds) after which effect turns off.
|
||||
(<em>optional</em>)
|
||||
</li>
|
||||
</ul>
|
||||
|
@ -1041,7 +1096,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Effects.EffectID.html#">EffectID</a></span>
|
||||
Sffect type currently assigned.
|
||||
Effect type currently assigned.
|
||||
</ol>
|
||||
|
||||
|
||||
|
@ -1061,7 +1116,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of the ItemFlags, can be between 0 and 7.
|
||||
Index of the ItemFlag, can be between 0 and 7.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1089,11 +1144,11 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">value</span>
|
||||
<span class="types"><span class="type">short</span></span>
|
||||
to store in the moveable's ItemFlags[index]
|
||||
Value to store in the moveable's ItemFlags[index].
|
||||
</li>
|
||||
<li><span class="parameter">index</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of the ItemFlags where store the value.
|
||||
Index of the ItemFlag where to store the value.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1136,7 +1191,7 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">value</span>
|
||||
<span class="types"><span class="type">short</span></span>
|
||||
to store.
|
||||
Value to store.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -1193,18 +1248,22 @@ baddy:SetOnCollidedWithRoom(LevelFuncs.roomCollided)</pre>
|
|||
<strong>Moveable:GetAIBits()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get AIBits of object
|
||||
|
||||
<p>Get AIBits of object
|
||||
This will return a table with six values, each corresponding to
|
||||
an active behaviour. If the object is in a certain AI mode, the table will
|
||||
have a <em>1</em> in the corresponding cell. Otherwise, the cell will hold
|
||||
a <em>0</em>.</p>
|
||||
|
||||
<p> <br />1 - guard
|
||||
<br />2 - ambush
|
||||
<br />3 - patrol 1
|
||||
<br />4 - modify
|
||||
<br />5 - follow
|
||||
<br />6 - patrol 2
|
||||
<pre><code>1 - Guard
|
||||
2 - Ambush
|
||||
3 - Patrol 1
|
||||
4 - Modify
|
||||
5 - Follow
|
||||
6 - Patrol 2
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1626,7 +1685,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
|
|||
<strong>Moveable:GetStatus()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the moveable's status. ()
|
||||
Get the moveable's status.
|
||||
|
||||
|
||||
|
||||
|
@ -1647,7 +1706,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
|
|||
<strong>Moveable:SetStatus(status)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the moveable's status. ()
|
||||
Set the moveable's status.
|
||||
|
||||
|
||||
|
||||
|
@ -2048,15 +2107,15 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
|
|||
<ul>
|
||||
<li><span class="parameter">mesh</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of a target moveable to use as a camera target
|
||||
Mesh of a target moveable to use as a camera target.
|
||||
</li>
|
||||
<li><span class="parameter">target</span>
|
||||
<span class="types"><a class="type" href="../2 classes/Objects.Moveable.html#Moveable">Moveable</a></span>
|
||||
moveable to attach camera to
|
||||
Target moveable to attach camera to.
|
||||
</li>
|
||||
<li><span class="parameter">mesh</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
of a target moveable to use as a camera target
|
||||
Mesh of a target moveable to use as a camera target.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -2067,7 +2126,7 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Moveable:AnimFromObject"></a>
|
||||
<strong>Moveable:AnimFromObject(ObjectID, animNumber, stateID)</strong>
|
||||
<strong>Moveable:AnimFromObject(objectID, animNumber, stateID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Borrow animation from an object
|
||||
|
@ -2076,17 +2135,17 @@ sas:SetPosition(newPos, <span class="keyword">false</span>)</pre>
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ObjectID</span>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
to take animation and stateID from,
|
||||
Object ID to take animation and stateID from.
|
||||
</li>
|
||||
<li><span class="parameter">animNumber</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
animation from object
|
||||
Animation from object.
|
||||
</li>
|
||||
<li><span class="parameter">stateID</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
state from object
|
||||
state State from object.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -138,11 +144,11 @@
|
|||
<td class="summary">Set the room's unique string identifier.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Room:SetReverbType">Room:SetReverbType(Reverb)</a></td>
|
||||
<td class="name" ><a href="#Room:SetReverbType">Room:SetReverbType(reverb)</a></td>
|
||||
<td class="summary">Set the room's reverb type.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Room:SetFlag">Room:SetFlag(flagID, Boolean)</a></td>
|
||||
<td class="name" ><a href="#Room:SetFlag">Room:SetFlag(flagID, value)</a></td>
|
||||
<td class="summary">Set the room's specified flag.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -171,7 +177,7 @@
|
|||
<strong>Room:GetRoomNumber()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room's number. ()
|
||||
Get the room's number.
|
||||
|
||||
|
||||
|
||||
|
@ -192,7 +198,7 @@
|
|||
<strong>Room:GetName()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room's unique string identifier. ()
|
||||
Get the room's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -213,7 +219,7 @@
|
|||
<strong>Room:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room's ambient light color. ()
|
||||
Get the room's ambient light color.
|
||||
|
||||
|
||||
|
||||
|
@ -234,7 +240,7 @@
|
|||
<strong>Room:GetReverbType()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room's reverb type. ()
|
||||
Get the room's reverb type.
|
||||
|
||||
|
||||
|
||||
|
@ -255,7 +261,7 @@
|
|||
<strong>Room:SetName(name)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the room's unique string identifier. ()
|
||||
Set the room's unique string identifier.
|
||||
|
||||
|
||||
|
||||
|
@ -274,18 +280,18 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Room:SetReverbType"></a>
|
||||
<strong>Room:SetReverbType(Reverb)</strong>
|
||||
<strong>Room:SetReverbType(reverb)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the room's reverb type. ()
|
||||
Set the room's reverb type.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Reverb</span>
|
||||
<li><span class="parameter">reverb</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.RoomReverb.html#">RoomReverb</a></span>
|
||||
type.
|
||||
Reverb type.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -296,10 +302,10 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Room:SetFlag"></a>
|
||||
<strong>Room:SetFlag(flagID, Boolean)</strong>
|
||||
<strong>Room:SetFlag(flagID, value)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the room's specified flag. ()
|
||||
Set the room's specified flag.
|
||||
|
||||
|
||||
|
||||
|
@ -309,9 +315,9 @@
|
|||
<span class="types"><a class="type" href="../4 enums/Objects.RoomFlagID.html#">RoomFlagID</a></span>
|
||||
Room flag ID.
|
||||
</li>
|
||||
<li><span class="parameter">Boolean</span>
|
||||
<li><span class="parameter">value</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
to set the flag to.
|
||||
Boolean to set the flag to.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -325,7 +331,7 @@
|
|||
<strong>Room:GetFlag(flagID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the room's specified flag value (true or false). ()
|
||||
Get the room's specified flag value (true or false).
|
||||
|
||||
|
||||
|
||||
|
@ -347,7 +353,7 @@
|
|||
<strong>Room:IsTagPresent(tag)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the specified tag is set for the room. ()
|
||||
Check if the specified tag is set for the room.
|
||||
|
||||
|
||||
|
||||
|
@ -375,7 +381,7 @@
|
|||
<strong>Room:GetActive()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Check if the room is active. ()
|
||||
Check if the room is active.
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -139,8 +145,7 @@
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SoundSource:SetSoundID">SoundSource:SetSoundID(name)</a></td>
|
||||
<td class="summary">Set the sound source's ID
|
||||
<strong>TODO</strong> this and getSoundID should use enums</td>
|
||||
<td class="summary">Set the sound source's ID</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
|
@ -264,7 +269,6 @@
|
|||
</dt>
|
||||
<dd>
|
||||
Set the sound source's ID
|
||||
<strong>TODO</strong> this and getSoundID should use enums
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -150,6 +156,10 @@
|
|||
<td class="summary">Get this static's visibility status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetCollidable">Static:GetCollidable()</a></td>
|
||||
<td class="summary">Get this static's collision status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:GetSolid">Static:GetSolid()</a></td>
|
||||
<td class="summary">Get this static's solid collision status.</td>
|
||||
</tr>
|
||||
|
@ -186,6 +196,10 @@
|
|||
<td class="summary">Set this static's solid collision status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:SetCollidable">Static:SetCollidable(collidable)</a></td>
|
||||
<td class="summary">Set this static's collision status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Static:Enable">Static:Enable()</a></td>
|
||||
<td class="summary">Enable this static.</td>
|
||||
</tr>
|
||||
|
@ -373,6 +387,27 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetCollidable"></a>
|
||||
<strong>Static:GetCollidable()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this static's collision status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Collision status. <strong>true: can be collided with</strong>, <strong>false: no collision</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:GetSolid"></a>
|
||||
|
@ -570,6 +605,28 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:SetCollidable"></a>
|
||||
<strong>Static:SetCollidable(collidable)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this static's collision status.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">collidable</span>
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
New collision status. <strong>true: can be collided with</strong>, <strong>false: no collision</strong>
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Static:Enable"></a>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -194,7 +200,7 @@
|
|||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">ID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
of the sprite sequence object.
|
||||
</li>
|
||||
<li><span class="parameter">int</span>
|
||||
|
@ -244,7 +250,7 @@
|
|||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
Sprite sequence object ID.
|
||||
</ol>
|
||||
|
||||
|
@ -362,14 +368,14 @@
|
|||
<strong>DisplaySprite:SetObjectID(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set the sprite sequence object ID used by the display sprite. (Objects.ObjID)
|
||||
Set the sprite sequence object ID used by the display sprite. (Objects.ObjID.SpriteConstants)
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#SpriteConstants">SpriteConstants</a></span>
|
||||
sprite sequence object ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Flow.Fog</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -109,31 +115,29 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Fog</code></h1>
|
||||
<p>Distance fog.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
<p>Represesnts distance fog.</p>
|
||||
<p> To be used with <a href="../2 classes/Flow.Level.html#fog">Flow.Level.fog</a> property.</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#color">color</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color</td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#minDistance">minDistance</a></td>
|
||||
<td class="summary">(int) min distance.</td>
|
||||
<td class="summary">(float) Minimum distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#maxDistance">maxDistance</a></td>
|
||||
<td class="summary">(int) max distance.</td>
|
||||
<td class="summary">(float) Maximum distance.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Fog">Fog(color, Min, Max)</a></td>
|
||||
<td class="name" ><a href="#Fog">Fog(color, min, max)</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
|
@ -152,7 +156,7 @@
|
|||
<strong>color</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) RGB fog color.
|
||||
|
||||
|
||||
|
||||
|
@ -167,8 +171,8 @@
|
|||
<strong>minDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) min distance.
|
||||
This is the distance at which the fog starts.*
|
||||
(float) Minimum distance.
|
||||
This is the distance at which the fog starts (in sectors).
|
||||
|
||||
|
||||
|
||||
|
@ -183,8 +187,8 @@
|
|||
<strong>maxDistance</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) max distance.
|
||||
This is the distance at which the fog reaches the maximum strength.
|
||||
(float) Maximum distance.
|
||||
This is the distance at which the fog reaches the maximum strength (in sectors).
|
||||
|
||||
|
||||
|
||||
|
@ -200,7 +204,7 @@
|
|||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Fog"></a>
|
||||
<strong>Fog(color, Min, Max)</strong>
|
||||
<strong>Fog(color, min, max)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
@ -215,13 +219,13 @@
|
|||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
RGB color
|
||||
</li>
|
||||
<li><span class="parameter">Min</span>
|
||||
<li><span class="parameter">min</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog starts (in Sectors)
|
||||
Distance at which fog starts (in sectors)
|
||||
</li>
|
||||
<li><span class="parameter">Max</span>
|
||||
<li><span class="parameter">max</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Distance fog ends (in Sectors)
|
||||
Distance at which fog reaches the maximum strength (in sectors)
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
|
281
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
281
Documentation/doc/3 primitive classes/Flow.Horizon.html
Normal file
|
@ -0,0 +1,281 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<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>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <here>Flow.Horizon</here></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>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Horizon</code></h1>
|
||||
<p>Represents a horizon.</p>
|
||||
<p> To be used with <a href="../2 classes/Flow.Level.html#horizon1">Flow.Level.horizon1</a> and <a href="../2 classes/Flow.Level.html#horizon2">Flow.Level.horizon2</a> properties.</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#enabled">enabled</a></td>
|
||||
<td class="summary">(bool) Horizon enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#objectID">objectID</a></td>
|
||||
<td class="summary">(<a href="../4 enums/Objects.ObjID.html#">Objects.ObjID</a>) Horizon object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#position">position</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Vec3.html#">Vec3</a>) Horizon position.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#rotation">rotation</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Rotation.html#">Rotation</a>) Horizon rotation.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#transparency">transparency</a></td>
|
||||
<td class="summary">(float) Horizon transparency.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Horizon">Horizon(objectID)</a></td>
|
||||
<td class="summary">Create a horizon object.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Members"></a>Members</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "enabled"></a>
|
||||
<strong>enabled</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(bool) Horizon enabled state.
|
||||
If set to true, horizon will be visible.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "objectID"></a>
|
||||
<strong>objectID</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../4 enums/Objects.ObjID.html#">Objects.ObjID</a>) Horizon object ID.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "position"></a>
|
||||
<strong>position</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Vec3.html#">Vec3</a>) Horizon position.
|
||||
Specifies an offset from the camera origin.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "rotation"></a>
|
||||
<strong>rotation</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Rotation.html#">Rotation</a>) Horizon rotation.
|
||||
Specifies horizon rotation.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "transparency"></a>
|
||||
<strong>transparency</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) Horizon transparency.
|
||||
Specifies horizon transparency on a range from 0 to 1.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Horizon"></a>
|
||||
<strong>Horizon(objectID)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a horizon object.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">objectID</span>
|
||||
<span class="types"><a class="type" href="../4 enums/Objects.ObjID.html#">ObjID</a></span>
|
||||
Object ID for the horizon to use.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.Horizon.html#Horizon">Horizon</a></span>
|
||||
A new Horizon object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<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>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <here>Flow.InventoryItem</here></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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -110,9 +116,7 @@
|
|||
|
||||
<h1>Primitive Class <code>Flow.InventoryItem</code></h1>
|
||||
<p>Represents the properties of an object as it appears in the inventory.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
<p> To be used in <a href="../2 classes/Flow.Level.html#objects">Flow.Level.objects</a> list.</p>
|
||||
|
||||
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
|
||||
<li> <here>Flow.LensFlare</here></li>
|
||||
<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -110,65 +116,130 @@
|
|||
|
||||
<h1>Primitive Class <code>Flow.LensFlare</code></h1>
|
||||
<p>Represents a global lens flare (not to be confused with the lens flare object).</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
<p> To be used with <a href="../2 classes/Flow.Level.html#lensFlare">Flow.Level.lensFlare</a> property.</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#enabled">enabled</a></td>
|
||||
<td class="summary">(bool) Lens flare enabled state.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#spriteID">spriteID</a></td>
|
||||
<td class="summary">(<a href="../4 enums/Objects.ObjID.html#SpriteConstants">Objects.ObjID.SpriteConstants</a>) Lens flare's sun sprite object ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#pitch">pitch</a></td>
|
||||
<td class="summary">(float) Lens flare's pitch (vertical) angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#yaw">yaw</a></td>
|
||||
<td class="summary">(float) Lens flare's yaw (horizontal) angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#color">color</a></td>
|
||||
<td class="summary">(<a href="../3 primitive classes/Color.html#">Color</a>) Lens flare's color.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(Pitch, Yaw, Color.)</a></td>
|
||||
<td class="name" ><a href="#LensFlare">LensFlare(pitch, yaw, color)</a></td>
|
||||
<td class="summary">Create a LensFlare object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetSunSpriteID">LensFlare:GetSunSpriteID()</a></td>
|
||||
<td class="summary">Get this lens flare's sun sprite ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetPitch">LensFlare:GetPitch()</a></td>
|
||||
<td class="summary">Get this lens flare's pitch angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetYaw">LensFlare:GetYaw()</a></td>
|
||||
<td class="summary">Get this lens flare's yaw angle in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetColor">LensFlare:GetColor()</a></td>
|
||||
<td class="summary">Get the lens flare's color.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:GetEnabled">LensFlare:GetEnabled()</a></td>
|
||||
<td class="summary">Get this lens flare's enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetSunSpriteID">LensFlare:SetSunSpriteID(New)</a></td>
|
||||
<td class="summary">Set this lens flare's sun sprite ID.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetPitch">LensFlare:SetPitch(New)</a></td>
|
||||
<td class="summary">Set this lens flare's pitch angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetYaw">LensFlare:SetYaw(New)</a></td>
|
||||
<td class="summary">Set this lens flare's yaw angle.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#LensFlare:SetColor">LensFlare:SetColor(New)</a></td>
|
||||
<td class="summary">Set this lens flare's color.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Members"></a>Members</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "enabled"></a>
|
||||
<strong>enabled</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(bool) Lens flare enabled state.
|
||||
If set to true, lens flare will be visible.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "spriteID"></a>
|
||||
<strong>spriteID</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../4 enums/Objects.ObjID.html#SpriteConstants">Objects.ObjID.SpriteConstants</a>) Lens flare's sun sprite object ID.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "pitch"></a>
|
||||
<strong>pitch</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) Lens flare's pitch (vertical) angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "yaw"></a>
|
||||
<strong>yaw</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(float) Lens flare's yaw (horizontal) angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "color"></a>
|
||||
<strong>color</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(<a href="../3 primitive classes/Color.html#">Color</a>) Lens flare's color.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "LensFlare"></a>
|
||||
<strong>LensFlare(Pitch, Yaw, Color.)</strong>
|
||||
<strong>LensFlare(pitch, yaw, color)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a LensFlare object.
|
||||
|
@ -177,19 +248,16 @@
|
|||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">Pitch</span>
|
||||
<li><span class="parameter">pitch</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Pitch angle in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">Yaw</span>
|
||||
<li><span class="parameter">yaw</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
angle in degrees.
|
||||
Yaw angle in degrees.
|
||||
</li>
|
||||
<li><span class="parameter">Color.</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
|
||||
|
||||
|
||||
<li><span class="parameter">color</span>
|
||||
Color of the lensflare.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
@ -203,193 +271,6 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetSunSpriteID"></a>
|
||||
<strong>LensFlare:GetSunSpriteID()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this lens flare's sun sprite ID.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Sprite ID.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetPitch"></a>
|
||||
<strong>LensFlare:GetPitch()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this lens flare's pitch angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Pitch angle in degrees.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetYaw"></a>
|
||||
<strong>LensFlare:GetYaw()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this lens flare's yaw angle in degrees.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Yaw angle in degrees.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetColor"></a>
|
||||
<strong>LensFlare:GetColor()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get the lens flare's color.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:GetEnabled"></a>
|
||||
<strong>LensFlare:GetEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this lens flare's enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetSunSpriteID"></a>
|
||||
<strong>LensFlare:SetSunSpriteID(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's sun sprite ID.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
sun sprite ID.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetPitch"></a>
|
||||
<strong>LensFlare:SetPitch(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's pitch angle.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
pitch angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetYaw"></a>
|
||||
<strong>LensFlare:SetYaw(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's yaw angle.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
yaw angle in degrees.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "LensFlare:SetColor"></a>
|
||||
<strong>LensFlare:SetColor(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this lens flare's color.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
|
||||
color.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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> <here>Flow.SkyLayer</here></li>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -110,7 +116,7 @@
|
|||
|
||||
<h1>Primitive Class <code>Flow.SkyLayer</code></h1>
|
||||
<p>Describes a layer of moving clouds.</p>
|
||||
<p>As seen in TR4's City of the Dead.</p>
|
||||
<p> To be used with <a href="../2 classes/Flow.Level.html#layer1">Flow.Level.layer1</a> and <a href="../2 classes/Flow.Level.html#layer2">Flow.Level.layer2</a> properties.</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -109,12 +115,29 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Primitive Class <code>Flow.Starfield</code></h1>
|
||||
<p>Represents a starfield in the sky.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
<p>Represents a star field in the sky.</p>
|
||||
<p> To be used with <a href="../2 classes/Flow.Level.html#starfield">Flow.Level.starfield</a> property.</p>
|
||||
|
||||
|
||||
<h2><a href="#Members">Members</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#starCount">starCount</a></td>
|
||||
<td class="summary">(int) Amount of visible stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#meteorCount">meteorCount</a></td>
|
||||
<td class="summary">(int) Amount of visible meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#meteorSpawnDensity">meteorSpawnDensity</a></td>
|
||||
<td class="summary">(int) Meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#meteorVelocity">meteorVelocity</a></td>
|
||||
<td class="summary">(int) Meteor velocity.</td>
|
||||
</tr>
|
||||
</table>
|
||||
<h2><a href="#Functions">Functions</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
|
@ -122,55 +145,79 @@
|
|||
<td class="summary">Create a starfield object with only stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount)</a></td>
|
||||
<td class="name" ><a href="#Starfield">Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</a></td>
|
||||
<td class="summary">Create a starfield object with stars and meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetStarCount">Starfield:GetStarCount()</a></td>
|
||||
<td class="summary">Get this starfield's number of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorCount">Starfield:GetMeteorCount()</a></td>
|
||||
<td class="summary">Get this starfield's number of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorSpawnDensity">Starfield:GetMeteorSpawnDensity()</a></td>
|
||||
<td class="summary">Get this starfield's meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorVelocity">Starfield:GetMeteorVelocity()</a></td>
|
||||
<td class="summary">Get this starfield's meteor velocity.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetStarsEnabled">Starfield:GetStarsEnabled()</a></td>
|
||||
<td class="summary">Get this starfield's stars enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:GetMeteorsEnabled">Starfield:GetMeteorsEnabled()</a></td>
|
||||
<td class="summary">Get this starfield's meteors enabled status.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetStarCount">Starfield:SetStarCount(New)</a></td>
|
||||
<td class="summary">Set this starfield's number of stars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorCount">Starfield:SetMeteorCount(New)</a></td>
|
||||
<td class="summary">Set this starfield's number of meteors.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorSpawnDensity">Starfield:SetMeteorSpawnDensity(New)</a></td>
|
||||
<td class="summary">Set this starfield's meteor spawn density.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Starfield:SetMeteorVelocity">Starfield:SetMeteorVelocity(New)</a></td>
|
||||
<td class="summary">Set this starfield's meteor velocity.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Members"></a>Members</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "starCount"></a>
|
||||
<strong>starCount</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) Amount of visible stars.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "meteorCount"></a>
|
||||
<strong>meteorCount</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) Amount of visible meteors.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "meteorSpawnDensity"></a>
|
||||
<strong>meteorSpawnDensity</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) Meteor spawn density.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "meteorVelocity"></a>
|
||||
<strong>meteorVelocity</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
(int) Meteor velocity.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2 class="section-header "><a name="Functions"></a>Functions</h2>
|
||||
|
||||
<dl class="function">
|
||||
|
@ -204,7 +251,7 @@
|
|||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield"></a>
|
||||
<strong>Starfield(starCount, meteorCount)</strong>
|
||||
<strong>Starfield(starCount, meteorCount, meteorSpawnDensity, meteorVel)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Create a starfield object with stars and meteors.
|
||||
|
@ -221,232 +268,26 @@
|
|||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor count. <strong>Max: 100</strong>
|
||||
</li>
|
||||
<li><span class="parameter">meteorSpawnDensity</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor spawn density.
|
||||
</li>
|
||||
<li><span class="parameter">meteorVel</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Flow.Starfield.html#Starfield">Starfield</a></span>
|
||||
<span class="types"><span class="type">StarField</span></span>
|
||||
A new Starfield object.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetStarCount"></a>
|
||||
<strong>Starfield:GetStarCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's number of stars.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Count.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorCount"></a>
|
||||
<strong>Starfield:GetMeteorCount()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's number of meteors.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Count.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorSpawnDensity"></a>
|
||||
<strong>Starfield:GetMeteorSpawnDensity()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's meteor spawn density.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
Spawn density.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorVelocity"></a>
|
||||
<strong>Starfield:GetMeteorVelocity()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's meteor velocity.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
Velocity.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetStarsEnabled"></a>
|
||||
<strong>Starfield:GetStarsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's stars enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Stars enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:GetMeteorsEnabled"></a>
|
||||
<strong>Starfield:GetMeteorsEnabled()</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get this starfield's meteors enabled status.
|
||||
|
||||
|
||||
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><span class="type">bool</span></span>
|
||||
Meteors enabled status. <strong>true: enabled</strong>, <strong>false: disabled</strong>
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetStarCount"></a>
|
||||
<strong>Starfield:SetStarCount(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's number of stars.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
star count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorCount"></a>
|
||||
<strong>Starfield:SetMeteorCount(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's number of meteors.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
meteor count.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorSpawnDensity"></a>
|
||||
<strong>Starfield:SetMeteorSpawnDensity(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's meteor spawn density.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">int</span></span>
|
||||
meteor spawn density.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Starfield:SetMeteorVelocity"></a>
|
||||
<strong>Starfield:SetMeteorVelocity(New)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Set this starfield's meteor velocity.
