133 lines
4.9 KiB
Plaintext
133 lines
4.9 KiB
Plaintext
Globals:
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ACTION_FIRE = 0
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ACTION_ALT_FIRE = 1
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ACTION_RELOAD = 2
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ACTION_USE = 3
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ANIM_PLAYBACK_NONE = 0
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ANIM_PLAYBACK_REPEAT = 1
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EMovementDir_None = 1
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EMovementDir_Forward = 2
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EMovementDir_Backward = 4
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EMovementDir_Left = 8
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EMovementDir_Right = 16
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EMovementDir_Jump = 32
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PhysicsFilter_None = 64
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PhysicsFilter_Player = 128
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PhysicsFilter_Triggers = 256
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PhysicsFilter_Usable = 512
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PhysicsFilter_NPC = 1024
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PhysicsFilter_Obstacle = 2048
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kPhysicsFilter_AllAux = PhysicsFilter_Player | PhysicsFilter_Triggers | PhysicsFilter_Usable
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engine.error(string message)
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engine.warning(string message)
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engine.create_entity(string classname) -- return an table to the new entity
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engine.add_entity_to_world(entity) -- add entity to the world
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engine.get_entity_from_id(integer id) -- return an entity table from
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engine.find_entity_by_name(string name) -- return an entity table from
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engine.play_sound(string filename) -- play 2d sound
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engine.play_sound_3d(string filename, float x, float y, float z) -- play 3d sound
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engine.get_delta() -- return delta time (float)
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engine.trace_ray(float rayBeginX, float rayBeginY, float rayBeginZ, float rayEndX, float rayEndY, float rayEndZ, object ignoreTable) -- return a table with [pos_x, pos_y, pos_z, normal_x, normal_y, normal_z, entity_id, hit]
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camera.get_position() -- return x, y, z
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camera.get_front() -- return x, y, z
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camera.get_right() -- return x, y, z
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camera.get_up() -- return float
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camera.get_pitch() -- return float
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camera.set_yaw_pitch(float yaw, float pitch)
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console.print(string message)
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input.get_mouse_pos() -- return x, y
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input.get_delta_mouse_pos() -- return x, y
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input.lock_mouse(bool value) -- lock or unlock mouse capture
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input.get_lock_mouse() -- return boolean
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ui.draw_text(string text, float x, float y, object color) -- color is a table [r,g,b,a]
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ui.draw_rect(float x, float y, float w, float h, object color) -- color is a table [r,g,b,a]
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ui.draw_image(string filename, float x, float y, float w, float h, object color) -- color is a table [r,g,b,a]
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ui.get_display_size() -- return x, y
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ui.get_mouse_pos() -- return x, y
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ui.calc_text_width(string text) -- return float
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Entity properties:
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string m_name -- read only
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integer m_id -- read only
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Entity callbacks:
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on_init() -- on entity creation
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on_shutdown() -- on entity destroy
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on_update(delta) -- on entity update
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on_collide(other) -- on entity collide with another entity
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Entity methods:
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load_model(string filename)
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update_transform()
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translate(float x, float y, float z) -- addition to the current position
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set_position(float x, float y, float z) -- setting the position
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get_position() -- return x, y, z
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set_rotation(float x, float y, float z) -- setting the euler rotation
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get_rotation() -- return x, y, z
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set_rotation_from_vectors(float frontx, float fronty, float frontz,
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float rightx, float righty, float rightz,
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float upx, float upy, float upz) -- rotate around axis
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get_classname() -- return the classname of the entity
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get_id() -- return the id of the entity
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mark_for_delete() -- mark entity to delete
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set_name(string name) -- set entity name
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get_name() -- return string
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set_velocity(float x, float y, float z) -- setting the body velocity
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get_velocity() -- return x, y, z
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has_rigid_body() -- return boolean
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create_box_body(float sizex, float sizey, float sizez, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
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create_sphere_body(float radius, float mass, float friction, float damping, bool is_trigger, bool use_parameters)
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ForceBodyTransformUpdate() -- hack for forcing entity world transform to the rigid body
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set_body_filter_group(integer group) -- set an physics group to the body
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set_body_filter_mask(integer mask) -- set an physics group to the body
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get_body_filter_group() -- return an current body group
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get_body_filter_mask() -- return an current body mask
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find_animation(string name) -- find an animation in the model
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play_animation(integer id, integer mode) -- play an animation with specified mode (ANIM_PLAYBACK_NONE, ANIM_PLAYBACK_REPEAT)
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stop_animation() -- stop a current animation
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get_current_animation() -- return the id to the current playing animation
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get_current_animation_time() -- return the current time of the current playing animation
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get_animation_time(integer id) -- return the time of a animation
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ActorBase methods:
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activate_camera()
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update_camera_look()
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update_camera_movement(float nubmer)
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update_body_movement(float nubmer)
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get_action() -- return a current action mode (ACTION_FIRE, ACTION_ALT_FIRE, ACTION_RELOAD, ACTION_USE)
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get_movement() -- return a current movement mode (EMovementDir_None, ...)
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on_ground() -- return boolean
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is_noclip() -- return boolean
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create_player_body(float radius, float height, float mass, float friction, float damping)
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create_player_body_box(float x, float y, float z, float mass, float friction, float damping)
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Light methods:
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set_color(float r, float g, float b)
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get_color() -- return r, g, b
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set_radius(float radius)
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get_radius() -- return radius (float) |