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Update doc comments
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2 changed files with 12 additions and 13 deletions
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@ -24,15 +24,15 @@ void ScriptDisplaySprite::Register(sol::table& parent)
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ScriptReserved_DisplaySpriteDraw, &ScriptDisplaySprite::Draw,
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ScriptReserved_DisplaySpriteDraw, &ScriptDisplaySprite::Draw,
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/// (int) ID of the sprite object.
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/// (Objects.ObjID) ID of the sprite sequence object.
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//@mem ObjectID
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//@mem ObjectID
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"ObjectID", &ScriptDisplaySprite::ObjectID,
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"ObjectID", &ScriptDisplaySprite::ObjectID,
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/// (int) ID of the display sprite in the sprite object.
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/// (int) ID of the display sprite in the sprite sequence object.
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//@mem SpriteID
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//@mem SpriteID
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"SpriteID", &ScriptDisplaySprite::SpriteID,
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"SpriteID", &ScriptDisplaySprite::SpriteID,
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/// (Vec2) Display position of the display sprite.
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/// (Vec2) Display space position of the display sprite.
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//@mem Position
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//@mem Position
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"Position", &ScriptDisplaySprite::Position,
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"Position", &ScriptDisplaySprite::Position,
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@ -58,13 +58,13 @@ void ScriptDisplaySprite::Register(sol::table& parent)
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}
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}
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/***
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/***
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@int objectID ID of the sprite object.
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@int objectID ID of the sprite sequence object.
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@int spriteID ID of the display sprite in the sprite object.
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@int spriteID ID of the sprite in the sprite sequence object.
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@Vec2 pos Display position of the display sprite.
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@Vec2 pos Display space position of the display sprite relative to the __DisplaySprite.AlignMode__ used in the __Draw()__ call.
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@float rot Rotation of the display sprite in degrees.
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@float rot Rotation of the display sprite in degrees.
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@Vec2 scale Horizontal and vertical scale of the display sprite.
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@Vec2 scale Horizontal and vertical scale of the display sprite relative to the __DisplaySprite.ScaleMode__ used in the __Draw()__ call.
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@Color color[opt] Color of the display sprite. __Default: Color(255, 255, 255, 255)__
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@Color color[opt] Color of the display sprite. __Default: Color(255, 255, 255, 255)__
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@function Vec3
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@treturn DisplaySprite A DisplaySprite object.
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*/
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*/
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ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID, const Vec2& pos, float rot, const Vec2& scale,
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ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID, const Vec2& pos, float rot, const Vec2& scale,
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sol::optional<ScriptColor> color)
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sol::optional<ScriptColor> color)
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@ -81,7 +81,7 @@ ScriptDisplaySprite::ScriptDisplaySprite(GAME_OBJECT_ID objectID, int spriteID,
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/*** Draw the display sprite in display space for the current frame.
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/*** Draw the display sprite in display space for the current frame.
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@function DisplaySprite:Draw
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@function DisplaySprite:Draw
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@tparam int[opt] priority Draw priority of the sprite. Can be thought of as a layer, with higher values having higher priority. __Default: 0__
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@tparam Objects.ObjID[opt] priority Draw priority of the sprite. Can be thought of as a layer, with higher values having higher priority. __Default: 0__
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@tparam DisplaySprite.AlignMode[opt] alignMode Align mode of the sprite. __Default: DisplaySprite.AlignMode.CENTER__
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@tparam DisplaySprite.AlignMode[opt] alignMode Align mode of the sprite. __Default: DisplaySprite.AlignMode.CENTER__
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@tparam DisplaySprite.ScaleMode[opt] scaleMode Scale mode of the sprite. __Default: DisplaySprite.ScaleMode.FIT__
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@tparam DisplaySprite.ScaleMode[opt] scaleMode Scale mode of the sprite. __Default: DisplaySprite.ScaleMode.FIT__
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@tparam Effects.BlendID[opt] blendMode Blend mode of the sprite. __Default: Effects.BlendID.ALPHABLEND__
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@tparam Effects.BlendID[opt] blendMode Blend mode of the sprite. __Default: Effects.BlendID.ALPHABLEND__
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@ -76,19 +76,18 @@ most can just be ignored (see usage).
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@tparam string name Lua name of the item
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@tparam string name Lua name of the item
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@tparam Vec3 position position in level
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@tparam Vec3 position position in level
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@tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0))
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@tparam[opt] Rotation rotation rotation about x, y, and z axes (default Rotation(0, 0, 0))
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@int[opt] room room ID item is in (default: calculated automatically)
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@int[opt] roomID room ID item is in (default: calculated automatically)
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@int[opt=0] animNumber anim number
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@int[opt=0] animNumber anim number
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@int[opt=0] frameNumber frame number
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@int[opt=0] frameNumber frame number
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@int[opt=10] hp HP of item
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@int[opt=10] hp HP of item
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@int[opt=0] OCB ocb of item (default 0)
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@int[opt=0] OCB ocb of item (default 0)
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@tparam[opt] table AIBits table with AI bits (default {0,0,0,0,0,0})
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@tparam[opt] table AIBits table with AI bits (default { 0, 0, 0, 0, 0, 0 })
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@treturn Moveable A new Moveable object (a wrapper around the new object)
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@treturn Moveable A new Moveable object (a wrapper around the new object)
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@usage
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@usage
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local item = Moveable(
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local item = Moveable(
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TEN.Objects.ObjID.PISTOLS_ITEM, -- object id
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TEN.Objects.ObjID.PISTOLS_ITEM, -- object id
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"test", -- name
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"test", -- name
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Vec3(18907, 0, 21201)
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Vec3(18907, 0, 21201))
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)
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*/
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*/
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static std::unique_ptr<Moveable> Create(
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static std::unique_ptr<Moveable> Create(
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GAME_OBJECT_ID objID,
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GAME_OBJECT_ID objID,
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