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">New</span>
|
||||
<span class="types"><span class="type">float</span></span>
|
||||
meteor velocity.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -137,23 +143,19 @@
|
|||
<td class="summary">Create a Vec2 object.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#__tostring">__tostring(This)</a></td>
|
||||
<td class="summary">Metafunction.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Vec2:Normalize">Vec2:Normalize()</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 normalized to length 1.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(dir, dist)</a></td>
|
||||
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(dir, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, dist)</a></td>
|
||||
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(rot, dist)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#Translate">Translate(rot, relOffset)</a></td>
|
||||
<td class="name" ><a href="#Vec2:Translate">Vec2:Translate(rot, relOffset)</a></td>
|
||||
<td class="summary">Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
|
@ -180,6 +182,10 @@
|
|||
<td class="name" ><a href="#Vec2:Length">Vec2:Length()</a></td>
|
||||
<td class="summary">Get the length of this Vec2.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#__tostring">__tostring(This)</a></td>
|
||||
<td class="summary">Metafunction.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
|
@ -282,34 +288,6 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "__tostring"></a>
|
||||
<strong>__tostring(This)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Metafunction. Use tostring(vector).
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">This</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Vec2.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
A string showing the X and Y components of the Vec2.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Vec2:Normalize"></a>
|
||||
|
@ -333,8 +311,8 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(dir, dist)</strong>
|
||||
<a name = "Vec2:Translate"></a>
|
||||
<strong>Vec2:Translate(dir, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated in the input Vec2 direction by the input distance.
|
||||
|
@ -365,8 +343,8 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, dist)</strong>
|
||||
<a name = "Vec2:Translate"></a>
|
||||
<strong>Vec2:Translate(rot, dist)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated in the direction of the input rotation in degrees by the input distance.
|
||||
|
@ -397,8 +375,8 @@
|
|||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "Translate"></a>
|
||||
<strong>Translate(rot, relOffset)</strong>
|
||||
<a name = "Vec2:Translate"></a>
|
||||
<strong>Vec2:Translate(rot, relOffset)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Get a copy of this Vec2 translated by an offset, where the input relative offset Vec2 is rotated according to the input rotation in degrees.
|
||||
|
@ -592,6 +570,34 @@
|
|||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "__tostring"></a>
|
||||
<strong>__tostring(This)</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Metafunction. Use tostring(vector).
|
||||
|
||||
|
||||
|
||||
<h3>Parameters:</h3>
|
||||
<ul>
|
||||
<li><span class="parameter">This</span>
|
||||
<span class="types"><a class="type" href="../3 primitive classes/Vec2.html#">Vec2</a></span>
|
||||
Vec2.
|
||||
</li>
|
||||
</ul>
|
||||
|
||||
<h3>Returns:</h3>
|
||||
<ol>
|
||||
|
||||
<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
|
||||
A string showing the X and Y components of the Vec2.
|
||||
</ol>
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
193
Documentation/doc/4 enums/Collision.MaterialType.html
Normal file
193
Documentation/doc/4 enums/Collision.MaterialType.html
Normal file
|
@ -0,0 +1,193 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<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>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <here>Collision.MaterialType</here></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Collision.MaterialType</code></h1>
|
||||
<p>Constants for material types.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Collision.MaterialType">Collision.MaterialType</a></td>
|
||||
<td class="summary">Table of MaterialType constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Collision.MaterialType"></a>
|
||||
<strong>Collision.MaterialType</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of MaterialType constants. To be used with <a href="../2 classes/Collision.Probe.html#GetFloorMaterialType">Collision.Probe.GetFloorMaterialType</a> and <a href="../2 classes/Collision.Probe.html#GetCeilingMaterialType">Collision.Probe.GetCeilingMaterialType</a>.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>MUD</code></li>
|
||||
<li><code>SNOW</code></li>
|
||||
<li><code>SNOW</code></li>
|
||||
<li><code>SAND</code></li>
|
||||
<li><code>GRAVEL</code></li>
|
||||
<li><code>ICE</code></li>
|
||||
<li><code>WATER</code></li>
|
||||
<li><code>STONE</code></li>
|
||||
<li><code>WOOD</code></li>
|
||||
<li><code>METAL</code></li>
|
||||
<li><code>MARBLE</code></li>
|
||||
<li><code>GRASS</code></li>
|
||||
<li><code>CONCRETE</code></li>
|
||||
<li><code>OLD_WOOD</code></li>
|
||||
<li><code>OLD_METAL</code></li>
|
||||
<li><code>CUSTOM_1</code></li>
|
||||
<li><code>CUSTOM_2</code></li>
|
||||
<li><code>CUSTOM_3</code></li>
|
||||
<li><code>CUSTOM_4</code></li>
|
||||
<li><code>CUSTOM_5</code></li>
|
||||
<li><code>CUSTOM_6</code></li>
|
||||
<li><code>CUSTOM_7</code></li>
|
||||
<li><code>CUSTOM_8</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<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>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <here>Effects.BlendID</here></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <here>Effects.EffectID</here></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
172
Documentation/doc/4 enums/Effects.ParticleAnimationType.html
Normal file
172
Documentation/doc/4 enums/Effects.ParticleAnimationType.html
Normal file
|
@ -0,0 +1,172 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<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>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <here>Effects.ParticleAnimationType</here></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Effects.ParticleAnimationType</code></h1>
|
||||
<p>Constants for particle animation type constants.</p>
|
||||
<p> To be used with <a href="../1 modules/Effects.html#EmitAdvancedParticle">Effects.EmitAdvancedParticle</a> function.</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Effects.ParticleAnimationType">Effects.ParticleAnimationType</a></td>
|
||||
<td class="summary">Table of Effects.ParticleAnimationType type constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Effects.ParticleAnimationType"></a>
|
||||
<strong>Effects.ParticleAnimationType</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.ParticleAnimationType type constants. To be used with particles.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>LOOP</code> - Frames loop sequentially.</li>
|
||||
<li><code>ONE_SHOT</code> - Frames play once and freeze on the last frame.</li>
|
||||
<li><code>BACK_AND_FORTH</code> - Frames bounce back and forth.</li>
|
||||
<li><code>LIFE_TIME_SPREAD</code> - Frames are distributed over the particle's lifetime</li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<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>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
175
Documentation/doc/4 enums/Effects.StreamerFeatherMode.html
Normal file
175
Documentation/doc/4 enums/Effects.StreamerFeatherMode.html
Normal file
|
@ -0,0 +1,175 @@
|
|||
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
|
||||
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
|
||||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
||||
<div id="container">
|
||||
|
||||
<div id="product">
|
||||
<div id="product_logo"></div>
|
||||
<div id="product_name"><big><b></b></big></div>
|
||||
<div id="product_description"></div>
|
||||
</div> <!-- id="product" -->
|
||||
|
||||
|
||||
<div id="main">
|
||||
|
||||
|
||||
<!-- Menu -->
|
||||
|
||||
<div id="navigation">
|
||||
<br/>
|
||||
<h1> TombEngine</h1>
|
||||
|
||||
<ul>
|
||||
<li><a href="../index.html">Index</a></li>
|
||||
</ul>
|
||||
|
||||
<h2>1 Modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../1 modules/Effects.html">Effects</a></li>
|
||||
<li> <a href="../1 modules/Flow.html">Flow</a></li>
|
||||
<li> <a href="../1 modules/Input.html">Input</a></li>
|
||||
<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>
|
||||
<li> <a href="../1 modules/Sound.html">Sound</a></li>
|
||||
<li> <a href="../1 modules/Strings.html">Strings</a></li>
|
||||
<li> <a href="../1 modules/Util.html">Util</a></li>
|
||||
<li> <a href="../1 modules/View.html">View</a></li>
|
||||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Room.html">Objects.Room</a></li>
|
||||
<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>
|
||||
<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
|
||||
<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
|
||||
<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
|
||||
</ul>
|
||||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
<li> <a href="../3 primitive classes/Color.html">Color</a></li>
|
||||
<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
|
||||
<li> <a href="../3 primitive classes/Time.html">Time</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
|
||||
<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
|
||||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <here>Effects.StreamerFeatherMode</here></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
|
||||
<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
|
||||
<li> <a href="../4 enums/Objects.HandStatus.html">Objects.HandStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
|
||||
<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
|
||||
<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
|
||||
<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
|
||||
<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
|
||||
<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
|
||||
<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
|
||||
<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
|
||||
<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
|
||||
<li> <a href="../4 enums/View.PostProcessMode.html">View.PostProcessMode</a></li>
|
||||
<li> <a href="../4 enums/View.ScaleMode.html">View.ScaleMode</a></li>
|
||||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
|
||||
</ul>
|
||||
|
||||
</div>
|
||||
|
||||
<div id="content">
|
||||
|
||||
<h1>Enum <code>Effects.StreamerFeatherMode</code></h1>
|
||||
<p>Constants for feather modes.</p>
|
||||
<p>
|
||||
|
||||
</p>
|
||||
|
||||
|
||||
<h2><a href="#Tables">Tables</a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="#Effects.StreamerFeatherMode">Effects.StreamerFeatherMode</a></td>
|
||||
<td class="summary">Table of Effects.StreamerFeatherMode constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
<br/>
|
||||
|
||||
|
||||
<h2 class="section-header "><a name="Tables"></a>Tables</h2>
|
||||
|
||||
<dl class="function">
|
||||
<dt>
|
||||
<a name = "Effects.StreamerFeatherMode"></a>
|
||||
<strong>Effects.StreamerFeatherMode</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Table of Effects.StreamerFeatherMode constants.
|
||||
To be used with <a href="../1 modules/Effects.html#EmitStreamer">Effects.EmitStreamer</a> function.</p>
|
||||
|
||||
<ul>
|
||||
<li><code>NONE</code></li>
|
||||
<li><code>CENTER</code></li>
|
||||
<li><code>LEFT</code></li>
|
||||
<li><code>RIGHT</code></li>
|
||||
</ul>
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
</div> <!-- id="content" -->
|
||||
</div> <!-- id="main" -->
|
||||
<div id="about">
|
||||
<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>
|
||||
</div> <!-- id="about" -->
|
||||
</div> <!-- id="container" -->
|
||||
</body>
|
||||
</html>
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <here>Flow.ErrorMode</here></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <here>Flow.FreezeMode</here></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <here>Flow.GameStatus</here></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -125,6 +131,10 @@
|
|||
<td class="name" ><a href="#PickupConstants">PickupConstants</a></td>
|
||||
<td class="summary">Objects.ObjID pickup constants.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="#SpriteConstants">SpriteConstants</a></td>
|
||||
<td class="summary">Objects.ObjID sprite constants.</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<br/>
|
||||
|
@ -139,7 +149,8 @@
|
|||
<strong>Members</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Objects.ObjID constants. </p>
|
||||
|
||||
<p>Objects.ObjID constants. </p>
|
||||
|
||||
<p>The following constants are inside ObjID.</p>
|
||||
|
||||
|
@ -292,6 +303,7 @@ GLADIATOR
|
|||
CYBORG
|
||||
SNIPER
|
||||
CHEF
|
||||
KOLD
|
||||
WINGED_MUMMY
|
||||
CENTAUR_MUTANT
|
||||
DOPPELGANGER
|
||||
|
@ -316,14 +328,14 @@ SWORD_GUARDIAN
|
|||
SWORD_GUARDIAN_STATUE
|
||||
SHIVA
|
||||
SHIVA_STATUE
|
||||
TRIBEBOSS
|
||||
WILLARD
|
||||
CIVVY
|
||||
MUTANT2
|
||||
LIZARD
|
||||
TONY_BOSS
|
||||
TONY_BOSS_FLAME
|
||||
PUNA_BOSS
|
||||
SOPHIA_LEE_BOSS
|
||||
SOPHIA_LEIGH_BOSS
|
||||
LASER_BOLT
|
||||
SKELETON
|
||||
MUMMY
|
||||
|
@ -355,7 +367,7 @@ ATTACK_SUB
|
|||
IMP
|
||||
IMP_ROCK
|
||||
GUNSHIP
|
||||
AUTOGUN
|
||||
AUTO_GUN_VCI
|
||||
ROMAN_GOD1
|
||||
ROMAN_GOD2
|
||||
LAGOON_WITCH
|
||||
|
@ -364,6 +376,7 @@ BOSS_EXPLOSION_SHOCKWAVE
|
|||
BOSS_EXPLOSION_RING
|
||||
CLAW_MUTANT
|
||||
WASP_MUTANT
|
||||
TWIN_AUTO_GUN
|
||||
SKATEBOARD
|
||||
SKATEBOARD_KID
|
||||
WINSTON
|
||||
|
@ -499,6 +512,11 @@ DAMOCLES_SWORD
|
|||
ELECTRIC_CLEANER
|
||||
SLAMMING_DOORS
|
||||
SWINGING_BLADE
|
||||
ELECTRIC_BALL
|
||||
ELECTRIC_BALL_IMPACT_POINT
|
||||
THOR_HAMMER_HANDLE
|
||||
THOR_HAMMER_HEAD
|
||||
MOVING_LASER
|
||||
PUZZLE_ITEM1
|
||||
PUZZLE_ITEM2
|
||||
PUZZLE_ITEM3
|
||||
|
@ -731,7 +749,6 @@ BURNING_TORCH_ITEM
|
|||
CLOCKWORK_BEETLE
|
||||
CLOCKWORK_BEETLE_COMBO1
|
||||
CLOCKWORK_BEETLE_COMBO2
|
||||
|
||||
SWITCH_TYPE1
|
||||
SWITCH_TYPE2
|
||||
SWITCH_TYPE3
|
||||
|
@ -753,10 +770,10 @@ SHOOT_SWITCH2
|
|||
SHOOT_SWITCH3
|
||||
SHOOT_SWITCH4
|
||||
AIRLOCK_SWITCH
|
||||
ID_UNDERWATER_WALL_SWITCH_1
|
||||
ID_UNDERWATER_WALL_SWITCH_2
|
||||
ID_UNDERWATER_CEILING_SWITCH_1
|
||||
ID_UNDERWATER_CEILING_SWITCH_2
|
||||
UNDERWATER_WALL_SWITCH1
|
||||
UNDERWATER_WALL_SWITCH2
|
||||
UNDERWATER_CEILING_SWITCH1
|
||||
UNDERWATER_CEILING_SWITCH2
|
||||
TURN_SWITCH
|
||||
COG_SWITCH
|
||||
LEVER_SWITCH
|
||||
|
@ -903,7 +920,7 @@ FLOOR_LASERS
|
|||
KILL_ALL_TRIGGERS
|
||||
TRIGGER_TRIGGERER
|
||||
HIGH_OBJECT1
|
||||
HIGH_OBJECT2
|
||||
EMBER_EMITTER
|
||||
SMASH_OBJECT1
|
||||
SMASH_OBJECT2
|
||||
SMASH_OBJECT3
|
||||
|
@ -934,6 +951,7 @@ FISHTANK
|
|||
DOPPELGANGER_ORIGIN
|
||||
CORPSE
|
||||
WRAITH_TRAP
|
||||
WATERFALL_EMITTER
|
||||
MESHSWAP1
|
||||
MESHSWAP2
|
||||
MESHSWAP3
|
||||
|
@ -1091,8 +1109,6 @@ BRIDGE_TILT3
|
|||
BRIDGE_TILT4
|
||||
BRIDGE_CUSTOM
|
||||
HORIZON
|
||||
BINOCULAR_GRAPHICS
|
||||
TARGET_GRAPHICS
|
||||
SKY_GRAPHICS
|
||||
DEFAULT_SPRITES
|
||||
MISC_SPRITES
|
||||
|
@ -1107,31 +1123,23 @@ RUBBER_BOAT_WAVE_SPRITES
|
|||
SKIDOO_SNOW_TRAIL_SPRITES
|
||||
KAYAK_PADDLE_TRAIL_SPRITE
|
||||
KAYAK_WAKE_SPRTIES
|
||||
BINOCULAR_GRAPHIC
|
||||
LASER_SIGHT_GRAPHIC
|
||||
CAUSTICS_TEXTURES
|
||||
BAR_BORDER_GRAPHIC
|
||||
BINOCULAR_GRAPHICS
|
||||
LASERSIGHT_GRAPHICS
|
||||
CAUSTIC_TEXTURES
|
||||
BAR_BORDER_GRAPHICS
|
||||
HEALTH_BAR_TEXTURE
|
||||
AIR_BAR_TEXTURE
|
||||
DASH_BAR_TEXTURE
|
||||
SFX_BAR_TEXTURE
|
||||
SPEEDOMETER
|
||||
WATERFALL
|
||||
CUSTOM_BAR_GRAPHIC
|
||||
CUSTOM_AMMO_GRAPHIC
|
||||
WATERFALL_SPRITES
|
||||
CROSSHAIR_GRAPHICS
|
||||
SPEEDOMETER_GRAPHICS
|
||||
CUSTOM_BAR_GRAPHICS
|
||||
CUSTOM_AMMO_GRAPHICS
|
||||
DIARY_SPRITES
|
||||
DIARY_ENTRY_SPRITES
|
||||
|
||||
PANEL_BORDER
|
||||
PANEL_MIDDLE
|
||||
PANEL_CORNER
|
||||
PANEL_DIAGONAL
|
||||
PANEL_STRIP
|
||||
PANEL_HALF_BORDER1
|
||||
PANEL_HALF_BORDER2
|
||||
PANEL_MIDDLE_CORNER
|
||||
</code></pre>
|
||||
<p>Table of constants.
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -1146,7 +1154,8 @@ PANEL_MIDDLE_CORNER
|
|||
<strong>PickupConstants</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
Objects.ObjID pickup constants. </p>
|
||||
|
||||
<p>Objects.ObjID pickup constants. </p>
|
||||
|
||||
<p>The following ObjID members refer to pickups.</p>
|
||||
|
||||
|
@ -1294,6 +1303,30 @@ PICKUP_ITEM15_COMBO1
|
|||
PICKUP_ITEM15_COMBO2
|
||||
PICKUP_ITEM16_COMBO1
|
||||
PICKUP_ITEM16_COMBO2
|
||||
EXAMINE1
|
||||
EXAMINE2
|
||||
EXAMINE3
|
||||
EXAMINE4
|
||||
EXAMINE5
|
||||
EXAMINE6
|
||||
EXAMINE7
|
||||
EXAMINE8
|
||||
EXAMINE1_COMBO1
|
||||
EXAMINE1_COMBO2
|
||||
EXAMINE2_COMBO1
|
||||
EXAMINE2_COMBO2
|
||||
EXAMINE3_COMBO1
|
||||
EXAMINE3_COMBO2
|
||||
EXAMINE4_COMBO1
|
||||
EXAMINE4_COMBO2
|
||||
EXAMINE5_COMBO1
|
||||
EXAMINE5_COMBO2
|
||||
EXAMINE6_COMBO1
|
||||
EXAMINE6_COMBO2
|
||||
EXAMINE7_COMBO1
|
||||
EXAMINE7_COMBO2
|
||||
EXAMINE8_COMBO1
|
||||
EXAMINE8_COMBO2
|
||||
HAMMER_ITEM
|
||||
CROWBAR_ITEM
|
||||
BURNING_TORCH_ITEM
|
||||
|
@ -1331,10 +1364,60 @@ FLARE_INV_ITEM
|
|||
COMPASS_ITEM
|
||||
DIARY_ITEM
|
||||
STOPWATCH_ITEM
|
||||
MEMCARD_LOAD_INV_ITEM
|
||||
MEMCARD_SAVE_INV_ITEM
|
||||
PC_LOAD_INV_ITEM
|
||||
PC_SAVE_INV_ITEM
|
||||
</code></pre>
|
||||
<p>Table of constants.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
<dt>
|
||||
<a name = "SpriteConstants"></a>
|
||||
<strong>SpriteConstants</strong>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Objects.ObjID sprite constants. </p>
|
||||
|
||||
<p>The following ObjID members refer to sprites.</p>
|
||||
|
||||
<pre><code>SKY_GRAPHICS
|
||||
DEFAULT_SPRITES
|
||||
MISC_SPRITES
|
||||
CUSTOM_SPRITES
|
||||
FIRE_SPRITES
|
||||
SMOKE_SPRITES
|
||||
SPARK_SPRITE
|
||||
DRIP_SPRITE
|
||||
EXPLOSION_SPRITES
|
||||
MOTORBOAT_FOAM_SPRITES
|
||||
RUBBER_BOAT_WAVE_SPRITES
|
||||
SKIDOO_SNOW_TRAIL_SPRITES
|
||||
KAYAK_PADDLE_TRAIL_SPRITE
|
||||
LASERSIGHT_GRAPHICS
|
||||
CAUSTIC_TEXTURES
|
||||
BAR_BORDER_GRAPHICS
|
||||
HEALTH_BAR_TEXTURE
|
||||
AIR_BAR_TEXTURE
|
||||
DASH_BAR_TEXTURE
|
||||
SFX_BAR_TEXTURE
|
||||
WATERFALL_SPRITES
|
||||
CROSSHAIR_GRAPHICS
|
||||
SPEEDOMETER_GRAPHICS
|
||||
CUSTOM_BAR_GRAPHICS
|
||||
CUSTOM_AMMO_GRAPHICS
|
||||
DIARY_SPRITES
|
||||
DIARY_ENTRY_SPRITES
|
||||
</code></pre>
|
||||
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
1510
Documentation/doc/5 lua utility modules/CustomBar.html
Normal file
1510
Documentation/doc/5 lua utility modules/CustomBar.html
Normal file
File diff suppressed because it is too large
Load diff
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <here>Diary</here></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -109,8 +115,7 @@
|
|||
<div id="content">
|
||||
|
||||
<h1>Lua utility module <code>Diary</code></h1>
|
||||
<p>Diaries:
|
||||
The module provides functions to create and manage Diaries.</p>
|
||||
<p>This module provides functions to create and manage diaries.</p>
|
||||
<p>
|
||||
<p> It maintains diary definitions and entries through all levels and hubs.
|
||||
Each diary is accessed by the object that was used to create it. </p>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <here>EventSequence</here></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <here>Timer</here></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="../ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="../3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="../4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="../4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="../5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="../5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
|
|
@ -3,7 +3,7 @@
|
|||
<html>
|
||||
<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
|
||||
<head>
|
||||
<title>TombEngine 1.7.2 (Developer) Lua API</title>
|
||||
<title>TombEngine 1.8 Lua API</title>
|
||||
<link rel="stylesheet" href="ldoc.css" type="text/css" />
|
||||
</head>
|
||||
<body>
|
||||
|
@ -45,6 +45,7 @@
|
|||
</ul>
|
||||
<h2>2 Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="2 classes/Collision.Probe.html">Collision.Probe</a></li>
|
||||
<li> <a href="2 classes/Flow.Level.html">Flow.Level</a></li>
|
||||
<li> <a href="2 classes/Flow.Settings.html">Flow.Settings</a></li>
|
||||
<li> <a href="2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
|
||||
|
@ -63,6 +64,7 @@
|
|||
<h2>3 Primitive Classes</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
|
||||
<li> <a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</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>
|
||||
|
@ -75,8 +77,11 @@
|
|||
</ul>
|
||||
<h2>4 Enums</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></li>
|
||||
<li> <a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
|
||||
<li> <a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
|
||||
<li> <a href="4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></li>
|
||||
<li> <a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></li>
|
||||
<li> <a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
|
||||
<li> <a href="4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
|
||||
<li> <a href="4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
|
||||
|
@ -98,6 +103,7 @@
|
|||
</ul>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<ul class="nowrap">
|
||||
<li> <a href="5 lua utility modules/CustomBar.html">CustomBar</a></li>
|
||||
<li> <a href="5 lua utility modules/Diary.html">Diary</a></li>
|
||||
<li> <a href="5 lua utility modules/EventSequence.html">EventSequence</a></li>
|
||||
<li> <a href="5 lua utility modules/Timer.html">Timer</a></li>
|
||||
|
@ -109,25 +115,25 @@
|
|||
<div id="content">
|
||||
|
||||
|
||||
<h2>TombEngine 1.7.2 (Developer) scripting interface</h2>
|
||||
<p>Welcome to the TombEngine scripting API. This is a work in progress and some information might be wrong or outdated. Please also note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.</p>
|
||||
<h2>TombEngine 1.8 scripting interface</h2>
|
||||
<p>Welcome to the TombEngine scripting API.</p>
|
||||
|
||||
<p>At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p>
|
||||
<h4>Module Hierarchy (boring but important)</h4>
|
||||
<p>Other than the "special tables" (GameVars, LevelVars and LevelFuncs), every module described herein is held in a master table called TEN.
|
||||
<p>Note that this is primarily a reference document, not a tutorial, so expect descriptions to be fairly sparse.
|
||||
At the time of writing, there is a tutorial describing the basics of Lua, as well as a number of example scripts, on <a href="https://www.tombengine.com">the TombEngine website</a>.</p>
|
||||
|
||||
<h4>Module Hierarchy</h4>
|
||||
<p>Other than the "special tables" (<code>GameVars</code>, <code>LevelVars</code> and <code>LevelFuncs</code>), every module described herein is held in a master table called TEN.
|
||||
For convenience, these modules and classes are automatically put in the global table. For example, you can call GetMoveableByName either of these two ways:</p>
|
||||
<pre><code>local door = TEN.Objects.GetMoveableByName("door_type4_14")
|
||||
local door = GetMoveableByName("door_type4_14")
|
||||
</code></pre>
|
||||
|
||||
<h4>Always check logs/TENLog.txt</h4>
|
||||
<p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see Flow.Settings) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
|
||||
<p>If you are scripting levels, TombEngine will often kick you back to the title screen, even if <code>errorMode</code> (see <a href="2 classes/Flow.Settings.html#">Flow.Settings</a>) is set to <code>ErrorMode.WARN</code> or <code>ErrorMode.SILENT</code>.</p>
|
||||
|
||||
<p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless.</p>
|
||||
<p>This might get annoying, but it's on purpose. If your Lua script contains a syntax error (e.g. you're missing <code>end</code> at the end of a function), the Lua interpreter will not be able to continue running the script. If it tried to keep running, you'd probably see some pretty strange behaviour, and would possibly get a crash regardless. If this happens, check <strong>logs/TENLog.txt</strong> and look for an error message with the word "unrecoverable".</p>
|
||||
|
||||
<p>If this happens, check <strong>logs/TENLog.txt</strong> and look for an error message with the word "unrecoverable".</p>
|
||||
|
||||
<p>Enjoy.</p>
|
||||
<p>Happy building!</p>
|
||||
|
||||
<p>- <em>squidshire and the TombEngine development team.</em></p>
|
||||
|
||||
|
@ -176,6 +182,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>2 Classes</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Collision.Probe.html">Collision.Probe</a></td>
|
||||
<td class="summary">Represents a collision probe in the game world.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="2 classes/Flow.Level.html">Flow.Level</a></td>
|
||||
<td class="summary">Stores level metadata.</td>
|
||||
|
@ -237,7 +247,11 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Fog.html">Flow.Fog</a></td>
|
||||
<td class="summary">Distance fog.</td>
|
||||
<td class="summary">Represesnts distance fog.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Horizon.html">Flow.Horizon</a></td>
|
||||
<td class="summary">Represents a horizon.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></td>
|
||||
|
@ -253,7 +267,7 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></td>
|
||||
<td class="summary">Represents a starfield in the sky.</td>
|
||||
<td class="summary">Represents a star field in the sky.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="3 primitive classes/Color.html">Color</a></td>
|
||||
|
@ -278,6 +292,10 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>4 Enums</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Collision.MaterialType.html">Collision.MaterialType</a></td>
|
||||
<td class="summary">Constants for material types.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.BlendID.html">Effects.BlendID</a></td>
|
||||
<td class="summary">Constants for blend mode IDs.</td>
|
||||
|
@ -286,6 +304,14 @@ local door = GetMoveableByName("door_type4_14")
|
|||
<td class="name" ><a href="4 enums/Effects.EffectID.html">Effects.EffectID</a></td>
|
||||
<td class="summary">Constants for effect IDs.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.StreamerFeatherMode.html">Effects.StreamerFeatherMode</a></td>
|
||||
<td class="summary">Constants for feather modes.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Effects.ParticleAnimationType.html">Effects.ParticleAnimationType</a></td>
|
||||
<td class="summary">Constants for particle animation type constants.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></td>
|
||||
<td class="summary">Constants for error modes.</td>
|
||||
|
@ -361,10 +387,13 @@ local door = GetMoveableByName("door_type4_14")
|
|||
</table>
|
||||
<h2>5 Lua utility modules</h2>
|
||||
<table class="module_list">
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/CustomBar.html">CustomBar</a></td>
|
||||
<td class="summary">This module provides functions for creating and managing custom progress bars.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/Diary.html">Diary</a></td>
|
||||
<td class="summary">Diaries:
|
||||
The module provides functions to create and manage Diaries.</td>
|
||||
<td class="summary">This module provides functions to create and manage diaries.</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" ><a href="5 lua utility modules/EventSequence.html">EventSequence</a></td>
|
||||
|
|
|
@ -32,7 +32,9 @@ span.types:after { content:")"; }
|
|||
body, td, th { font-size: .95em; line-height: 1.2em;}
|
||||
p { line-height: 1.2em;}
|
||||
|
||||
p, ul { margin: 10px 0 0 0px;}
|
||||
ul { margin: 10px 0 0 0px;}
|
||||
|
||||
p { margin: 3px 0px 0px 0px; }
|
||||
|
||||
strong { font-weight: bold;}
|
||||
|
||||
|
@ -63,6 +65,10 @@ blockquote { margin-left: 3em; }
|
|||
|
||||
ul { list-style-type: disc; }
|
||||
|
||||
ul li:not(:last-child) {
|
||||
margin-bottom: 0.3em;
|
||||
}
|
||||
|
||||
p.name {
|
||||
font-family: "Andale Mono", monospace;
|
||||
padding-top: 1em;
|
||||
|
@ -103,11 +109,11 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
#main {
|
||||
background-color: #f0f0f0;
|
||||
border-left: 2px solid #cccccc;
|
||||
display: flex
|
||||
}
|
||||
|
||||
#navigation {
|
||||
float: left;
|
||||
width: 16em;
|
||||
width: 18em;
|
||||
vertical-align: top;
|
||||
background-color: #f0f0f0;
|
||||
overflow: visible;
|
||||
|
@ -141,7 +147,6 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
}
|
||||
|
||||
#content {
|
||||
margin-left: 18em;
|
||||
padding: 2em;
|
||||
width: 900px;
|
||||
border-left: 2px solid #cccccc;
|
||||
|
|
149
Documentation/generate_objectlist.ps1
Normal file
149
Documentation/generate_objectlist.ps1
Normal file
|
@ -0,0 +1,149 @@
|
|||
# PowerShell script to generate ObjectIDs.h from game_object_ids.h
|
||||
|
||||
$inputFile = "../TombEngine/Objects/game_object_ids.h" # Adjust path if necessary.
|
||||
$tempOutputFile = "../TombEngine/Scripting/Internal/TEN/Objects/temp.h"
|
||||
$outputFile = "../TombEngine/Scripting/Internal/TEN/Objects/ObjectIDs.h"
|
||||
|
||||
# Read the input file
|
||||
if (-Not (Test-Path $inputFile))
|
||||
{
|
||||
Write-Host "Error: File '$inputFile' not found."
|
||||
exit 1
|
||||
}
|
||||
|
||||
# Get the last modified times for both files.
|
||||
$inputFileLastModified = (Get-Item $inputFile).LastWriteTime
|
||||
if (Test-Path $outputFile) {
|
||||
$outputFileLastModified = (Get-Item $outputFile).LastWriteTime
|
||||
} else {
|
||||
$outputFileLastModified = [datetime]::MinValue # If output file doesn't exist, treat it as very old.
|
||||
}
|
||||
|
||||
# Exit early if the output file is newer than the input file.
|
||||
if ($outputFileLastModified -ge $inputFileLastModified) {
|
||||
Write-Host "$outputFile is up to date. No changes made."
|
||||
exit 0
|
||||
}
|
||||
|
||||
$content = Get-Content $inputFile
|
||||
|
||||
# Extract enum values and categorize them.
|
||||
$enumValues = @()
|
||||
$pickupConstants = @()
|
||||
$spriteConstants = @()
|
||||
|
||||
$inPickupSection = $false
|
||||
$inSpriteSection = $false
|
||||
|
||||
foreach ($line in $content)
|
||||
{
|
||||
if ($line -match "^\s*ID_([A-Za-z0-9_]+)")
|
||||
{
|
||||
$enumName = $matches[1]
|
||||
$enumValues += $enumName
|
||||
|
||||
if ($enumName -match "_ITEM|EXAMINE")
|
||||
{
|
||||
$pickupConstants += $enumName
|
||||
}
|
||||
elseif ($enumName -match "_SPRITE|_GRAPHIC|TEXTURE")
|
||||
{
|
||||
# These two object IDs are deprecated 3D objects, not sprites.
|
||||
if ($enumName -in @("BINOCULAR_GRAPHICS", "TARGET_GRAPHICS"))
|
||||
{
|
||||
continue
|
||||
}
|
||||
|
||||
$spriteConstants += $enumName
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
if ($enumValues.Count -gt 0) { $enumValues = $enumValues[1..($enumValues.Count - 2)] }
|
||||
|
||||
# Generate ObjectIDs.h content.
|
||||
$header = @"
|
||||
#pragma once
|
||||
|
||||
// This file is generated automatically, do not edit it.
|
||||
// Last generated on $(Get-Date -Format "dd/MM/yyyy").
|
||||
|
||||
#include <unordered_map>
|
||||
#include <string>
|
||||
#include "Objects/game_object_ids.h"
|
||||
|
||||
/***
|
||||
Constants for object IDs.
|
||||
@enum Objects.ObjID
|
||||
@pragma nostrip
|
||||
*/
|
||||
|
||||
/*** Objects.ObjID constants.
|
||||
|
||||
The following constants are inside ObjID.
|
||||
|
||||
"@
|
||||
|
||||
$body = $enumValues | ForEach-Object { "`t$_" }
|
||||
$footer = @"
|
||||
@table Members
|
||||
*/
|
||||
"@
|
||||
|
||||
# Pickup Constants Section.
|
||||
$pickupHeader = @"
|
||||
|
||||
/*** Objects.ObjID pickup constants.
|
||||
|
||||
The following ObjID members refer to pickups.
|
||||
|
||||
"@
|
||||
|
||||
$pickupBody = $pickupConstants | ForEach-Object { "`t$_" }
|
||||
$pickupFooter = @"
|
||||
@table PickupConstants
|
||||
*/
|
||||
"@
|
||||
|
||||
# Sprite Constants Section.
|
||||
$spriteHeader = @"
|
||||
|
||||
/*** Objects.ObjID sprite constants.
|
||||
|
||||
The following ObjID members refer to sprites.
|
||||
|
||||
"@
|
||||
|
||||
$spriteBody = $spriteConstants | ForEach-Object { "`t$_" }
|
||||
$spriteFooter = @"
|
||||
@table SpriteConstants
|
||||
*/
|
||||
"@
|
||||
|
||||
# Map definition.
|
||||
$mapHeader = "static const std::unordered_map<std::string, GAME_OBJECT_ID> GAME_OBJECT_IDS {"
|
||||
$mapBody = ($enumValues | ForEach-Object { "`t" + '{ "' + "$_" + '", ID_' + "$_" + ' }' }) -join ",`r`n"
|
||||
$mapFooter = "};"
|
||||
|
||||
# Write to output file
|
||||
$header | Set-Content $tempOutputFile
|
||||
$body | Add-Content $tempOutputFile
|
||||
$footer | Add-Content $tempOutputFile
|
||||
$pickupHeader | Add-Content $tempOutputFile
|
||||
$pickupBody | Add-Content $tempOutputFile
|
||||
$pickupFooter | Add-Content $tempOutputFile
|
||||
$spriteHeader | Add-Content $tempOutputFile
|
||||
$spriteBody | Add-Content $tempOutputFile
|
||||
$spriteFooter | Add-Content $tempOutputFile
|
||||
$mapHeader | Add-Content $tempOutputFile
|
||||
$mapBody | ForEach-Object { Add-Content $tempOutputFile $_ }
|
||||
$mapFooter | Add-Content $tempOutputFile
|
||||
|
||||
# Rename the temporary file to the final name.
|
||||
if (Test-Path $outputFile) {
|
||||
Remove-Item $outputFile -Force
|
||||
}
|
||||
Move-Item -Path $tempOutputFile -Destination $outputFile -Force
|
||||
|
||||
Write-Host "Generated $outputFile successfully."
|
|
@ -32,7 +32,9 @@ span.types:after { content:")"; }
|
|||
body, td, th { font-size: .95em; line-height: 1.2em;}
|
||||
p { line-height: 1.2em;}
|
||||
|
||||
p, ul { margin: 10px 0 0 0px;}
|
||||
ul { margin: 10px 0 0 0px;}
|
||||
|
||||
p { margin: 3px 0px 0px 0px; }
|
||||
|
||||
strong { font-weight: bold;}
|
||||
|
||||
|
@ -63,6 +65,10 @@ blockquote { margin-left: 3em; }
|
|||
|
||||
ul { list-style-type: disc; }
|
||||
|
||||
ul li:not(:last-child) {
|
||||
margin-bottom: 0.3em;
|
||||
}
|
||||
|
||||
p.name {
|
||||
font-family: "Andale Mono", monospace;
|
||||
padding-top: 1em;
|
||||
|
@ -103,11 +109,11 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
#main {
|
||||
background-color: #f0f0f0;
|
||||
border-left: 2px solid #cccccc;
|
||||
display: flex
|
||||
}
|
||||
|
||||
#navigation {
|
||||
float: left;
|
||||
width: 16em;
|
||||
width: 18em;
|
||||
vertical-align: top;
|
||||
background-color: #f0f0f0;
|
||||
overflow: visible;
|
||||
|
@ -141,7 +147,6 @@ table.index td { text-align: left; vertical-align: top; }
|
|||
}
|
||||
|
||||
#content {
|
||||
margin-left: 18em;
|
||||
padding: 2em;
|
||||
width: 900px;
|
||||
border-left: 2px solid #cccccc;
|
||||
|
|
951
Scripts/Engine/CustomBar.lua
Normal file
951
Scripts/Engine/CustomBar.lua
Normal file
|
@ -0,0 +1,951 @@
|
|||
------
|
||||
-- This module provides functions for creating and managing custom progress bars. It stores bar definitions and configurations in `LevelVars.Engine.CustomBars`, enabling seamless state management.
|
||||
-- Each bar is independently controlled through its associated functions.
|
||||
--
|
||||
-- Example usage:
|
||||
--
|
||||
-- local CustomBar = require("Engine.CustomBar")
|
||||
--
|
||||
-- -- Create a table with all the bar properties
|
||||
-- local barData = {
|
||||
-- barName = "water",
|
||||
-- startValue = 0,
|
||||
-- maxValue = 1000,
|
||||
-- objectIdBg = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
-- spriteIdBg = 0,
|
||||
-- colorBg = TEN.Color(255,255,255),
|
||||
-- posBg = TEN.Vec2(20, 20),
|
||||
-- rotBg = 0,
|
||||
-- scaleBg = TEN.Vec2(19.05, 19.1),
|
||||
-- alignModeBg = TEN.View.AlignMode.CENTER_LEFT,
|
||||
-- scaleModeBg = TEN.View.ScaleMode.FIT,
|
||||
-- blendModeBg = TEN.Effects.BlendID.ALPHABLEND,
|
||||
-- objectIdBar = TEN.Objects.ObjID.CUSTOM_BAR_GRAPHIC,
|
||||
-- spriteIdBar = 1,
|
||||
-- colorBar = TEN.Color(255,0,0),
|
||||
-- posBar = TEN.Vec2(20.15, 20),
|
||||
-- rot = 0,
|
||||
-- scaleBar = TEN.Vec2(18.7, 18.48),
|
||||
-- alignMode = TEN.View.AlignMode.CENTER_LEFT,
|
||||
-- scaleMode = TEN.View.ScaleMode.FIT,
|
||||
-- blendMode = TEN.Effects.BlendID.ALPHABLEND,
|
||||
-- text = "Water Bar",
|
||||
-- textPos = TEN.Vec2(20, 15),
|
||||
-- textOptions = {TEN.Strings.DisplayStringOption.SHADOW,TEN.Strings.DisplayStringOption.CENTER},
|
||||
-- textScale = 1,
|
||||
-- textColor = TEN.Color(255,0,0),
|
||||
-- hideText = false,
|
||||
-- alphaBlendSpeed = 50,
|
||||
-- blink = false,
|
||||
-- blinkLimit = 0.25
|
||||
-- }
|
||||
--
|
||||
-- -- This function creates the bar.
|
||||
-- CustomBar.Create(barData)
|
||||
--
|
||||
-- -- This method gets the bar with name "water" and stores it in variable bar.
|
||||
-- local bar = CustomBar.Get("water")
|
||||
-- -- This method displays the bar
|
||||
-- bar:SetVisibility(true)
|
||||
-- -- This method sets the bar value to 1000 over 5 seconds.
|
||||
-- bar:SetBarValue(1000,5)
|
||||
--
|
||||
-- @luautil CustomBar
|
||||
|
||||
|
||||
local CustomBar = {}
|
||||
|
||||
CustomBar.__index = CustomBar
|
||||
|
||||
LevelFuncs.Engine.CustomBar = {}
|
||||
LevelVars.Engine.CustomBars = {bars = {}, enemiesHpBar = {status = nil}}
|
||||
|
||||
---
|
||||
-- Creates a custom progress bar with extensive configuration options.
|
||||
-- @tparam table barData The table that contains all the bar data. Refer to table setup for barData.
|
||||
--
|
||||
-- @treturn CustomBar The custombar in its hidden state
|
||||
--
|
||||
CustomBar.Create = function (barData)
|
||||
|
||||
local dataName = barData.barName .. "_bar_data"
|
||||
local self = {name = dataName}
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
print("Warning: a customBar with name " .. dataName .. " already exists; overwriting it with a new one...")
|
||||
end
|
||||
---
|
||||
-- Table setup for creating custom bar.
|
||||
-- @table barData
|
||||
-- @tfield string barName Unique identifier for the bar.
|
||||
-- @tfield float startValue Initial value of the bar.
|
||||
-- @tfield float maxValue Maximum value of the bar.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield float rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield float rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield string text Text to display on the bar.
|
||||
-- @tfield Vec2 textPos X,Y position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName] = {}
|
||||
LevelVars.Engine.CustomBars.bars[dataName].name = dataName
|
||||
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/30
|
||||
LevelVars.Engine.CustomBars.bars[dataName].progress = barData.startValue / barData.maxValue -- Set initial progress from start value
|
||||
LevelVars.Engine.CustomBars.bars[dataName].objectIdBg = barData.objectIdBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBg = barData.spriteIdBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].colorBg = barData.colorBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].posBg = barData.posBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleBg = barData.scaleBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].rotBg = barData.rotBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alignModeBg = barData.alignModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleModeBg = barData.scaleModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blendModeBg = barData.blendModeBg
|
||||
LevelVars.Engine.CustomBars.bars[dataName].objectIdBar = barData.objectIdBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].spriteIdBar = barData.spriteIdBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].colorBar = barData.colorBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].posBar = barData.posBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleBar = barData.scaleBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].rot = barData.rot
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alignMode = barData.alignMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].scaleMode = barData.scaleMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blendMode = barData.blendMode
|
||||
LevelVars.Engine.CustomBars.bars[dataName].oldValue = barData.startValue -- stores the current bar value
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetValue = barData.startValue -- target value to reach
|
||||
LevelVars.Engine.CustomBars.bars[dataName].maxValue = barData.maxValue
|
||||
LevelVars.Engine.CustomBars.bars[dataName].text = barData.text
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textPos = barData.textPos
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textOptions = barData.textOptions
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textScale = barData.textScale
|
||||
LevelVars.Engine.CustomBars.bars[dataName].textColor = barData.textColor
|
||||
LevelVars.Engine.CustomBars.bars[dataName].hideText = barData.hideText -- required to hide bar text
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = false
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].alphaBlendSpeed = barData.alphaBlendSpeed
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blink = barData.blink
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blinkLimit = barData.blinkLimit
|
||||
LevelVars.Engine.CustomBars.bars[dataName].blinkSpeed = 8
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = nil --required to hide bar when enemy is not targeted
|
||||
LevelVars.Engine.CustomBars.bars[dataName].object = nil
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = nil
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentTimer = 0
|
||||
return setmetatable(self, CustomBar)
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates a bar tied to Players's attributes (Health, Air, Stamina).
|
||||
-- @tparam table playerBarData The table that contains all the player bar data. Refer to table setup for playerBarData.
|
||||
-- @treturn CustomBar Player attribute bar.
|
||||
|
||||
CustomBar.CreatePlayerBar = function (playerBarData)
|
||||
|
||||
local barName = "Player" .. playerBarData.getActionType
|
||||
local dataName = barName .. "_bar_data"
|
||||
|
||||
if playerBarData.getActionType >= 1 and playerBarData.getActionType <= 3 then
|
||||
local startValue = playerBarData.getActionType == 1 and Lara:GetHP() or
|
||||
(playerBarData.getActionType == 2 and Lara:GetAir() or
|
||||
(playerBarData.getActionType == 3 and Lara:GetStamina()))
|
||||
local maxValue = playerBarData.getActionType == 1 and 1000 or (playerBarData.getActionType == 2 and 1800 or (playerBarData.getActionType == 3 and 120))
|
||||
|
||||
---
|
||||
-- Table setup for creating custom player attribute bar.
|
||||
-- @table playerBarData
|
||||
-- @tfield number getActionType Determines the bar type: 1: Health, 2: Air, 3: Stamina.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool showBar Option to always show the bar. If set to false, the bars will automatically hide when they stop updating.
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit % Limit below which bar starts blinking (0-1).
|
||||
|
||||
local playerBar = {
|
||||
barName = barName,
|
||||
startValue = startValue,
|
||||
maxValue = maxValue,
|
||||
objectIdBg = playerBarData.objectIdBg,
|
||||
spriteIdBg = playerBarData.spriteIdBg,
|
||||
colorBg = playerBarData.colorBg,
|
||||
posBg = playerBarData.posBg,
|
||||
rotBg = playerBarData.rotBg,
|
||||
scaleBg = playerBarData.scaleBg,
|
||||
alignModeBg = playerBarData.alignModeBg,
|
||||
scaleModeBg = playerBarData.scaleModeBg,
|
||||
blendModeBg = playerBarData.blendModeBg,
|
||||
objectIdBar = playerBarData.objectIdBar,
|
||||
spriteIdBar = playerBarData.spriteIdBar,
|
||||
colorBar = playerBarData.colorBar,
|
||||
posBar = playerBarData.posBar,
|
||||
rot = playerBarData.rot,
|
||||
scaleBar = playerBarData.scaleBar,
|
||||
alignMode = playerBarData.alignMode,
|
||||
scaleMode = playerBarData.scaleMode,
|
||||
blendMode = playerBarData.blendMode,
|
||||
text = "BLANK",
|
||||
textPos = TEN.Vec2(0,0),
|
||||
textOptions = {},
|
||||
textScale = 0,
|
||||
textColor = TEN.Color(0,0,0),
|
||||
hideText = true,
|
||||
alphaBlendSpeed = playerBarData.alphaBlendSpeed,
|
||||
blink = playerBarData.blink,
|
||||
blinkLimit = playerBarData.blinkLimit,
|
||||
}
|
||||
|
||||
CustomBar.Create(playerBar)
|
||||
|
||||
end
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = playerBarData.getActionType
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = playerBarData.showBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = true
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates a custom health bar for a specific enemy (like a boss). Ensure this function is called before Lara aims at the enemy if using generic enemy HP bars as well.
|
||||
-- Also be sure to call this function after increasing the HP of the enemy via LUA.
|
||||
-- @tparam table enemyBarData The table that contains all the enemy bar data. Refer to table setup for enemyBarData.
|
||||
-- @treturn CustomBar Enemy health bar.
|
||||
CustomBar.CreateEnemyHpBar = function (enemyBarData)
|
||||
|
||||
local dataName = enemyBarData.barName .. "_bar_data"
|
||||
local enemyHP = TEN.Objects.GetMoveableByName(enemyBarData.object):GetHP()
|
||||
|
||||
---
|
||||
-- Table setup for creating a specific enemy health bar.
|
||||
-- @table enemyBarData
|
||||
-- @tfield string barName Unique identifier for the bar.
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield string text Text to display for the enemy.
|
||||
-- @tfield Vec2 textPos X,Y position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield string object Enemy name set in Editor for which to create HP for.
|
||||
-- @tfield bool showBar Option to always show the bar whether the enemy is current target or not. Useful for boss health bars.
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
|
||||
|
||||
local enemyBar = {
|
||||
barName = enemyBarData.barName,
|
||||
startValue = enemyHP,
|
||||
maxValue = enemyHP,
|
||||
objectIdBg = enemyBarData.objectIdBg,
|
||||
spriteIdBg = enemyBarData.spriteIdBg,
|
||||
colorBg = enemyBarData.colorBg,
|
||||
posBg = enemyBarData.posBg,
|
||||
rotBg = enemyBarData.rotBg,
|
||||
scaleBg = enemyBarData.scaleBg,
|
||||
alignModeBg = enemyBarData.alignModeBg,
|
||||
scaleModeBg = enemyBarData.scaleModeBg,
|
||||
blendModeBg = enemyBarData.blendModeBg,
|
||||
objectIdBar = enemyBarData.objectIdBar,
|
||||
spriteIdBar = enemyBarData.spriteIdBar,
|
||||
colorBar = enemyBarData.colorBar,
|
||||
posBar = enemyBarData.posBar,
|
||||
rot = enemyBarData.rot,
|
||||
scaleBar = enemyBarData.scaleBar,
|
||||
alignMode = enemyBarData.alignMode,
|
||||
scaleMode = enemyBarData.scaleMode,
|
||||
blendMode = enemyBarData.blendMode,
|
||||
text = enemyBarData.text,
|
||||
textPos = enemyBarData.textPos,
|
||||
textOptions = enemyBarData.textOptions,
|
||||
textScale = enemyBarData.textScale,
|
||||
textColor = enemyBarData.textColor,
|
||||
hideText = enemyBarData.hideText,
|
||||
alphaBlendSpeed = enemyBarData.alphaBlendSpeed,
|
||||
blink = enemyBarData.blink,
|
||||
blinkLimit = enemyBarData.blinkLimit
|
||||
}
|
||||
|
||||
CustomBar.Create(enemyBar)
|
||||
|
||||
LevelVars.Engine.CustomBars.bars[dataName].showBar = enemyBarData.showBar
|
||||
LevelVars.Engine.CustomBars.bars[dataName].object = enemyBarData.object
|
||||
LevelVars.Engine.CustomBars.bars[dataName].getActionType = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].visible = true
|
||||
LevelVars.Engine.CustomBars.bars[dataName].fixedInterval = 1/3
|
||||
LevelVars.Engine.CustomBars.bars[dataName].currentAlpha = 0
|
||||
LevelVars.Engine.CustomBars.bars[dataName].targetAlpha = 255
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
-- Creates health bars for all enemies. A new bar is generated whenever Lara targets an enemy. If the "hide text" option is disabled, the enemy's name (as set in the editor) is displayed.
|
||||
-- Multiple enemies can share the same name by appending _number to the name in the editor. If adjusting an enemy's max HP, ensure this is done before Lara targets the enemy.
|
||||
-- To create health bars for specific enemies, use CustomBar.CreateEnemyHpBar, ensuring the bar is created prior to targeting.
|
||||
-- @tparam table enemiesBarData The table that contains all the enemies bar data. Refer to table setup for enemiesBarData.
|
||||
-- @treturn CustomBar Enemy health bars.
|
||||
|
||||
CustomBar.SetEnemiesHpGenericBar = function (enemiesBarData)
|
||||
|
||||
if LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg then
|
||||
print("Warning: Overwriting enemy HP bar definitions")
|
||||
end
|
||||
|
||||
---
|
||||
-- Table setup for creating health bars for all enemies.
|
||||
-- @table enemiesBarData
|
||||
-- @tfield Objects.ObjID objectIdBg Object ID for the bar's background sprite.
|
||||
-- @tfield number spriteIdBg SpriteID from the specified object for the bar's background.
|
||||
-- @tfield Color colorBg Color of bar's background.
|
||||
-- @tfield Vec2 posBg X,Y position of the bar's background in screen percent (0-100).
|
||||
-- @tfield number rotBg rotation of the bar's background. sprite (0-360).
|
||||
-- @tfield Vec2 scaleBg X,Y Scaling factor for the bar's background sprite.
|
||||
-- @tfield View.AlignMode alignModeBg Alignment for the bar's background.
|
||||
-- @tfield View.ScaleMode scaleModeBg Scaling for the bar's background.
|
||||
-- @tfield Effects.BlendID blendModeBg Blending modes for the bar's background.
|
||||
-- @tfield Objects.ObjID objectIdBar Object ID for the bar sprite.
|
||||
-- @tfield number spriteIdBar SpriteID from the specified object for the bar.
|
||||
-- @tfield Color colorBar Color of the bar.
|
||||
-- @tfield Vec2 posBar X,Y position of the bar in screen percent (0-100).
|
||||
-- @tfield number rot rotation of the bar's sprite (0-360).
|
||||
-- @tfield Vec2 scaleBar X,Y Scaling factor for the bar's sprite.
|
||||
-- @tfield View.AlignMode alignMode Alignment for the bar.
|
||||
-- @tfield View.ScaleMode scaleMode Scaling for the bar.
|
||||
-- @tfield Effects.BlendID blendMode Blending modes for the bar.
|
||||
-- @tfield number textPos X position of the text.
|
||||
-- @tfield Strings.DisplayStringOption textOptions alignment and effects for the text. Default: None. Please note text is automatically aligned to the LEFT
|
||||
-- @tfield number textScale Scale factor for the text.
|
||||
-- @tfield Color textColor Color of the text.
|
||||
-- @tfield bool hideText Whether to hide the enemy name text.
|
||||
-- @tfield number alphaBlendSpeed Speed of alpha blending for bar visibility (0-255).
|
||||
-- @tfield bool blink Whether the bar blinks.
|
||||
-- @tfield number blinkLimit %Limit below which bar starts blinking (0-1).
|
||||
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBg = enemiesBarData.objectIdBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBg = enemiesBarData.spriteIdBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.colorBg = enemiesBarData.colorBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.posBg = enemiesBarData.posBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBg = enemiesBarData.scaleBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.rotBg = enemiesBarData.rotBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alignModeBg = enemiesBarData.alignModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleModeBg = enemiesBarData.scaleModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blendModeBg = enemiesBarData.blendModeBg
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.objectIdBar = enemiesBarData.objectIdBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.spriteIdBar = enemiesBarData.spriteIdBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.colorBar = enemiesBarData.colorBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.posBar = enemiesBarData.posBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleBar = enemiesBarData.scaleBar
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.rot = enemiesBarData.rot
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alignMode = enemiesBarData.alignMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.scaleMode = enemiesBarData.scaleMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blendMode = enemiesBarData.blendMode
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textPos = enemiesBarData.textPos
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textOptions = enemiesBarData.textOptions
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textScale = enemiesBarData.textScale
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.textColor = enemiesBarData.textColor
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.hideText = enemiesBarData.hideText
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.alphaBlendSpeed = enemiesBarData.alphaBlendSpeed
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blink = enemiesBarData.blink
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.blinkLimit = enemiesBarData.blinkLimit
|
||||
|
||||
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.status = true
|
||||
|
||||
end
|
||||
|
||||
--- The function retrieves an existing bar instance by its unique identifier (barName). This function is useful when you need to access or manipulate a bar that has already been created.
|
||||
-- @string barName The unique identifier assigned to the bar when it was created using CustomBar.New
|
||||
CustomBar.Get = function(barName)
|
||||
local dataName = barName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
local self = {name = dataName}
|
||||
return setmetatable(self, CustomBar)
|
||||
end
|
||||
end
|
||||
|
||||
--- The function removes a custom bar and its associated data from the system. It ensures that the bar is no longer tracked or accessible in the LevelVars.Engine.CustomBars.bars table.
|
||||
-- @string barName The name of the custom bar to be deleted.
|
||||
CustomBar.Delete = function (barName)
|
||||
local dataName = barName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[dataName] then
|
||||
LevelVars.Engine.CustomBars.bars[dataName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- The function sets the value of a custom bar over a specified time period.
|
||||
-- @number value The new target to which the bar's current value should transition. (Must be a non-negative number; between 0 and the bar's maxValue.
|
||||
-- @number time The time (in seconds) over which the bar's value should transition to the target value.
|
||||
function CustomBar:SetBarValue(value, time)
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if type(value) =="number" and value >= 0 then
|
||||
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
|
||||
local newTargetValue = math.max(0, math.min(maxValue, value))
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
|
||||
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / (time * 30)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function adjusts the bar's value relative to its current or target value over a specified time span.
|
||||
-- @number value The relative value to add (positive or negative) to the current bar value.
|
||||
-- @number time The duration (in seconds) over which the change should occur.
|
||||
function CustomBar:ChangeBarValueOverTimespan(value, time)
|
||||
-- Check if bar data and timer exist
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
|
||||
-- Get the current target value or old value if no target value exists
|
||||
local currentValue = LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
local maxValue = LevelVars.Engine.CustomBars.bars[self.name].maxValue
|
||||
local currentTarget = LevelVars.Engine.CustomBars.bars[self.name].targetValue or currentValue
|
||||
|
||||
-- Calculate new target value by adding the relative 'value' and clamp between 0 and 1000
|
||||
local newTargetValue = math.max(0, math.min(maxValue, currentTarget + value))
|
||||
|
||||
-- Set the new target value
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetValue = newTargetValue
|
||||
|
||||
-- Calculate total frames based on time and FPS (30 FPS)
|
||||
local totalFrames = time * 30
|
||||
|
||||
-- Calculate the fixed interval for the entire transition
|
||||
LevelVars.Engine.CustomBars.bars[self.name].fixedInterval = (newTargetValue - currentValue) / totalFrames
|
||||
end
|
||||
end
|
||||
|
||||
--- The function controls the visibility of a custom bar.
|
||||
-- @bool visible true: Makes the bar visible.; false: Hides the bar.
|
||||
function CustomBar:SetVisibility(visible)
|
||||
--the visible variable is a boolean
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if visible and type(visible) == "boolean" then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 255
|
||||
LevelVars.Engine.CustomBars.bars[self.name].visible = true
|
||||
else
|
||||
LevelVars.Engine.CustomBars.bars[self.name].targetAlpha = 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function checks whether a custom bar is currently visible.
|
||||
-- @treturn bool true if the bar is visible and false if it is not.
|
||||
function CustomBar:IsVisible()
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
if LevelVars.Engine.CustomBars.bars[self.name].visible then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- The function retrieves the current value of a custom bar.
|
||||
-- @treturn float returns the current value of a custom bar.
|
||||
function CustomBar:GetValue()
|
||||
|
||||
if LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
return LevelVars.Engine.CustomBars.bars[self.name].oldValue
|
||||
end
|
||||
end
|
||||
|
||||
--- The function deletes all custom bars.
|
||||
CustomBar.DeleteAllBars = function ()
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- This function prevents the creation of new health bars for enemies when set to false. However, it does not affect the health bars that have already been created.
|
||||
-- @bool value Specifies whether new health bars for enemies should be created.
|
||||
CustomBar.ShowEnemiesHpGenericBar = function(value)
|
||||
if type(value) == "boolean" then
|
||||
LevelVars.Engine.CustomBars.enemiesHpBar.status = value
|
||||
end
|
||||
end
|
||||
|
||||
--- The function deletes all the enemy health bars excluding those created by CustomBar.CreateEnemyHpBar.
|
||||
CustomBar.DeleteExistingHpGenericBars = function ()
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
if customBar.getActionType == 4 then
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the custom bar background sprite position.
|
||||
-- @tparam Vec2 pos X,Y position of the bar's background in screen percent (0-100).
|
||||
--
|
||||
function CustomBar:SetBackgroundPosition(pos)
|
||||
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].posBg = pos
|
||||
end
|
||||
end
|
||||
|
||||
--- Sets the custom bar background sprite rotation.
|
||||
-- @tparam number rot rotation of the bar's background. sprite (0-360).
|
||||
--
|
||||
function CustomBar:SetBackgroundRotation(rot)
|
||||
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].rotBg = rot
|
||||
end
|
||||
end
|
||||
|
||||
-- Sets the custom bar background sprite color.
|
||||
-- @tparam Color color Color of bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundColor(color)
|
||||
if color and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].colorBg = color
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite scale.
|
||||
-- @tparam Vec2 scale X,Y Scaling factor for the bar's background sprite.
|
||||
--
|
||||
function CustomBar:SetBackgroundScale(scale)
|
||||
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleBg = scale
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite slot and sprite ID.
|
||||
-- @tparam Objects.ObjID slot Object ID for the bar's background sprite.
|
||||
-- @tparam number id SpriteID from the specified object for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundSpriteSlot(slot, id)
|
||||
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].objectIdBg = slot
|
||||
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBg = id
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar background sprite align mode.
|
||||
-- @tparam View.AlignMode alignMode Alignment for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundAlignMode(alignMode)
|
||||
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].alignModeBg = alignMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar background sprite scale mode.
|
||||
-- @tparam View.ScaleMode scaleMode Scaling for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundScaleMode(scaleMode)
|
||||
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleModeBg = scaleMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar background sprite blend mode.
|
||||
-- @tparam Effects.BlendID blendMode Blending modes for the bar's background.
|
||||
--
|
||||
function CustomBar:SetBackgroundBlendMode(blendMode)
|
||||
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].blendModeBg = blendMode
|
||||
end
|
||||
end
|
||||
|
||||
---
|
||||
-- Sets the custom bar sprite position.
|
||||
-- @tparam Vec2 pos X,Y position of the bar in screen percent (0-100).
|
||||
--
|
||||
function CustomBar:SetBarPosition(pos)
|
||||
if pos and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].posBar = pos
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite rotation.
|
||||
-- @tparam number rot rotation of the bar's sprite (0-360).
|
||||
--
|
||||
function CustomBar:SetBarRotation(rot)
|
||||
if rot and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].rot = rot
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite color.
|
||||
-- @tparam Color color Color of the bar.
|
||||
--
|
||||
function CustomBar:SetBarColor(color)
|
||||
if color and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].colorBar = color
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite scale.
|
||||
-- @tparam Vec2 scale X,Y Scaling factor for the bar's sprite.
|
||||
--
|
||||
function CustomBar:SetBarScale(scale)
|
||||
if scale and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleBar = scale
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite slot and sprite ID.
|
||||
-- @tparam Objects.ObjID slot Object ID for the bar sprite.
|
||||
-- @tparam number id SpriteID from the specified object for the bar.
|
||||
--
|
||||
function CustomBar:SetBarSpriteSlot(slot, id)
|
||||
if slot and id and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].objectIdBar = slot
|
||||
LevelVars.Engine.CustomBars.bars[self.name].spriteIdBar = id
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite alignment mode.
|
||||
-- @tparam View.AlignMode alignMode Alignment for the bar.
|
||||
--
|
||||
function CustomBar:SetBarAlignMode(alignMode)
|
||||
if alignMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].alignMode = alignMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite scale mode.
|
||||
-- @tparam View.ScaleMode scaleMode Scaling for the bar.
|
||||
--
|
||||
function CustomBar:SetBarScaleMode(scaleMode)
|
||||
if scaleMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].scaleMode = scaleMode
|
||||
end
|
||||
end
|
||||
---
|
||||
-- Sets the custom bar sprite blend mode.
|
||||
-- @tparam Effects.BlendID blendMode Blending modes for the bar.
|
||||
--
|
||||
function CustomBar:SetBarBlendMode(blendMode)
|
||||
if blendMode and LevelVars.Engine.CustomBars.bars[self.name] then
|
||||
LevelVars.Engine.CustomBars.bars[self.name].blendMode = blendMode
|
||||
end
|
||||
end
|
||||
|
||||
LevelFuncs.Engine.CustomBar.UpdateCustomBars = function()
|
||||
|
||||
local playerTarget = Lara:GetTarget()
|
||||
|
||||
if playerTarget ~= nil and LevelVars.Engine.CustomBars.enemiesHpBar.status then
|
||||
local playerTargetName = playerTarget:GetName()
|
||||
local displayName = LevelFuncs.Engine.Node.SplitString(playerTargetName, "_")
|
||||
local enemytable = playerTargetName .. "_bar_data"
|
||||
if LevelVars.Engine.CustomBars.bars[enemytable] == nil then
|
||||
local eB = LevelVars.Engine.CustomBars.enemiesHpBar
|
||||
|
||||
local enemyBar = {
|
||||
barName = playerTargetName,
|
||||
objectIdBg = eB.objectIdBg,
|
||||
spriteIdBg = eB.spriteIdBg,
|
||||
colorBg = eB.colorBg,
|
||||
posBg = eB.posBg,
|
||||
rotBg = eB.rotBg,
|
||||
scaleBg = eB.scaleBg,
|
||||
alignModeBg = eB.alignModeBg,
|
||||
scaleModeBg = eB.scaleModeBg,
|
||||
blendModeBg = eB.blendModeBg,
|
||||
objectIdBar = eB.objectIdBar,
|
||||
spriteIdBar = eB.spriteIdBar,
|
||||
colorBar = eB.colorBar,
|
||||
posBar = eB.posBar,
|
||||
rot = eB.rot,
|
||||
scaleBar = eB.scaleBar,
|
||||
alignMode = eB.alignMode,
|
||||
scaleMode = eB.scaleMode,
|
||||
blendMode = eB.blendMode,
|
||||
text = displayName[1],
|
||||
textPos = eB.textPos,
|
||||
textOptions = eB.textOptions,
|
||||
textScale = eB.textScale,
|
||||
textColor = eB.textColor,
|
||||
hideText = eB.hideText,
|
||||
alphaBlendSpeed = eB.alphaBlendSpeed,
|
||||
blink = eB.blink,
|
||||
blinkLimit = eB.blinkLimit,
|
||||
showBar = false,
|
||||
object = playerTargetName
|
||||
}
|
||||
|
||||
CustomBar.CreateEnemyHpBar(enemyBar)
|
||||
LevelVars.Engine.CustomBars.bars[enemytable].getActionType = 4
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
for _, customBar in pairs (LevelVars.Engine.CustomBars.bars) do
|
||||
|
||||
if customBar ~= nil then
|
||||
-- Smoothly transition to target value
|
||||
local currentValue = customBar.oldValue or 0
|
||||
local targetValue = customBar.targetValue or 0
|
||||
local delta = customBar.fixedInterval
|
||||
|
||||
if customBar.object ~=nil and (customBar.getActionType == 0 or customBar.getActionType == 4) then
|
||||
local enemy = GetMoveableByName(customBar.object)
|
||||
currentValue = enemy:GetHP()
|
||||
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible at full alpha
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, only show the bar if the enemy is the player's current target
|
||||
if playerTarget == enemy then
|
||||
customBar.targetAlpha = 255 -- Set to full alpha if this enemy is the target
|
||||
customBar.visible = true
|
||||
else
|
||||
customBar.targetAlpha = 0 -- Set to 0 alpha if this enemy is not the target
|
||||
end
|
||||
end
|
||||
|
||||
if currentValue <= 0 then
|
||||
customBar.targetAlpha = 0
|
||||
end
|
||||
|
||||
-- When Alpha reaches 0 set visibility to false
|
||||
if currentValue <= 0 and customBar.currentAlpha == 0 then
|
||||
customBar.visible = false
|
||||
LevelVars.Engine.CustomBars.bars[customBar.name] = nil
|
||||
end
|
||||
end
|
||||
|
||||
if customBar.getActionType == 1 then
|
||||
|
||||
currentValue = Lara:GetHP()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
-- Check if `hideBar` is true, which overrides all other behaviors
|
||||
if customBar.showBar == true then
|
||||
customBar.targetAlpha = 255 -- Bar is always visible
|
||||
customBar.visible = true
|
||||
|
||||
elseif currentValue ~= (customBar.oldValue or currentValue) then
|
||||
customBar.targetAlpha = 255 -- Show the bar if value changes
|
||||
customBar.visible = true
|
||||
|
||||
customBar.currentTimer = customBar.currentTimer + 1
|
||||
|
||||
if customBar.currentTimer >= 90 then
|
||||
customBar.oldValue = currentValue
|
||||
customBar.currentTimer = 0
|
||||
end
|
||||
|
||||
elseif Lara:GetHandStatus() == 0 and currentValue >= customBar.blinkLimit*1000 then
|
||||
-- Hide bar if hands are free and HP is 200 or more
|
||||
customBar.targetAlpha = 0
|
||||
customBar.visible = false
|
||||
|
||||
elseif Lara:GetHandStatus() == 2 or Lara:GetHandStatus() == 3 or Lara:GetHandStatus() == 4 then
|
||||
-- Show bar if hand status is 2, 3, or 4 (weapon drawn)
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
|
||||
elseif Lara:GetHandStatus() == 0 and currentValue < customBar.blinkLimit*1000 then
|
||||
-- Show bar if hands are free and HP is less than 200
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
end
|
||||
|
||||
elseif customBar.getActionType == 2 then
|
||||
currentValue = Lara:GetAir()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, hide the bar when currentValue is at max
|
||||
if currentValue == customBar.maxValue then
|
||||
customBar.targetAlpha = 0 -- Hide the bar when at max value
|
||||
else
|
||||
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
|
||||
customBar.visible = true
|
||||
end
|
||||
end
|
||||
|
||||
elseif customBar.getActionType == 3 then
|
||||
currentValue = Lara:GetStamina()
|
||||
targetValue = currentValue
|
||||
|
||||
customBar.progress = math.max(0, math.min(currentValue / customBar.maxValue, 1))
|
||||
|
||||
if customBar.showBar == true then
|
||||
-- If showBar is true, the bar is always visible
|
||||
customBar.targetAlpha = 255
|
||||
customBar.visible = true
|
||||
else
|
||||
-- If showBar is false, hide the bar when currentValue is at max
|
||||
if currentValue == customBar.maxValue then
|
||||
customBar.targetAlpha = 0 -- Hide the bar when at max value
|
||||
else
|
||||
customBar.targetAlpha = 255 -- Show the bar if currentValue is not max
|
||||
customBar.visible = true
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if currentValue ~= targetValue then
|
||||
-- Update current value by delta (increment or decrement)
|
||||
if currentValue < targetValue then
|
||||
currentValue = math.min(currentValue + delta, targetValue)
|
||||
else
|
||||
currentValue = math.max(currentValue + delta, targetValue)
|
||||
end
|
||||
|
||||
-- Update the bar's progress (0-1 scale)
|
||||
customBar.oldValue = currentValue
|
||||
customBar.progress = currentValue / customBar.maxValue
|
||||
end
|
||||
-- Smoothly transition alpha
|
||||
if customBar.currentAlpha ~= customBar.targetAlpha then
|
||||
local alphaDelta = customBar.alphaBlendSpeed
|
||||
if customBar.currentAlpha < customBar.targetAlpha then
|
||||
customBar.currentAlpha = math.floor(math.min(customBar.currentAlpha + alphaDelta, customBar.targetAlpha))
|
||||
else
|
||||
customBar.currentAlpha = math.floor(math.max(customBar.currentAlpha - alphaDelta, customBar.targetAlpha))
|
||||
end
|
||||
end
|
||||
|
||||
-- Set parameters to draw the background
|
||||
local posBg = customBar.posBg
|
||||
local scaleBg = customBar.scaleBg
|
||||
local rotBg = customBar.rotBg
|
||||
local alignMBg = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignModeBg)
|
||||
local scaleMBg = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleModeBg)
|
||||
local blendIdBg = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendModeBg)
|
||||
|
||||
-- Adjust color with alpha blending
|
||||
local bgColor = Color(customBar.colorBg.r,customBar.colorBg.g,customBar.colorBg.b,customBar.currentAlpha)
|
||||
|
||||
-- Set parameters to draw the bar
|
||||
local pos = customBar.posBar
|
||||
local rot = customBar.rot
|
||||
local alignM = LevelFuncs.Engine.Node.GetDisplaySpriteAlignMode(customBar.alignMode)
|
||||
local scaleM = LevelFuncs.Engine.Node.GetDisplaySpriteScaleMode(customBar.scaleMode)
|
||||
local blendID = LevelFuncs.Engine.Node.GetBlendMode(customBar.blendMode)
|
||||
local barColor = TEN.Color(customBar.colorBar.r,customBar.colorBar.g,customBar.colorBar.b,customBar.currentAlpha)
|
||||
|
||||
-- when Alpha reaches 0 set visibility to false
|
||||
if customBar.currentAlpha > 0 then
|
||||
customBar.visible = true
|
||||
elseif customBar.currentAlpha == 0 then
|
||||
customBar.visible = false
|
||||
end
|
||||
|
||||
--draw bar if alpha is greater than 1 and visibility is true
|
||||
if customBar.visible and customBar.currentAlpha > 0 then
|
||||
-- Draw background sprite
|
||||
local bgSprite = TEN.DisplaySprite(customBar.objectIdBg, customBar.spriteIdBg, posBg, rotBg, scaleBg, bgColor)
|
||||
bgSprite:Draw(0, alignMBg, scaleMBg, blendIdBg)
|
||||
|
||||
-- Draw foreground sprite (the bar itself) proportional to Progress
|
||||
local barScale = TEN.Vec2(customBar.scaleBar.x * customBar.progress, customBar.scaleBar.y)
|
||||
local barSprite = TEN.DisplaySprite(customBar.objectIdBar, customBar.spriteIdBar, pos, rot, barScale, barColor)
|
||||
|
||||
if customBar.frameCounter == nil then
|
||||
customBar.frameCounter = 0
|
||||
end
|
||||
|
||||
-- Calculate HP percentage
|
||||
local Percentage = (currentValue / customBar.maxValue)
|
||||
|
||||
-- Update frame counter
|
||||
customBar.frameCounter = customBar.frameCounter + 1
|
||||
|
||||
-- Check if blink is enabled and value is below blinkLimit
|
||||
if customBar.blink == true and Percentage <= customBar.blinkLimit then
|
||||
-- Only draw the sprite every other frame
|
||||
if customBar.frameCounter % (customBar.blinkSpeed * 2) < customBar.blinkSpeed then
|
||||
barSprite:Draw(1, alignM, scaleM, blendID)
|
||||
end
|
||||
else
|
||||
-- Draw the sprite normally if blink is off or value is above blinkLimit
|
||||
barSprite:Draw(1, alignM, scaleM, blendID)
|
||||
end
|
||||
|
||||
-- Reset the frame counter if it reaches the blinkSpeed limit to prevent overflow
|
||||
if customBar.frameCounter >= customBar.blinkSpeed * 2 then
|
||||
customBar.frameCounter = 0
|
||||
end
|
||||
|
||||
if customBar.hideText == false then
|
||||
-- Draw text (enemy name and health)
|
||||
local barText = tostring(customBar.text) --debug text .. " (" .. currentHP .. " / " .. totalHP .. ")"
|
||||
local textColor = TEN.Color(customBar.textColor.r, customBar.textColor.g, customBar.textColor.b, customBar.currentAlpha)
|
||||
local posInPixel = TEN.Vec2(TEN.Util.PercentToScreen(customBar.textPos.x, customBar.textPos.y))
|
||||
local IsString = TEN.Flow.IsStringPresent(barText)
|
||||
local myText = TEN.Strings.DisplayString(barText, posInPixel, customBar.textScale, textColor, IsString, customBar.textOptions)
|
||||
TEN.Strings.ShowString(myText, 1/30)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
TEN.Logic.AddCallback(TEN.Logic.CallbackPoint.PRELOOP, LevelFuncs.Engine.CustomBar.UpdateCustomBars)
|
||||
|
||||
return CustomBar
|
|
@ -1,6 +1,5 @@
|
|||
-----
|
||||
--- Diaries:
|
||||
-- The module provides functions to create and manage Diaries. It maintains diary definitions and entries through all levels and hubs.
|
||||
-- This module provides functions to create and manage diaries. It maintains diary definitions and entries through all levels and hubs.
|
||||
-- Each diary is accessed by the object that was used to create it.
|
||||
--
|
||||
-- Example usage:
|
||||
|
|
|
@ -70,14 +70,14 @@ namespace TEN::Hud
|
|||
|
||||
// Draw dial.
|
||||
AddDisplaySprite(
|
||||
ID_SPEEDOMETER, DIAL_ELEMENT_SPRITE_ID,
|
||||
ID_SPEEDOMETER_GRAPHICS, DIAL_ELEMENT_SPRITE_ID,
|
||||
POS, 0, SCALE, color,
|
||||
DIAL_PRIORITY, DisplaySpriteAlignMode::Center, DisplaySpriteScaleMode::Fit, BlendMode::AlphaBlend,
|
||||
DisplaySpritePhase::Draw);
|
||||
|
||||
// Draw pointer.
|
||||
AddDisplaySprite(
|
||||
ID_SPEEDOMETER, POINTER_ELEMENT_SPRITE_ID,
|
||||
ID_SPEEDOMETER_GRAPHICS, POINTER_ELEMENT_SPRITE_ID,
|
||||
POS, pointerAngle + POINTER_ANGLE_OFFSET, SCALE, color,
|
||||
POINTER_PRIORITY, DisplaySpriteAlignMode::Center, DisplaySpriteScaleMode::Fit, BlendMode::AlphaBlend,
|
||||
DisplaySpritePhase::Draw);
|
||||
|
|
|
@ -132,7 +132,7 @@ namespace TEN::Hud
|
|||
|
||||
void CrosshairData::Draw() const
|
||||
{
|
||||
constexpr auto SPRITE_SEQUENCE_OBJECT_ID = ID_CROSSHAIR;
|
||||
constexpr auto SPRITE_SEQUENCE_OBJECT_ID = ID_CROSSHAIR_GRAPHICS;
|
||||
constexpr auto STATIC_ELEMENT_SPRITE_ID = 0;
|
||||
constexpr auto SEGMENT_ELEMENT_SPRITE_ID = 1;
|
||||
constexpr auto PRIORITY = 0; // TODO: Check later. May interfere with Lua display sprites. -- Sezz 2023.10.06
|
||||
|
|
|
@ -1,25 +1,6 @@
|
|||
#include "framework.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
|
||||
#include "Game/Lara/lara_basic.h"
|
||||
#include "Game/Lara/lara_cheat.h"
|
||||
#include "Game/Lara/lara_climb.h"
|
||||
#include "Game/Lara/lara_collide.h"
|
||||
#include "Game/Lara/lara_crawl.h"
|
||||
#include "Game/Lara/lara_fire.h"
|
||||
#include "Game/Lara/lara_hang.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_initialise.h"
|
||||
#include "Game/Lara/lara_jump.h"
|
||||
#include "Game/Lara/lara_monkey.h"
|
||||
#include "Game/Lara/lara_objects.h"
|
||||
#include "Game/Lara/lara_one_gun.h"
|
||||
#include "Game/Lara/lara_overhang.h"
|
||||
#include "Game/Lara/lara_slide.h"
|
||||
#include "Game/Lara/lara_surface.h"
|
||||
#include "Game/Lara/lara_swim.h"
|
||||
#include "Game/Lara/lara_tests.h"
|
||||
#include "Game/animation.h"
|
||||
#include "Game/camera.h"
|
||||
#include "Game/collision/collide_item.h"
|
||||
|
@ -32,11 +13,24 @@
|
|||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/Gui.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/Lara/lara_basic.h"
|
||||
#include "Game/Lara/lara_cheat.h"
|
||||
#include "Game/Lara/lara_climb.h"
|
||||
#include "Game/Lara/lara_collide.h"
|
||||
#include "Game/Lara/lara_crawl.h"
|
||||
#include "Game/Lara/lara_fire.h"
|
||||
#include "Game/Lara/lara_hang.h"
|
||||
#include "Game/Lara/lara_helpers.h"
|
||||
#include "Game/Lara/lara_initialise.h"
|
||||
#include "Game/Lara/lara_jump.h"
|
||||
#include "Game/Lara/lara_monkey.h"
|
||||
#include "Game/Lara/lara_objects.h"
|
||||
#include "Game/Lara/lara_one_gun.h"
|
||||
#include "Game/Lara/lara_overhang.h"
|
||||
#include "Game/Lara/lara_slide.h"
|
||||
#include "Game/Lara/lara_surface.h"
|
||||
#include "Game/Lara/lara_swim.h"
|
||||
#include "Game/Lara/lara_tests.h"
|
||||
#include "Game/Lara/PlayerStateMachine.h"
|
||||
#include "Game/misc.h"
|
||||
#include "Game/savegame.h"
|
||||
|
|
|
@ -476,14 +476,14 @@ void HandlePlayerLookAround(ItemInfo& item, bool invertXAxis)
|
|||
if ((IsHeld(In::Forward) || IsHeld(In::Back)) &&
|
||||
(player.Control.Look.Mode == LookMode::Free || player.Control.Look.Mode == LookMode::Vertical))
|
||||
{
|
||||
axisCoeff.x = AxisMap[(int)InputAxis::Move].y;
|
||||
axisCoeff.x = AxisMap[InputAxisID::Move].y;
|
||||
}
|
||||
|
||||
// Determine Y axis coefficient.
|
||||
if ((IsHeld(In::Left) || IsHeld(In::Right)) &&
|
||||
(player.Control.Look.Mode == LookMode::Free || player.Control.Look.Mode == LookMode::Horizontal))
|
||||
{
|
||||
axisCoeff.y = AxisMap[(int)InputAxis::Move].x;
|
||||
axisCoeff.y = AxisMap[InputAxisID::Move].x;
|
||||
}
|
||||
|
||||
// Determine turn rate base values.
|
||||
|
@ -583,7 +583,7 @@ void HandlePlayerLean(ItemInfo* item, CollisionInfo* coll, short baseRate, short
|
|||
if (!item->Animation.Velocity.z)
|
||||
return;
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
int sign = copysign(1, axisCoeff);
|
||||
short maxAngleNormalized = maxAngle * axisCoeff;
|
||||
|
||||
|
@ -604,7 +604,7 @@ void HandlePlayerCrawlFlex(ItemInfo& item)
|
|||
if (item.Animation.Velocity.z == 0.0f)
|
||||
return;
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
int sign = copysign(1, axisCoeff);
|
||||
short maxAngleNormalized = FLEX_ANGLE_MAX * axisCoeff;
|
||||
|
||||
|
@ -802,6 +802,7 @@ void HandlePlayerFlyCheat(ItemInfo& item)
|
|||
item.Animation.Velocity = Vector3::Zero;
|
||||
item.Animation.IsAirborne = true;
|
||||
item.Pose.Position.y -= CLICK(0.5f);
|
||||
item.Pose.Scale = Vector3::One;
|
||||
item.HitPoints = LARA_HEALTH_MAX;
|
||||
|
||||
player.Control.WaterStatus = WaterStatus::FlyCheat;
|
||||
|
@ -1230,7 +1231,7 @@ void ModulateLaraTurnRateY(ItemInfo* item, short accelRate, short minTurnRate, s
|
|||
{
|
||||
auto* lara = GetLaraInfo(item);
|
||||
|
||||
float axisCoeff = AxisMap[(int)InputAxis::Move].x;
|
||||
float axisCoeff = AxisMap[InputAxisID::Move].x;
|
||||
if (item->Animation.IsAirborne)
|
||||
{
|
||||
int sign = std::copysign(1, axisCoeff);
|
||||
|
|
|
@ -1339,8 +1339,8 @@ void DoExplosiveDamage(ItemInfo& emitter, ItemInfo& target, ItemInfo& projectile
|
|||
SaveGame::Statistics.Level.AmmoHits++;
|
||||
if (target.HitPoints <= 0)
|
||||
{
|
||||
SaveGame::Statistics.Level.Kills++;
|
||||
SaveGame::Statistics.Game.Kills++;
|
||||
SaveGame::Statistics.Level.Kills++;
|
||||
CreatureDie(target.Index, true);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -611,7 +611,7 @@ enum LaraAnim
|
|||
LA_LADDER_RIGHT_CORNER_OUTER_START = 365, // Ladder around outer right corner
|
||||
LA_PUSHABLE_BLOCK_PUSH_EDGE_SLIP = 366,
|
||||
LA_LADDER_LEFT_CORNER_INNER_START = 367, // Ladder around inner left corner
|
||||
LA_LADDER_LEFT_CORNER_INNER_END = 368, // TODO: Remove.
|
||||
LA_LADDER_LEFT_CORNER_INNER_END = 368,
|
||||
LA_LADDER_RIGHT_CORNER_INNER_START = 369, // Ladder around inner right corner
|
||||
LA_LADDER_RIGHT_CORNER_INNER_END = 370, // TODO: Remove.
|
||||
LA_JUMP_UP_TO_ROPE_START = 371, // Jump up > rope idle (1/2)
|
||||
|
@ -688,7 +688,7 @@ enum LaraAnim
|
|||
LA_PICKUP_SARCOPHAGUS = 439, // Pickup from sarcophagus
|
||||
LA_DRAG_BODY = 440, // Drag dead body
|
||||
LA_BINOCULARS_IDLE = 441, // Stand, looking through binoculars
|
||||
LA_UNUSED_442 = 442, // Formelly, LA_BIG_SCORPION_DEATH, but that animation is now in LARA EXTRA ANIMS so this slot is unused.
|
||||
LA_UNDERWATER_FLOOR_TRAPDOOR = 442, // Underwater floor trapdoor
|
||||
LA_ELEVATOR_RECOVER = 443, // Recover from elevator crash
|
||||
LA_MECHANICAL_BEETLE_USE = 444, // Wind mechanical beetle, place on floor
|
||||
LA_FLY_CHEAT = 445, // Fly cheat
|
||||
|
@ -828,7 +828,7 @@ enum LaraAnim
|
|||
NUM_LARA_ANIMS
|
||||
|
||||
// TRASHED ANIMS (reuse slots before going any higher and remove entries from this list when you do):
|
||||
// 368, 370,
|
||||
// 370,
|
||||
// 442
|
||||
};
|
||||
|
||||
|
|
|
@ -175,6 +175,7 @@ void InitializeGameFlags()
|
|||
|
||||
FlipEffect = NO_VALUE;
|
||||
FlipStatus = false;
|
||||
NumRPickups = 0;
|
||||
Camera.underwater = false;
|
||||
}
|
||||
|
||||
|
@ -210,6 +211,8 @@ void CustomObjects()
|
|||
|
||||
void InitializeObjects()
|
||||
{
|
||||
TENLog("Initializing objects...", LogLevel::Info);
|
||||
|
||||
AllocTR4Objects();
|
||||
AllocTR5Objects();
|
||||
|
||||
|
@ -252,10 +255,6 @@ void InitializeObjects()
|
|||
// User defined objects
|
||||
CustomObjects();
|
||||
|
||||
HairEffect.Initialize();
|
||||
InitializeSpecialEffects();
|
||||
|
||||
NumRPickups = 0;
|
||||
CurrentSequence = 0;
|
||||
SequenceResults[0][1][2] = 0;
|
||||
SequenceResults[0][2][1] = 1;
|
||||
|
|
|
@ -93,7 +93,7 @@ void DoThumbstickCamera()
|
|||
|
||||
if (Camera.laraNode == -1 && Camera.target.ToVector3i() == OldCam.target)
|
||||
{
|
||||
const auto& axisCoeff = AxisMap[(int)InputAxis::Camera];
|
||||
const auto& axisCoeff = AxisMap[InputAxisID::Camera];
|
||||
|
||||
if (abs(axisCoeff.x) > EPSILON && abs(Camera.targetAngle) == 0)
|
||||
Camera.targetAngle = ANGLE(VERTICAL_CONSTRAINT_ANGLE * axisCoeff.x);
|
||||
|
|
|
@ -946,6 +946,10 @@ void CollideSolidStatics(ItemInfo* item, CollisionInfo* coll)
|
|||
if (!(mesh.flags & StaticMeshFlags::SM_VISIBLE))
|
||||
continue;
|
||||
|
||||
// Bypass static meshes which are marked as non-collidable.
|
||||
if (!(mesh.flags & StaticMeshFlags::SM_COLLISION))
|
||||
continue;
|
||||
|
||||
// Only process meshes which are solid, or if solid mode is set by the setup.
|
||||
if (!coll->Setup.ForceSolidStatics && !(mesh.flags & StaticMeshFlags::SM_SOLID))
|
||||
continue;
|
||||
|
@ -1894,9 +1898,14 @@ void DoObjectCollision(ItemInfo* item, CollisionInfo* coll)
|
|||
|
||||
for (auto& staticObject : neighborRoom.mesh)
|
||||
{
|
||||
// Check if static is visible.
|
||||
if (!(staticObject.flags & StaticMeshFlags::SM_VISIBLE))
|
||||
continue;
|
||||
|
||||
// Check if static is collidable.
|
||||
if (!(staticObject.flags & StaticMeshFlags::SM_COLLISION))
|
||||
continue;
|
||||
|
||||
// For Lara, solid static mesh collisions are directly managed by GetCollisionInfo,
|
||||
// so we bypass them here to avoid interference.
|
||||
if (isPlayer && (staticObject.flags & StaticMeshFlags::SM_SOLID))
|
||||
|
|
|
@ -117,7 +117,7 @@ struct SectorFlagData
|
|||
bool MinecartRight() { return MarkBeetle; }
|
||||
bool MinecartStop() { return (MarkBeetle && MarkTriggerer); }
|
||||
|
||||
bool IsWallClimbable(ClimbDirectionFlags flag)
|
||||
bool IsWallClimbable(ClimbDirectionFlags flag) const
|
||||
{
|
||||
switch (flag)
|
||||
{
|
||||
|
|
|
@ -53,6 +53,7 @@
|
|||
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
|
||||
#include "Scripting/Include/ScriptInterfaceGame.h"
|
||||
#include "Scripting/Include/Strings/ScriptInterfaceStringsHandler.h"
|
||||
#include "Scripting/Internal/TEN/Flow/Level/FlowLevel.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Specific/clock.h"
|
||||
#include "Specific/Input/Input.h"
|
||||
|
@ -220,7 +221,7 @@ GameStatus GamePhase(bool insideMenu)
|
|||
UpdateFadeScreenAndCinematicBars();
|
||||
|
||||
// Rumble screen (like in submarine level of TRC).
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->Rumble)
|
||||
if (g_GameFlow->GetLevel(CurrentLevel)->GetRumbleEnabled())
|
||||
RumbleScreen();
|
||||
|
||||
DoFlipEffect(FlipEffect, LaraItem);
|
||||
|
@ -391,6 +392,7 @@ GameStatus DoLevel(int levelIndex, bool loadGame)
|
|||
InitializeCamera();
|
||||
InitializeSpotCamSequences(isTitle);
|
||||
InitializeItemBoxData();
|
||||
InitializeSpecialEffects();
|
||||
|
||||
// Initialize scripting.
|
||||
InitializeScripting(levelIndex, loadGame);
|
||||
|
@ -582,9 +584,13 @@ void InitializeScripting(int levelIndex, bool loadGame)
|
|||
|
||||
void DeInitializeScripting(int levelIndex, GameStatus reason)
|
||||
{
|
||||
// Reload gameflow script to clear level script variables.
|
||||
g_GameFlow->LoadFlowScript();
|
||||
|
||||
g_GameScript->FreeLevelScripts();
|
||||
g_GameScriptEntities->FreeEntities();
|
||||
|
||||
// If level index is 0, it means we are in a title level and game variables should be cleared.
|
||||
if (levelIndex == 0)
|
||||
g_GameScript->ResetScripts(true);
|
||||
}
|
||||
|
@ -701,6 +707,13 @@ void SetupInterpolation()
|
|||
{
|
||||
for (auto& item : g_Level.Items)
|
||||
item.DisableInterpolation = false;
|
||||
|
||||
// HACK: Remove after ScriptInterfaceFlowHandler is deprecated.
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
level->Horizon1.SetPosition(level->Horizon1.GetPosition(), true);
|
||||
level->Horizon2.SetPosition(level->Horizon2.GetPosition(), true);
|
||||
level->Horizon1.SetRotation(level->Horizon1.GetRotation(), true);
|
||||
level->Horizon2.SetRotation(level->Horizon2.GetRotation(), true);
|
||||
}
|
||||
|
||||
void HandleControls(bool isTitle)
|
||||
|
|
|
@ -705,6 +705,10 @@ std::optional<Vector3> GetStaticObjectLos(const Vector3& origin, int roomNumber,
|
|||
if (!(staticObject.flags & StaticMeshFlags::SM_VISIBLE))
|
||||
continue;
|
||||
|
||||
// Check if static is collidable.
|
||||
if (!(staticObject.flags & StaticMeshFlags::SM_COLLISION))
|
||||
continue;
|
||||
|
||||
// Check if static is solid (if applicable).
|
||||
if (onlySolid && !(staticObject.flags & StaticMeshFlags::SM_SOLID))
|
||||
continue;
|
||||
|
|
|
@ -73,10 +73,10 @@ namespace TEN::Effects::Streamer
|
|||
}
|
||||
}
|
||||
|
||||
Streamer::Streamer(StreamerFeatherType featherType, BlendMode blendMode)
|
||||
Streamer::Streamer(StreamerFeatherMode featherMode, BlendMode blendMode)
|
||||
{
|
||||
_segmentSpawnTimeOffset = GlobalCounter % SEGMENT_SPAWN_INTERVAL_TIME;
|
||||
_featherType = featherType;
|
||||
_featherMode = featherMode;
|
||||
_blendMode = blendMode;
|
||||
}
|
||||
|
||||
|
@ -85,9 +85,9 @@ namespace TEN::Effects::Streamer
|
|||
return _segments;
|
||||
}
|
||||
|
||||
StreamerFeatherType Streamer::GetFeatherType() const
|
||||
StreamerFeatherMode Streamer::GetFeatherMode() const
|
||||
{
|
||||
return _featherType;
|
||||
return _featherMode;
|
||||
}
|
||||
|
||||
BlendMode Streamer::GetBlendMode() const
|
||||
|
@ -110,7 +110,7 @@ namespace TEN::Effects::Streamer
|
|||
// Avoid creating "clipped" streamers by clamping max life according to max segment count.
|
||||
int lifeMax = (int)std::min(round(life * FPS), (float)SEGMENT_COUNT_MAX);
|
||||
|
||||
float alpha = (float(segmentCount + SEGMENT_SPAWN_INTERVAL_TIME) / (float)lifeMax) * FADE_IN_COEFF;
|
||||
float alpha = (float(segmentCount * SEGMENT_SPAWN_INTERVAL_TIME) / (float)lifeMax) * FADE_IN_COEFF;
|
||||
float opacityMax = EaseInOutSine(colorEnd.w, colorStart.w, alpha);
|
||||
|
||||
segment.Orientation = AxisAngle(dir, orient);
|
||||
|
@ -165,7 +165,7 @@ namespace TEN::Effects::Streamer
|
|||
|
||||
void StreamerGroup::AddStreamer(int tag, const Vector3& pos, const Vector3& dir, short orient, const Color& colorStart, const Color& colorEnd,
|
||||
float width, float life, float vel, float expRate, short rot,
|
||||
StreamerFeatherType featherType, BlendMode blendMode)
|
||||
StreamerFeatherMode featherMode, BlendMode blendMode)
|
||||
{
|
||||
TENAssert(_pools.size() <= POOL_COUNT_MAX, "Streamer pool count overflow.");
|
||||
|
||||
|
@ -174,7 +174,7 @@ namespace TEN::Effects::Streamer
|
|||
return;
|
||||
|
||||
// Get and extend streamer iteration.
|
||||
auto& streamer = GetStreamerIteration(tag, featherType, blendMode);
|
||||
auto& streamer = GetStreamerIteration(tag, featherMode, blendMode);
|
||||
streamer.Extend(pos, dir, orient, colorStart, colorEnd, width, life, vel, expRate, rot, (unsigned int)streamer.GetSegments().size());
|
||||
}
|
||||
|
||||
|
@ -202,7 +202,7 @@ namespace TEN::Effects::Streamer
|
|||
return pool;
|
||||
}
|
||||
|
||||
Streamer& StreamerGroup::GetStreamerIteration(int tag, StreamerFeatherType featherType, BlendMode blendMode)
|
||||
Streamer& StreamerGroup::GetStreamerIteration(int tag, StreamerFeatherMode featherMode, BlendMode blendMode)
|
||||
{
|
||||
auto& pool = GetPool(tag);
|
||||
TENAssert(pool.size() <= STREAMER_COUNT_MAX, "Streamer pool size overflow.");
|
||||
|
@ -220,7 +220,7 @@ namespace TEN::Effects::Streamer
|
|||
pool.erase(pool.begin());
|
||||
|
||||
// Add and return new streamer iteration.
|
||||
return pool.emplace_back(Streamer(featherType, blendMode));
|
||||
return pool.emplace_back(Streamer(featherMode, blendMode));
|
||||
}
|
||||
|
||||
void StreamerGroup::ClearInactivePools()
|
||||
|
@ -259,7 +259,7 @@ namespace TEN::Effects::Streamer
|
|||
|
||||
void StreamerEffectController::Spawn(int itemNumber, int tag, const Vector3& pos, const Vector3& dir, short orient, const Color& colorStart, const Color& colorEnd,
|
||||
float width, float life, float vel, float expRate, short rot,
|
||||
StreamerFeatherType featherType, BlendMode blendMode)
|
||||
StreamerFeatherMode featherMode, BlendMode blendMode)
|
||||
{
|
||||
TENAssert(_groups.size() <= GROUP_COUNT_MAX, "Streamer group count overflow.");
|
||||
|
||||
|
@ -269,7 +269,7 @@ namespace TEN::Effects::Streamer
|
|||
|
||||
// Add new or extend existing streamer.
|
||||
auto& group = GetGroup(itemNumber);
|
||||
group.AddStreamer(tag, pos, dir, orient, colorStart, colorEnd, width, life, vel, expRate, rot, featherType, blendMode);
|
||||
group.AddStreamer(tag, pos, dir, orient, colorStart, colorEnd, width, life, vel, expRate, rot, featherMode, blendMode);
|
||||
}
|
||||
|
||||
void StreamerEffectController::Update()
|
||||
|
|
|
@ -9,7 +9,7 @@ struct ItemInfo;
|
|||
|
||||
namespace TEN::Effects::Streamer
|
||||
{
|
||||
enum class StreamerFeatherType
|
||||
enum class StreamerFeatherMode
|
||||
{
|
||||
None,
|
||||
Center,
|
||||
|
@ -62,7 +62,7 @@ namespace TEN::Effects::Streamer
|
|||
|
||||
std::vector<StreamerSegment> _segments = {};
|
||||
int _segmentSpawnTimeOffset = 0; // Time in game frames.
|
||||
StreamerFeatherType _featherType = StreamerFeatherType::None;
|
||||
StreamerFeatherMode _featherMode = StreamerFeatherMode::None;
|
||||
BlendMode _blendMode = BlendMode::AlphaBlend;
|
||||
bool _isBroken = false;
|
||||
|
||||
|
@ -70,12 +70,12 @@ namespace TEN::Effects::Streamer
|
|||
public:
|
||||
// Constructors
|
||||
|
||||
Streamer(StreamerFeatherType featherType, BlendMode blendMode);
|
||||
Streamer(StreamerFeatherMode featherMode, BlendMode blendMode);
|
||||
|
||||
// Getters
|
||||
|
||||
const std::vector<StreamerSegment>& GetSegments() const;
|
||||
StreamerFeatherType GetFeatherType() const;
|
||||
StreamerFeatherMode GetFeatherMode() const;
|
||||
BlendMode GetBlendMode() const;
|
||||
|
||||
// Inquirers
|
||||
|
@ -116,14 +116,14 @@ namespace TEN::Effects::Streamer
|
|||
|
||||
void AddStreamer(int tag, const Vector3& pos, const Vector3& dir, short orient, const Color& colorStart, const Color& colorEnd,
|
||||
float width, float life, float vel, float expRate, short rot,
|
||||
StreamerFeatherType featherType, BlendMode blendMode);
|
||||
StreamerFeatherMode featherMode, BlendMode blendMode);
|
||||
void Update();
|
||||
|
||||
private:
|
||||
// Helpers
|
||||
|
||||
std::vector<Streamer>& GetPool(int tag);
|
||||
Streamer& GetStreamerIteration(int tag, StreamerFeatherType featherType, BlendMode blendMode);
|
||||
Streamer& GetStreamerIteration(int tag, StreamerFeatherMode featherMode, BlendMode blendMode);
|
||||
void ClearInactivePools();
|
||||
void ClearInactiveStreamers(int tag);
|
||||
};
|
||||
|
@ -149,7 +149,7 @@ namespace TEN::Effects::Streamer
|
|||
// TODO: Use seconds.
|
||||
void Spawn(int itemNumber, int tag, const Vector3& pos, const Vector3& dir, short orient, const Color& colorStart, const Color& colorEnd,
|
||||
float width, float life, float vel, float expRate, short rot,
|
||||
StreamerFeatherType featherType = StreamerFeatherType::None, BlendMode blendMode = BlendMode::AlphaBlend);
|
||||
StreamerFeatherMode featherMode = StreamerFeatherMode::None, BlendMode blendMode = BlendMode::AlphaBlend);
|
||||
void Update();
|
||||
void Clear();
|
||||
|
||||
|
|
|
@ -30,6 +30,7 @@
|
|||
#include "Sound/sound.h"
|
||||
#include "Specific/clock.h"
|
||||
#include "Specific/level.h"
|
||||
#include "Specific/trutils.h"
|
||||
|
||||
using namespace TEN::Collision::Point;
|
||||
using namespace TEN::Effects::Blood;
|
||||
|
@ -188,6 +189,86 @@ void SetSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID)
|
|||
particle.SpriteID = (int)round(Lerp(0.0f, spriteCount, normalizedAge));
|
||||
}
|
||||
|
||||
void SetAdvancedSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID, ParticleAnimType animationType, float frameRate)
|
||||
{
|
||||
// Ensure valid lifespan
|
||||
if (particle.life <= 0)
|
||||
{
|
||||
particle.on = false;
|
||||
ParticleDynamics[particle.dynamic].On = false;
|
||||
return;
|
||||
}
|
||||
|
||||
// Calculate particle's age and normalized progress
|
||||
float particleAge = particle.sLife - particle.life; // Elapsed time since spawn
|
||||
float normalizedAge = particleAge / particle.sLife; // Progress as a fraction [0.0, 1.0]
|
||||
|
||||
// Retrieve sprite sequence information
|
||||
//int firstFrame = Objects[objectID].meshIndex; // Starting sprite index
|
||||
int totalFrames = -Objects[objectID].nmeshes; // Total frames (assuming nmeshes is negative)
|
||||
if (totalFrames <= 0)
|
||||
{
|
||||
particle.SpriteSeqID = objectID;
|
||||
particle.SpriteID = 0; // Default to the first frame if no valid frames exist
|
||||
return;
|
||||
}
|
||||
|
||||
particle.SpriteSeqID = objectID;
|
||||
|
||||
// Handle animation modes
|
||||
switch (animationType)
|
||||
{
|
||||
case ParticleAnimType::Loop: // Frames loop sequentially
|
||||
{
|
||||
float frameDuration = frameRate > 0 ? 1.0f / frameRate : 1.0f / totalFrames; // Duration per frame
|
||||
int currentFrame = (int)(particleAge / frameDuration) % totalFrames; // Wrap frames
|
||||
particle.SpriteID = currentFrame;
|
||||
break;
|
||||
}
|
||||
|
||||
case ParticleAnimType::OneShot: // Frames play once, then freeze on the last frame
|
||||
{
|
||||
float totalDuration = frameRate > 0 ? totalFrames / frameRate : particle.sLife;
|
||||
int currentFrame = (int)(particleAge / (totalDuration / totalFrames));
|
||||
if (currentFrame >= totalFrames)
|
||||
currentFrame = totalFrames - 1; // Clamp to the last frame
|
||||
particle.SpriteID = currentFrame;
|
||||
break;
|
||||
}
|
||||
|
||||
case ParticleAnimType::BackAndForth: // Frames go forward and then backward
|
||||
{
|
||||
float frameDuration = frameRate > 0 ? 1.0f / frameRate : 1.0f / totalFrames;
|
||||
int totalFrameSteps = totalFrames * 2 - 2; // Forward and backward frames (avoiding double-count of last frame)
|
||||
int step = (int)(particleAge / frameDuration) % totalFrameSteps;
|
||||
int currentFrame = step < totalFrames ? step : totalFrames - (step - totalFrames) - 1;
|
||||
particle.SpriteID = currentFrame;
|
||||
break;
|
||||
}
|
||||
|
||||
case ParticleAnimType::LifetimeSpread: // Distribute all frames evenly over lifetime
|
||||
{
|
||||
int currentFrame = (int)(normalizedAge * totalFrames);
|
||||
if (currentFrame >= totalFrames)
|
||||
currentFrame = totalFrames - 1; // Clamp to the last frame
|
||||
particle.SpriteID = currentFrame;
|
||||
break;
|
||||
}
|
||||
|
||||
case ParticleAnimType::None: // Distribute all frames evenly over lifetime
|
||||
{
|
||||
particle.SpriteID = 0;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
default: // Default behavior: keep the first frame
|
||||
particle.SpriteID = 0;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void UpdateWibble()
|
||||
{
|
||||
// Update oscillator seed.
|
||||
|
@ -351,6 +432,54 @@ void UpdateSparks()
|
|||
if (spark.flags & SP_EXPLOSION)
|
||||
SetSpriteSequence(spark, ID_EXPLOSION_SPRITES);
|
||||
|
||||
|
||||
if (spark.flags & SP_ANIMATED)
|
||||
{
|
||||
ParticleAnimType animationType = static_cast<ParticleAnimType>(spark.animationType);
|
||||
GAME_OBJECT_ID spriteObject = static_cast<GAME_OBJECT_ID>(spark.SpriteSeqID);
|
||||
SetAdvancedSpriteSequence(spark, spriteObject, animationType, spark.framerate);
|
||||
}
|
||||
|
||||
if (spark.flags & SP_SOUND)
|
||||
SoundEffect(spark.sound, &Pose(Vector3(spark.x, spark.y, spark.z)), SoundEnvironment::Always);
|
||||
|
||||
if (spark.flags & SP_LIGHT)
|
||||
{
|
||||
float radius = spark.lightRadius * spark.size / spark.sSize;
|
||||
// Decrease flicker timer if set
|
||||
if (spark.lightFlicker > 0)
|
||||
{
|
||||
spark.lightFlicker--;
|
||||
|
||||
if (spark.lightFlicker <= 0)
|
||||
{
|
||||
// Apply random flicker effect
|
||||
int random = GetRandomControl();
|
||||
int colorOffset = (random % 21) - 10; // Random change between -10 and +10
|
||||
|
||||
byte r = std::clamp(spark.r + colorOffset, 0, 255);
|
||||
byte g = std::clamp(spark.g + colorOffset, 0, 255);
|
||||
byte b = std::clamp(spark.b + colorOffset, 0, 255);
|
||||
|
||||
// Reset flicker timer
|
||||
spark.lightFlicker = spark.lightFlickerS;
|
||||
|
||||
// Emit flickering light
|
||||
SpawnDynamicPointLight(Vector3(spark.x, spark.y, spark.z), ScriptColor(r, g, b), radius, false, GetHash(std::string()));
|
||||
}
|
||||
else
|
||||
{
|
||||
// Normal light emission while flicker is counting down
|
||||
SpawnDynamicPointLight(Vector3(spark.x, spark.y, spark.z), ScriptColor(spark.r, spark.g, spark.b), radius, false, GetHash(std::string()));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// If flicker is disabled or 0, just emit normal light
|
||||
SpawnDynamicPointLight(Vector3(spark.x, spark.y, spark.z), ScriptColor(spark.r, spark.g, spark.b), radius, false, GetHash(std::string()));
|
||||
}
|
||||
}
|
||||
|
||||
if ((spark.flags & SP_FIRE && LaraItem->Effect.Type == EffectType::None) ||
|
||||
(spark.flags & SP_DAMAGE) ||
|
||||
(spark.flags & SP_POISON))
|
||||
|
@ -367,10 +496,10 @@ void UpdateSparks()
|
|||
ItemBurn(LaraItem);
|
||||
|
||||
if (spark.flags & SP_DAMAGE)
|
||||
DoDamage(LaraItem, 2);
|
||||
DoDamage(LaraItem, spark.damage);
|
||||
|
||||
if (spark.flags & SP_POISON)
|
||||
Lara.Status.Poison += 5;
|
||||
Lara.Status.Poison += spark.damage;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -42,6 +42,18 @@ enum SpriteEnumFlag
|
|||
SP_PLASMAEXP = (1 << 13),
|
||||
SP_POISON = (1 << 14),
|
||||
SP_COLOR = (1 << 15),
|
||||
SP_ANIMATED = (1 << 16),
|
||||
SP_LIGHT = (1 << 17),
|
||||
SP_SOUND = (1 << 18),
|
||||
};
|
||||
|
||||
enum ParticleAnimType
|
||||
{
|
||||
None,
|
||||
OneShot,
|
||||
Loop,
|
||||
BackAndForth,
|
||||
LifetimeSpread
|
||||
};
|
||||
|
||||
// Used by Particle.nodeNumber.
|
||||
|
@ -130,7 +142,7 @@ struct Particle
|
|||
short rotAdd; // TODO: Due to legacy conventions, assigned values must be shifted >> 4.
|
||||
|
||||
short gravity;
|
||||
unsigned short flags; // SP_enum
|
||||
unsigned int flags; // SP_enum
|
||||
|
||||
float sSize;
|
||||
float dSize;
|
||||
|
@ -161,6 +173,16 @@ struct Particle
|
|||
signed char dynamic;
|
||||
unsigned char nodeNumber; // ParticleNodeOffsetIDs enum.
|
||||
|
||||
int damage;
|
||||
float framerate;
|
||||
ParticleAnimType animationType;
|
||||
|
||||
int lightRadius;
|
||||
int lightFlicker;
|
||||
int lightFlickerS;
|
||||
|
||||
int sound;
|
||||
|
||||
int PrevX;
|
||||
int PrevY;
|
||||
int PrevZ;
|
||||
|
@ -245,6 +267,7 @@ void ClearInactiveEffects(std::vector<TEffect>& effects)
|
|||
Particle* GetFreeParticle();
|
||||
|
||||
void SetSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID);
|
||||
void SetAdvancedSpriteSequence(Particle& particle, GAME_OBJECT_ID objectID, ParticleAnimType animationType, float frameRate);
|
||||
|
||||
void DetatchSpark(int num, SpriteEnumFlag type);
|
||||
void UpdateSparks();
|
||||
|
|
|
@ -355,6 +355,7 @@ void ThrowPoison(const ItemInfo& item, int boneID, const Vector3& offset, const
|
|||
auto& part = SetupPoisonParticle(colorStart, colorEnd);
|
||||
AttachAndCreateSpark(&part, &item, boneID, offset, vel, spriteID);
|
||||
part.flags = SP_POISON | SP_SCALE | SP_DEF | SP_ROTATE | SP_EXPDEF;
|
||||
part.damage = 5;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "Game/effects/tomb4fx.h"
|
||||
#include "Game/savegame.h"
|
||||
#include "Game/Setup.h"
|
||||
#include "Math.h"
|
||||
#include "Math/Math.h"
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
|
@ -232,17 +232,25 @@ namespace TEN::Effects::Environment
|
|||
|
||||
void EnvironmentController::UpdateStarfield(const ScriptInterfaceLevel& level)
|
||||
{
|
||||
if (!level.GetStarfieldStarsEnabled())
|
||||
int starCount = level.GetStarfieldStarCount();
|
||||
if (starCount == 0)
|
||||
return;
|
||||
|
||||
if (ResetStarField)
|
||||
{
|
||||
int starCount = level.GetStarfieldStarCount();
|
||||
|
||||
Stars.clear();
|
||||
ResetStarField = false;
|
||||
}
|
||||
|
||||
if (starCount != Stars.size())
|
||||
{
|
||||
// If starCount increased, add new stars to existing list.
|
||||
if (starCount > Stars.size())
|
||||
{
|
||||
// Reserve space for new stars if necessary.
|
||||
Stars.reserve(starCount);
|
||||
|
||||
for (int i = 0; i < starCount; i++)
|
||||
for (int i = (int)Stars.size(); i < starCount; i++)
|
||||
{
|
||||
auto starDir = Random::GenerateDirectionInCone(-Vector3::UnitY, 70.0f);
|
||||
starDir.Normalize();
|
||||
|
@ -270,14 +278,19 @@ namespace TEN::Effects::Environment
|
|||
|
||||
Stars.push_back(star);
|
||||
}
|
||||
}
|
||||
// If starCount decreased, resize vector without reinitializing.
|
||||
else
|
||||
{
|
||||
Stars.resize(starCount);
|
||||
}
|
||||
|
||||
ResetStarField = false;
|
||||
}
|
||||
|
||||
for (auto& star : Stars)
|
||||
star.Blinking = Random::GenerateFloat(0.5f, 1.0f);
|
||||
|
||||
if (level.GetStarfieldMeteorsEnabled())
|
||||
if (level.GetStarfieldMeteorCount() > 0)
|
||||
{
|
||||
for (auto& meteor : Meteors)
|
||||
{
|
||||
|
@ -513,7 +526,7 @@ namespace TEN::Effects::Environment
|
|||
if (!IsPointInRoom(pos, roomNumber))
|
||||
roomNumber = FindRoomNumber(pos, Camera.pos.RoomNumber, true);
|
||||
|
||||
if (roomNumber == NO_VALUE)
|
||||
if (!IsPointInRoom(pos, roomNumber) || roomNumber == NO_VALUE)
|
||||
continue;
|
||||
|
||||
// Check if water room.
|
||||
|
@ -639,7 +652,7 @@ namespace TEN::Effects::Environment
|
|||
Meteors.end());
|
||||
}
|
||||
|
||||
if (!level.GetStarfieldMeteorsEnabled())
|
||||
if (level.GetStarfieldMeteorCount() == 0)
|
||||
return;
|
||||
|
||||
int density = level.GetStarfieldMeteorSpawnDensity();
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include "Math/Math.h"
|
||||
|
||||
#include "Objects/Effects/LensFlare.h"
|
||||
#include "Objects/game_object_ids.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
|
||||
using namespace TEN::Entities::Effects;
|
||||
|
@ -100,6 +101,48 @@ namespace TEN::Effects::Environment
|
|||
|
||||
class EnvironmentController
|
||||
{
|
||||
private:
|
||||
// Weather
|
||||
|
||||
std::vector<WeatherParticle> Particles = {};
|
||||
|
||||
// Sky
|
||||
|
||||
Vector4 SkyCurrentColor[2] = {};
|
||||
short SkyCurrentPosition[2] = {};
|
||||
|
||||
// Wind
|
||||
|
||||
int WindX = 0;
|
||||
int WindZ = 0;
|
||||
int WindAngle = 0;
|
||||
int WindDAngle = 0;
|
||||
int WindCurrent = 0;
|
||||
|
||||
// Flash fader
|
||||
|
||||
Vector3 FlashColorBase = Vector3::Zero;
|
||||
float FlashSpeed = 1.0f;
|
||||
float FlashProgress = 0.0f;
|
||||
|
||||
// Lightning
|
||||
|
||||
int StormCount = 0;
|
||||
int StormRand = 0;
|
||||
int StormTimer = 0;
|
||||
byte StormSkyColor = 1;
|
||||
byte StormSkyColor2 = 1;
|
||||
|
||||
// Starfield
|
||||
|
||||
std::vector<StarParticle> Stars = {};
|
||||
std::vector<MeteorParticle> Meteors = {};
|
||||
bool ResetStarField = true;
|
||||
|
||||
// Lens flare
|
||||
|
||||
LensFlare GlobalLensFlare = {};
|
||||
|
||||
public:
|
||||
EnvironmentController();
|
||||
|
||||
|
@ -117,47 +160,13 @@ namespace TEN::Effects::Environment
|
|||
const std::vector<MeteorParticle>& GetMeteors() const { return Meteors; }
|
||||
|
||||
private:
|
||||
// Weather
|
||||
std::vector<WeatherParticle> Particles = {};
|
||||
|
||||
// Sky
|
||||
Vector4 SkyCurrentColor[2] = {};
|
||||
short SkyCurrentPosition[2] = {};
|
||||
|
||||
// Wind
|
||||
int WindX = 0;
|
||||
int WindZ = 0;
|
||||
int WindAngle = 0;
|
||||
int WindDAngle = 0;
|
||||
int WindCurrent = 0;
|
||||
|
||||
// Flash fader
|
||||
Vector3 FlashColorBase = Vector3::Zero;
|
||||
float FlashSpeed = 1.0f;
|
||||
float FlashProgress = 0.0f;
|
||||
|
||||
// Lightning
|
||||
int StormCount = 0;
|
||||
int StormRand = 0;
|
||||
int StormTimer = 0;
|
||||
byte StormSkyColor = 1;
|
||||
byte StormSkyColor2 = 1;
|
||||
|
||||
// Starfield
|
||||
std::vector<StarParticle> Stars = {};
|
||||
std::vector<MeteorParticle> Meteors = {};
|
||||
bool ResetStarField = true;
|
||||
|
||||
// Lens flare
|
||||
LensFlare GlobalLensFlare = {};
|
||||
|
||||
void UpdateStarfield(const ScriptInterfaceLevel& level);
|
||||
void UpdateWeather(const ScriptInterfaceLevel& level);
|
||||
void UpdateSky(const ScriptInterfaceLevel& level);
|
||||
void UpdateStorm(const ScriptInterfaceLevel& level);
|
||||
void UpdateWind(const ScriptInterfaceLevel& level);
|
||||
void UpdateFlash(const ScriptInterfaceLevel& level);
|
||||
void UpdateWeather(const ScriptInterfaceLevel& level);
|
||||
void UpdateLightning();
|
||||
void UpdateStarfield(const ScriptInterfaceLevel& level);
|
||||
void UpdateStorm(const ScriptInterfaceLevel& level);
|
||||
|
||||
void SpawnDustParticles(const ScriptInterfaceLevel& level);
|
||||
void SpawnWeatherParticles(const ScriptInterfaceLevel& level);
|
||||
|
|
|
@ -23,7 +23,6 @@
|
|||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
#include "Sound/sound.h"
|
||||
#include "Specific/Input/Input.h"
|
||||
#include "Specific/Input/InputAction.h"
|
||||
#include "Specific/clock.h"
|
||||
#include "Specific/configuration.h"
|
||||
#include "Specific/level.h"
|
||||
|
@ -124,7 +123,7 @@ namespace TEN::Gui
|
|||
STRING_ACTIONS_LOAD
|
||||
};
|
||||
|
||||
bool GuiController::GuiIsPulsed(ActionID actionID) const
|
||||
bool GuiController::GuiIsPulsed(InputActionID actionID) const
|
||||
{
|
||||
constexpr auto DELAY = 0.1f;
|
||||
constexpr auto INITIAL_DELAY = 0.4f;
|
||||
|
@ -134,7 +133,7 @@ namespace TEN::Gui
|
|||
return false;
|
||||
|
||||
// Pulse only directional inputs.
|
||||
auto oppositeAction = std::optional<ActionID>(std::nullopt);
|
||||
auto oppositeAction = std::optional<InputActionID>(std::nullopt);
|
||||
switch (actionID)
|
||||
{
|
||||
case In::Forward:
|
||||
|
@ -239,7 +238,7 @@ namespace TEN::Gui
|
|||
{
|
||||
if (mode != InvMode)
|
||||
{
|
||||
TimeInMenu = 0.0f;
|
||||
TimeInMenu = 0;
|
||||
InvMode = mode;
|
||||
}
|
||||
}
|
||||
|
@ -617,12 +616,16 @@ namespace TEN::Gui
|
|||
{
|
||||
// Save the configuration.
|
||||
auto screenResolution = g_Configuration.SupportedScreenResolutions[CurrentSettings.SelectedScreenResolution];
|
||||
|
||||
bool screenResolutionChanged = CurrentSettings.Configuration.ScreenWidth != screenResolution.x ||
|
||||
CurrentSettings.Configuration.ScreenHeight != screenResolution.y;
|
||||
|
||||
CurrentSettings.Configuration.ScreenWidth = screenResolution.x;
|
||||
CurrentSettings.Configuration.ScreenHeight = screenResolution.y;
|
||||
|
||||
// Determine whether we should update AA shaders.
|
||||
bool shouldRecompileAAShaders = g_Configuration.AntialiasingMode != CurrentSettings.Configuration.AntialiasingMode &&
|
||||
CurrentSettings.Configuration.AntialiasingMode != AntialiasingMode::Low;
|
||||
bool shouldRecompileAAShaders = CurrentSettings.Configuration.AntialiasingMode != AntialiasingMode::Low &&
|
||||
(screenResolutionChanged || g_Configuration.AntialiasingMode != CurrentSettings.Configuration.AntialiasingMode);
|
||||
|
||||
g_Configuration = CurrentSettings.Configuration;
|
||||
SaveConfiguration();
|
||||
|
@ -723,17 +726,17 @@ namespace TEN::Gui
|
|||
}
|
||||
else
|
||||
{
|
||||
int selectedKey = 0;
|
||||
for (selectedKey = 0; selectedKey < MAX_INPUT_SLOTS; selectedKey++)
|
||||
int selectedKeyID = 0;
|
||||
for (selectedKeyID = 0; selectedKeyID < KEY_COUNT; selectedKeyID++)
|
||||
{
|
||||
if (KeyMap[selectedKey])
|
||||
if (KeyMap[selectedKeyID])
|
||||
break;
|
||||
}
|
||||
|
||||
if (selectedKey == MAX_INPUT_SLOTS)
|
||||
selectedKey = 0;
|
||||
if (selectedKeyID == KEY_COUNT)
|
||||
selectedKeyID = 0;
|
||||
|
||||
if (selectedKey && !g_KeyNames[selectedKey].empty())
|
||||
if (selectedKeyID && !GetKeyName(selectedKeyID).empty())
|
||||
{
|
||||
unsigned int baseIndex = 0;
|
||||
switch (MenuToDisplay)
|
||||
|
@ -754,7 +757,7 @@ namespace TEN::Gui
|
|||
break;
|
||||
}
|
||||
|
||||
Bindings[1][baseIndex + SelectedOption] = selectedKey;
|
||||
g_Bindings.SetKeyBinding(InputDeviceID::Custom, InputActionID(baseIndex + SelectedOption), selectedKeyID);
|
||||
DefaultConflict();
|
||||
|
||||
CurrentSettings.NewKeyWaitTimer = 0.0f;
|
||||
|
@ -855,8 +858,8 @@ namespace TEN::Gui
|
|||
if (SelectedOption == (OptionCount - 1))
|
||||
{
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, nullptr, SoundEnvironment::Always);
|
||||
CurrentSettings.Configuration.Bindings = Bindings[1];
|
||||
g_Configuration.Bindings = Bindings[1];
|
||||
CurrentSettings.Configuration.Bindings = g_Bindings.GetBindingProfile(InputDeviceID::Custom);
|
||||
g_Configuration.Bindings = g_Bindings.GetBindingProfile(InputDeviceID::Custom);
|
||||
SaveConfiguration();
|
||||
MenuToDisplay = fromPauseMenu ? Menu::Pause : Menu::Options;
|
||||
SelectedOption = 2;
|
||||
|
@ -867,7 +870,7 @@ namespace TEN::Gui
|
|||
if (SelectedOption == OptionCount)
|
||||
{
|
||||
SoundEffect(SFX_TR4_MENU_SELECT, nullptr, SoundEnvironment::Always);
|
||||
Bindings[1] = CurrentSettings.Configuration.Bindings;
|
||||
g_Bindings.SetBindingProfile(InputDeviceID::Custom, CurrentSettings.Configuration.Bindings);
|
||||
MenuToDisplay = fromPauseMenu ? Menu::Pause : Menu::Options;
|
||||
SelectedOption = 2;
|
||||
return;
|
||||
|
@ -2190,7 +2193,7 @@ namespace TEN::Gui
|
|||
{
|
||||
// HACK.
|
||||
ClearAllActions();
|
||||
ActionMap[(int)In::Flare].Update(1.0f);
|
||||
ActionMap[In::Flare].Update(1.0f);
|
||||
|
||||
HandleWeapon(item);
|
||||
ClearAllActions();
|
||||
|
@ -2234,6 +2237,7 @@ namespace TEN::Gui
|
|||
item.HitPoints = LARA_HEALTH_MAX;
|
||||
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, nullptr, SoundEnvironment::Always);
|
||||
SaveGame::Statistics.Level.HealthUsed++;
|
||||
SaveGame::Statistics.Game.HealthUsed++;
|
||||
}
|
||||
else
|
||||
|
@ -2260,6 +2264,7 @@ namespace TEN::Gui
|
|||
item.HitPoints = LARA_HEALTH_MAX;
|
||||
|
||||
SoundEffect(SFX_TR4_MENU_MEDI, nullptr, SoundEnvironment::Always);
|
||||
SaveGame::Statistics.Level.HealthUsed++;
|
||||
SaveGame::Statistics.Game.HealthUsed++;
|
||||
}
|
||||
else
|
||||
|
|
|
@ -120,7 +120,7 @@ namespace TEN::Gui
|
|||
{
|
||||
private:
|
||||
// Input inquirers
|
||||
bool GuiIsPulsed(ActionID actionID) const;
|
||||
bool GuiIsPulsed(InputActionID actionID) const;
|
||||
bool GuiIsSelected(bool onClicked = true) const;
|
||||
bool GuiIsDeselected() const;
|
||||
bool CanSelect() const;
|
||||
|
@ -132,7 +132,7 @@ namespace TEN::Gui
|
|||
int OptionCount;
|
||||
int SelectedSaveSlot;
|
||||
|
||||
float TimeInMenu = -1.0f;
|
||||
int TimeInMenu = NO_VALUE;
|
||||
SettingsData CurrentSettings;
|
||||
|
||||
// Inventory variables
|
||||
|
|
|
@ -22,6 +22,7 @@
|
|||
#include "Game/pickup/pickup_misc_items.h"
|
||||
#include "Game/pickup/pickup_weapon.h"
|
||||
#include "Game/room.h"
|
||||
#include "Game/savegame.h"
|
||||
#include "Game/Setup.h"
|
||||
#include "Math/Math.h"
|
||||
#include "Objects/Generic/Object/burning_torch.h"
|
||||
|
@ -158,6 +159,11 @@ void PickedUpObject(GAME_OBJECT_ID objectID, std::optional<int> count)
|
|||
{
|
||||
// Item isn't any of the above; do nothing.
|
||||
}
|
||||
else
|
||||
{
|
||||
SaveGame::Statistics.Level.Pickups++;
|
||||
SaveGame::Statistics.Game.Pickups++;
|
||||
}
|
||||
}
|
||||
|
||||
void PickedUpObject(ItemInfo& item)
|
||||
|
|
|
@ -299,6 +299,7 @@ int FindRoomNumber(const Vector3i& pos, int startRoomNumber, bool onlyNeighbors)
|
|||
|
||||
if (!onlyNeighbors)
|
||||
{
|
||||
// TODO: Optimise search to O(log n) with BVH. -- Sezz 2025.03.01
|
||||
for (int roomNumber = 0; roomNumber < g_Level.Rooms.size(); roomNumber++)
|
||||
{
|
||||
if (IsPointInRoom(pos, roomNumber))
|
||||
|
|
|
@ -37,8 +37,9 @@ enum RoomEnvFlags
|
|||
|
||||
enum StaticMeshFlags : short
|
||||
{
|
||||
SM_VISIBLE = 1,
|
||||
SM_SOLID = 2
|
||||
SM_VISIBLE = (1 << 0),
|
||||
SM_SOLID = (1 << 1),
|
||||
SM_COLLISION = (1 << 2)
|
||||
};
|
||||
|
||||
struct ROOM_VERTEX
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
#include "Objects/Effects/Fireflies.h"
|
||||
#include "Game/effects/item_fx.h"
|
||||
#include "Game/effects/effects.h"
|
||||
#include "Game/effects/weather.h"
|
||||
#include "Game/items.h"
|
||||
#include "Game/itemdata/creature_info.h"
|
||||
#include "Game/Lara/lara.h"
|
||||
|
@ -31,6 +32,7 @@
|
|||
#include "Objects/TR5/Emitter/tr5_bats_emitter.h"
|
||||
#include "Objects/TR5/Emitter/tr5_spider_emitter.h"
|
||||
#include "Renderer/Renderer.h"
|
||||
#include "Scripting/Internal/TEN/Flow//Level/FlowLevel.h"
|
||||
#include "Scripting/Include/ScriptInterfaceGame.h"
|
||||
#include "Scripting/Include/ScriptInterfaceLevel.h"
|
||||
#include "Scripting/Include/Objects/ScriptInterfaceObjectsHandler.h"
|
||||
|
@ -42,8 +44,9 @@
|
|||
using namespace flatbuffers;
|
||||
using namespace TEN::Collision::Floordata;
|
||||
using namespace TEN::Control::Volumes;
|
||||
using namespace TEN::Effects::Items;
|
||||
using namespace TEN::Effects::Environment;
|
||||
using namespace TEN::Effects::Fireflies;
|
||||
using namespace TEN::Effects::Items;
|
||||
using namespace TEN::Entities::Creatures::TR3;
|
||||
using namespace TEN::Entities::Generic;
|
||||
using namespace TEN::Entities::Switches;
|
||||
|
@ -273,6 +276,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgLevelStatisticsBuilder.add_medipacks_used(Statistics.Level.HealthUsed);
|
||||
sgLevelStatisticsBuilder.add_damage_taken(Statistics.Level.DamageTaken);
|
||||
sgLevelStatisticsBuilder.add_distance(Statistics.Level.Distance);
|
||||
sgLevelStatisticsBuilder.add_pickups(Statistics.Level.Pickups);
|
||||
sgLevelStatisticsBuilder.add_secrets(Statistics.Level.Secrets);
|
||||
sgLevelStatisticsBuilder.add_timer(SaveGame::Statistics.Level.TimeTaken);
|
||||
auto levelStatisticsOffset = sgLevelStatisticsBuilder.Finish();
|
||||
|
@ -284,6 +288,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgGameStatisticsBuilder.add_medipacks_used(Statistics.Game.HealthUsed);
|
||||
sgGameStatisticsBuilder.add_damage_taken(Statistics.Game.DamageTaken);
|
||||
sgGameStatisticsBuilder.add_distance(Statistics.Game.Distance);
|
||||
sgGameStatisticsBuilder.add_pickups(Statistics.Game.Pickups);
|
||||
sgGameStatisticsBuilder.add_secrets(Statistics.Game.Secrets);
|
||||
sgGameStatisticsBuilder.add_timer(SaveGame::Statistics.Game.TimeTaken);
|
||||
auto gameStatisticsOffset = sgGameStatisticsBuilder.Finish();
|
||||
|
@ -1004,8 +1009,8 @@ const std::vector<byte> SaveGame::Build()
|
|||
|
||||
// Action queue
|
||||
std::vector<int> actionQueue;
|
||||
for (int i = 0; i < ActionQueue.size(); i++)
|
||||
actionQueue.push_back((int)ActionQueue[i]);
|
||||
for (int i = 0; i < ActionQueueMap.size(); i++)
|
||||
actionQueue.push_back((int)ActionQueueMap[(InputActionID)i]);
|
||||
auto actionQueueOffset = fbb.CreateVector(actionQueue);
|
||||
|
||||
// Flipmaps
|
||||
|
@ -1120,6 +1125,53 @@ const std::vector<byte> SaveGame::Build()
|
|||
auto staticMeshesOffset = fbb.CreateVector(staticMeshes);
|
||||
auto volumesOffset = fbb.CreateVector(volumes);
|
||||
|
||||
// Level state
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
Save::LevelDataBuilder levelData { fbb };
|
||||
|
||||
levelData.add_level_far_view(level->LevelFarView);
|
||||
|
||||
levelData.add_fog_color(level->Fog.GetColor());
|
||||
levelData.add_fog_min_distance(level->Fog.MinDistance);
|
||||
levelData.add_fog_max_distance(level->Fog.MaxDistance);
|
||||
|
||||
levelData.add_sky_layer_1_enabled(level->GetSkyLayerEnabled(0));
|
||||
levelData.add_sky_layer_1_color(level->GetSkyLayerColor(0));
|
||||
levelData.add_sky_layer_1_speed(level->GetSkyLayerSpeed(0));
|
||||
|
||||
levelData.add_sky_layer_2_enabled(level->GetSkyLayerEnabled(1));
|
||||
levelData.add_sky_layer_2_color(level->GetSkyLayerColor(1));
|
||||
levelData.add_sky_layer_2_speed(level->GetSkyLayerSpeed(1));
|
||||
|
||||
levelData.add_lensflare_color(level->LensFlare.GetColor());
|
||||
levelData.add_lensflare_pitch(level->LensFlare.GetPitch());
|
||||
levelData.add_lensflare_yaw(level->LensFlare.GetYaw());
|
||||
levelData.add_lensflare_sprite_id(level->LensFlare.GetSunSpriteID());
|
||||
|
||||
levelData.add_starfield_meteor_count(level->Starfield.GetMeteorCount());
|
||||
levelData.add_starfield_meteor_spawn_density(level->Starfield.GetMeteorSpawnDensity());
|
||||
levelData.add_starfield_meteor_velocity(level->Starfield.GetMeteorVelocity());
|
||||
levelData.add_starfield_star_count(level->Starfield.GetStarCount());
|
||||
|
||||
levelData.add_horizon1_enabled(level->Horizon1.GetEnabled());
|
||||
levelData.add_horizon1_object_id(level->Horizon1.GetObjectID());
|
||||
levelData.add_horizon1_position(&FromVector3(level->GetHorizonPosition(0)));
|
||||
levelData.add_horizon1_orientation(&FromEulerAngles(level->GetHorizonOrientation(0)));
|
||||
levelData.add_horizon1_transparency(level->Horizon1.GetTransparency());
|
||||
|
||||
levelData.add_horizon2_enabled(level->Horizon2.GetEnabled());
|
||||
levelData.add_horizon2_object_id(level->Horizon2.GetObjectID());
|
||||
levelData.add_horizon2_position(&FromVector3(level->GetHorizonPosition(1)));
|
||||
levelData.add_horizon2_orientation(&FromEulerAngles(level->GetHorizonOrientation(1)));
|
||||
levelData.add_horizon2_transparency(level->Horizon2.GetTransparency());
|
||||
|
||||
levelData.add_storm_enabled(level->Storm);
|
||||
levelData.add_rumble_enabled(level->Rumble);
|
||||
levelData.add_weather_type((int)level->Weather);
|
||||
levelData.add_weather_strength(level->WeatherStrength);
|
||||
|
||||
auto levelDataOffset = levelData.Finish();
|
||||
|
||||
// Global event sets
|
||||
std::vector<flatbuffers::Offset<Save::EventSet>> globalEventSets{};
|
||||
for (int j = 0; j < g_Level.GlobalEventSets.size(); j++)
|
||||
|
@ -1183,11 +1235,13 @@ const std::vector<byte> SaveGame::Build()
|
|||
|
||||
Save::ParticleInfoBuilder particleInfo{ fbb };
|
||||
|
||||
particleInfo.add_animation_type(particle->animationType);
|
||||
particleInfo.add_b(particle->b);
|
||||
particleInfo.add_col_fade_speed(particle->colFadeSpeed);
|
||||
particleInfo.add_d_b(particle->dB);
|
||||
particleInfo.add_sprite_index(particle->SpriteSeqID);
|
||||
particleInfo.add_sprite_id(particle->SpriteID);
|
||||
particleInfo.add_damage(particle->damage);
|
||||
particleInfo.add_d_g(particle->dG);
|
||||
particleInfo.add_d_r(particle->dR);
|
||||
particleInfo.add_d_size(particle->dSize);
|
||||
|
@ -1195,11 +1249,15 @@ const std::vector<byte> SaveGame::Build()
|
|||
particleInfo.add_extras(particle->extras);
|
||||
particleInfo.add_fade_to_black(particle->fadeToBlack);
|
||||
particleInfo.add_flags(particle->flags);
|
||||
particleInfo.add_framerate(particle->framerate);
|
||||
particleInfo.add_friction(particle->friction);
|
||||
particleInfo.add_fx_obj(particle->fxObj);
|
||||
particleInfo.add_g(particle->g);
|
||||
particleInfo.add_gravity(particle->gravity);
|
||||
particleInfo.add_life(particle->life);
|
||||
particleInfo.add_light_radius(particle->lightRadius);
|
||||
particleInfo.add_light_flicker(particle->lightFlicker);
|
||||
particleInfo.add_light_flicker_s(particle->lightFlickerS);
|
||||
particleInfo.add_max_y_vel(particle->maxYvel);
|
||||
particleInfo.add_node_number(particle->nodeNumber);
|
||||
particleInfo.add_on(particle->on);
|
||||
|
@ -1214,9 +1272,10 @@ const std::vector<byte> SaveGame::Build()
|
|||
particleInfo.add_s_life(particle->sLife);
|
||||
particleInfo.add_s_r(particle->sR);
|
||||
particleInfo.add_s_size(particle->sSize);
|
||||
particleInfo.add_sound(particle->sound);
|
||||
particleInfo.add_blend_mode((int)particle->blendMode);
|
||||
particleInfo.add_x(particle->x);
|
||||
particleInfo.add_x_vel(particle->sSize);
|
||||
particleInfo.add_x_vel(particle->xVel);
|
||||
particleInfo.add_y(particle->y);
|
||||
particleInfo.add_y_vel(particle->yVel);
|
||||
particleInfo.add_z(particle->z);
|
||||
|
@ -1511,6 +1570,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgb.add_header(headerOffset);
|
||||
sgb.add_level(levelStatisticsOffset);
|
||||
sgb.add_game(gameStatisticsOffset);
|
||||
sgb.add_level_data(levelDataOffset);
|
||||
sgb.add_secret_bits(SaveGame::Statistics.SecretBits);
|
||||
sgb.add_camera(cameraOffset);
|
||||
sgb.add_lara(laraOffset);
|
||||
|
@ -1527,6 +1587,7 @@ const std::vector<byte> SaveGame::Build()
|
|||
sgb.add_postprocess_strength(g_Renderer.GetPostProcessStrength());
|
||||
sgb.add_postprocess_tint(&FromVector3(g_Renderer.GetPostProcessTint()));
|
||||
sgb.add_soundtracks(soundtrackOffset);
|
||||
|
||||
sgb.add_cd_flags(soundtrackMapOffset);
|
||||
sgb.add_action_queue(actionQueueOffset);
|
||||
sgb.add_flip_maps(flipMapsOffset);
|
||||
|
@ -1746,6 +1807,7 @@ static void ParseStatistics(const Save::SaveGame* s, bool isHub)
|
|||
SaveGame::Statistics.Level.HealthUsed = s->level()->medipacks_used();
|
||||
SaveGame::Statistics.Level.DamageTaken = s->level()->damage_taken();
|
||||
SaveGame::Statistics.Level.Kills = s->level()->kills();
|
||||
SaveGame::Statistics.Level.Pickups = s->level()->pickups();
|
||||
SaveGame::Statistics.Level.Secrets = s->level()->secrets();
|
||||
SaveGame::Statistics.Level.TimeTaken = s->level()->timer();
|
||||
|
||||
|
@ -1759,12 +1821,56 @@ static void ParseStatistics(const Save::SaveGame* s, bool isHub)
|
|||
SaveGame::Statistics.Game.HealthUsed = s->game()->medipacks_used();
|
||||
SaveGame::Statistics.Game.DamageTaken = s->game()->damage_taken();
|
||||
SaveGame::Statistics.Game.Kills = s->game()->kills();
|
||||
SaveGame::Statistics.Game.Pickups = s->game()->pickups();
|
||||
SaveGame::Statistics.Game.Secrets = s->game()->secrets();
|
||||
SaveGame::Statistics.Game.TimeTaken = s->game()->timer();
|
||||
}
|
||||
|
||||
static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
||||
{
|
||||
// Global level data
|
||||
|
||||
auto* level = (Level*)g_GameFlow->GetLevel(CurrentLevel);
|
||||
|
||||
level->Fog.MaxDistance = s->level_data()->fog_max_distance();
|
||||
level->Fog.MinDistance = s->level_data()->fog_min_distance();
|
||||
level->Fog.SetColor(s->level_data()->fog_color());
|
||||
|
||||
level->Layer1.Enabled = s->level_data()->sky_layer_1_enabled();
|
||||
level->Layer1.CloudSpeed = s->level_data()->sky_layer_1_speed();
|
||||
level->Layer1.SetColor(s->level_data()->sky_layer_1_color());
|
||||
|
||||
level->Layer2.Enabled = s->level_data()->sky_layer_2_enabled();
|
||||
level->Layer2.CloudSpeed = s->level_data()->sky_layer_2_speed();
|
||||
level->Layer2.SetColor(s->level_data()->sky_layer_2_color());
|
||||
|
||||
level->LensFlare.SetSunSpriteID(s->level_data()->lensflare_sprite_id());
|
||||
level->LensFlare.SetPitch(s->level_data()->lensflare_pitch());
|
||||
level->LensFlare.SetYaw(s->level_data()->lensflare_yaw());
|
||||
level->LensFlare.SetColor(s->level_data()->lensflare_color());
|
||||
|
||||
level->Starfield.SetStarCount(s->level_data()->starfield_star_count());
|
||||
level->Starfield.SetMeteorCount(s->level_data()->starfield_meteor_count());
|
||||
level->Starfield.SetMeteorSpawnDensity(s->level_data()->starfield_meteor_spawn_density());
|
||||
level->Starfield.SetMeteorVelocity(s->level_data()->starfield_meteor_velocity());
|
||||
|
||||
level->Horizon1.SetEnabled(s->level_data()->horizon1_enabled());
|
||||
level->Horizon1.SetObjectID((GAME_OBJECT_ID)s->level_data()->horizon1_object_id());
|
||||
level->Horizon1.SetPosition(ToVector3(s->level_data()->horizon1_position()), true);
|
||||
level->Horizon1.SetRotation(ToEulerAngles(s->level_data()->horizon1_orientation()), true);
|
||||
level->Horizon1.SetTransparency(s->level_data()->horizon1_transparency());
|
||||
|
||||
level->Horizon2.SetEnabled(s->level_data()->horizon2_enabled());
|
||||
level->Horizon2.SetObjectID((GAME_OBJECT_ID)s->level_data()->horizon2_object_id());
|
||||
level->Horizon2.SetPosition(ToVector3(s->level_data()->horizon2_position()), true);
|
||||
level->Horizon2.SetRotation(ToEulerAngles(s->level_data()->horizon2_orientation()), true);
|
||||
level->Horizon2.SetTransparency(s->level_data()->horizon2_transparency());
|
||||
|
||||
level->Storm = s->level_data()->storm_enabled();
|
||||
level->Rumble = s->level_data()->rumble_enabled();
|
||||
level->Weather = (WeatherType)s->level_data()->weather_type();
|
||||
level->WeatherStrength = s->level_data()->weather_strength();
|
||||
|
||||
// Event sets
|
||||
|
||||
if (g_Level.VolumeEventSets.size() == s->volume_event_sets()->size())
|
||||
|
@ -1793,6 +1899,8 @@ static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
|||
}
|
||||
}
|
||||
|
||||
// Variables
|
||||
|
||||
auto loadedVars = std::vector<SavedVar>{};
|
||||
|
||||
auto unionVec = s->script_vars();
|
||||
|
@ -1878,6 +1986,8 @@ static void ParseLua(const Save::SaveGame* s, bool hubMode)
|
|||
|
||||
g_GameScript->SetVariables(loadedVars, hubMode);
|
||||
|
||||
// Callbacks
|
||||
|
||||
auto populateCallbackVecs = [&s](auto callbackFunc)
|
||||
{
|
||||
auto callbacksVec = std::vector<std::string>{};
|
||||
|
@ -2291,6 +2401,14 @@ static void ParseEffects(const Save::SaveGame* s)
|
|||
particle->roomNumber = particleInfo->room_number();
|
||||
particle->nodeNumber = particleInfo->node_number();
|
||||
particle->targetPos = ToVector3(particleInfo->target_pos());
|
||||
particle->animationType = (ParticleAnimType)particleInfo->animation_type();
|
||||
particle->damage = particleInfo->damage();
|
||||
particle->framerate = particleInfo->framerate();
|
||||
particle->lightRadius = particleInfo->light_radius();
|
||||
particle->lightFlicker = particleInfo->light_flicker();
|
||||
particle->lightFlickerS = particleInfo->light_flicker_s();
|
||||
particle->sound = particleInfo->sound();
|
||||
|
||||
}
|
||||
|
||||
for (int i = 0; i < s->bats()->size(); i++)
|
||||
|
@ -2440,8 +2558,8 @@ static void ParseLevel(const Save::SaveGame* s, bool hubMode)
|
|||
// Restore action queue.
|
||||
for (int i = 0; i < s->action_queue()->size(); i++)
|
||||
{
|
||||
TENAssert(i < ActionQueue.size(), "Action queue size was changed");
|
||||
ActionQueue[i] = (QueueState)s->action_queue()->Get(i);
|
||||
TENAssert(i < ActionQueueMap.size(), "Action queue size was changed.");
|
||||
ActionQueueMap[(InputActionID)i] = (ActionQueueState)s->action_queue()->Get(i);
|
||||
}
|
||||
|
||||
// Legacy soundtrack map.
|
||||
|
|
|
@ -76,6 +76,7 @@ namespace TEN::Effects::EmberEmitter
|
|||
spark.scalar = 3.0f;
|
||||
spark.gravity = Random::GenerateFloat(32.0f, 96.0f);
|
||||
spark.flags = SP_DAMAGE | SP_ROTATE | SP_DEF | SP_SCALE | SP_EXPDEF;
|
||||
spark.damage = 2;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -150,6 +151,7 @@ namespace TEN::Effects::EmberEmitter
|
|||
spark.size = Random::GenerateFloat(32.0f, 48.0f);
|
||||
spark.dSize = spark.size;
|
||||
spark.flags = SP_DAMAGE | SP_ROTATE | SP_DEF | SP_SCALE;
|
||||
spark.damage = 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -48,8 +48,23 @@ namespace TEN::Entities::Generic
|
|||
EulerAngles(ANGLE(-10.0f), ANGLE(-30.0f), ANGLE(-10.0f)),
|
||||
EulerAngles(ANGLE(10.0f), ANGLE(30.0f), ANGLE(10.0f)))
|
||||
};
|
||||
|
||||
static auto FloorTrapDoorPos = Vector3i(0, 0, -655);
|
||||
|
||||
static auto WaterFloorTrapDoorPos = Vector3i(0, -CLICK(1), -655);
|
||||
const ObjectCollisionBounds WaterFloorTrapDoorBounds =
|
||||
{
|
||||
GameBoundingBox(
|
||||
-BLOCK(3.0f / 8), BLOCK(3.0f / 8),
|
||||
-BLOCK(0.5f), 0,
|
||||
-BLOCK(3 / 4.0f), BLOCK(1 / 4.0f)
|
||||
),
|
||||
std::pair(
|
||||
EulerAngles(ANGLE(-80.0f), ANGLE(-80.0f), ANGLE(-80.0f)),
|
||||
EulerAngles(ANGLE(80.0f), ANGLE(80.0f), ANGLE(80.0f))
|
||||
)
|
||||
};
|
||||
|
||||
static std::optional<int> GetTrapDoorFloorHeight(const ItemInfo& item, const Vector3i& pos)
|
||||
{
|
||||
if (!item.MeshBits.TestAny() || item.ItemFlags[2] == 0)
|
||||
|
@ -162,19 +177,26 @@ namespace TEN::Entities::Generic
|
|||
auto* laraInfo = GetLaraInfo(laraItem);
|
||||
auto* trapDoorItem = &g_Level.Items[itemNumber];
|
||||
|
||||
if ((IsHeld(In::Action) &&
|
||||
laraItem->Animation.ActiveState == LS_IDLE &&
|
||||
laraItem->Animation.AnimNumber == LA_STAND_IDLE &&
|
||||
laraInfo->Control.HandStatus == HandStatus::Free &&
|
||||
trapDoorItem->Status != ITEM_ACTIVE) ||
|
||||
(laraInfo->Control.IsMoving && laraInfo->Context.InteractedItem == itemNumber))
|
||||
bool isUnderwater = (laraInfo->Control.WaterStatus == WaterStatus::Underwater);
|
||||
|
||||
const auto& bounds = isUnderwater ? WaterFloorTrapDoorBounds : FloorTrapDoorBounds;
|
||||
const auto& position = isUnderwater ? WaterFloorTrapDoorPos : FloorTrapDoorPos;
|
||||
|
||||
bool isActionActive = laraInfo->Control.IsMoving && laraInfo->Context.InteractedItem == itemNumber;
|
||||
bool isActionReady = IsHeld(In::Action);
|
||||
bool isPlayerAvailable = laraInfo->Control.HandStatus == HandStatus::Free && trapDoorItem->Status != ITEM_ACTIVE;
|
||||
|
||||
bool isPlayerIdle = (!isUnderwater && laraItem->Animation.ActiveState == LS_IDLE && laraItem->Animation.AnimNumber == LA_STAND_IDLE) ||
|
||||
( isUnderwater && laraItem->Animation.ActiveState == LS_UNDERWATER_IDLE && laraItem->Animation.AnimNumber == LA_UNDERWATER_IDLE);
|
||||
|
||||
if (isActionActive || (isActionReady && isPlayerAvailable && isPlayerIdle))
|
||||
{
|
||||
if (TestLaraPosition(FloorTrapDoorBounds, trapDoorItem, laraItem))
|
||||
if (TestLaraPosition(bounds, trapDoorItem, laraItem))
|
||||
{
|
||||
if (MoveLaraPosition(FloorTrapDoorPos, trapDoorItem, laraItem))
|
||||
if (MoveLaraPosition(position, trapDoorItem, laraItem))
|
||||
{
|
||||
ResetPlayerFlex(laraItem);
|
||||
laraItem->Animation.AnimNumber = LA_TRAPDOOR_FLOOR_OPEN;
|
||||
laraItem->Animation.AnimNumber = isUnderwater ? LA_UNDERWATER_FLOOR_TRAPDOOR : LA_TRAPDOOR_FLOOR_OPEN;
|
||||
laraItem->Animation.FrameNumber = GetAnimData(laraItem).frameBase;
|
||||
laraItem->Animation.ActiveState = LS_TRAPDOOR_FLOOR_OPEN;
|
||||
laraInfo->Control.IsMoving = false;
|
||||
|
|
|
@ -176,7 +176,7 @@ void StartSwitches(ObjectInfo* object)
|
|||
object->shadowType = ShadowMode::All;
|
||||
}
|
||||
|
||||
for (int objectID = ID_UNDERWATER_WALL_SWITCH_1; objectID <= ID_UNDERWATER_WALL_SWITCH_2; objectID++)
|
||||
for (int objectID = ID_UNDERWATER_WALL_SWITCH1; objectID <= ID_UNDERWATER_WALL_SWITCH2; objectID++)
|
||||
{
|
||||
object = &Objects[objectID];
|
||||
if (object->loaded)
|
||||
|
@ -186,7 +186,7 @@ void StartSwitches(ObjectInfo* object)
|
|||
}
|
||||
}
|
||||
|
||||
for (int objectID = ID_UNDERWATER_CEILING_SWITCH_1; objectID <= ID_UNDERWATER_CEILING_SWITCH_2; objectID++)
|
||||
for (int objectID = ID_UNDERWATER_CEILING_SWITCH1; objectID <= ID_UNDERWATER_CEILING_SWITCH2; objectID++)
|
||||
{
|
||||
object = &Objects[objectID];
|
||||
if (object->loaded)
|
||||
|
|
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Add table
Add a link
Reference in a new issue