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Update to TEN 1.7
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1 modules/Effects.html

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<html>
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<meta http-equiv="Content-Type" content="text/html; charset=UTF-8"/>
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<head>
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<title>TombEngine 1.5 Lua API</title>
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<title>TombEngine 1.7 Lua API</title>
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<link rel="stylesheet" href="../ldoc.css" type="text/css" />
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</head>
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<body>
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<div id="navigation">
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<br/>
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<h1>TombEngine</h1>
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<h1>&nbsp;TombEngine</h1>
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<ul>
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<li><a href="../index.html">Index</a></li>
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</ul>
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<h2>2 Classes</h2>
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<ul class="nowrap">
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
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<li> <a href="../2 classes/Flow.Animations.html">Flow.Animations</a></li>
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<li> <a href="../2 classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../2 classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../2 classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../2 classes/Flow.Level.html">Flow.Level</a></li>
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<li> <a href="../2 classes/Flow.Mirror.html">Flow.Mirror</a></li>
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<li> <a href="../2 classes/Flow.Settings.html">Flow.Settings</a></li>
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<li> <a href="../2 classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../2 classes/Flow.Starfield.html">Flow.Starfield</a></li>
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<li> <a href="../2 classes/Flow.Statistics.html">Flow.Statistics</a></li>
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<li> <a href="../2 classes/Objects.AIObject.html">Objects.AIObject</a></li>
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<li> <a href="../2 classes/Objects.Camera.html">Objects.Camera</a></li>
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<li> <a href="../2 classes/Objects.LaraObject.html">Objects.LaraObject</a></li>
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<li> <a href="../2 classes/Objects.Static.html">Objects.Static</a></li>
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<li> <a href="../2 classes/Objects.Volume.html">Objects.Volume</a></li>
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<li> <a href="../2 classes/Strings.DisplayString.html">Strings.DisplayString</a></li>
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<li> <a href="../2 classes/View.DisplaySprite.html">View.DisplaySprite</a></li>
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</ul>
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<h2>3 Primitive Classes</h2>
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<ul class="nowrap">
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<li> <a href="../3 primitive classes/Flow.Fog.html">Flow.Fog</a></li>
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<li> <a href="../3 primitive classes/Flow.InventoryItem.html">Flow.InventoryItem</a></li>
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<li> <a href="../3 primitive classes/Flow.LensFlare.html">Flow.LensFlare</a></li>
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<li> <a href="../3 primitive classes/Flow.SkyLayer.html">Flow.SkyLayer</a></li>
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<li> <a href="../3 primitive classes/Flow.Starfield.html">Flow.Starfield</a></li>
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<li> <a href="../3 primitive classes/Color.html">Color</a></li>
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<li> <a href="../3 primitive classes/Rotation.html">Rotation</a></li>
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<li> <a href="../3 primitive classes/Time.html">Time</a></li>
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<li> <a href="../3 primitive classes/Vec2.html">Vec2</a></li>
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<li> <a href="../3 primitive classes/Vec3.html">Vec3</a></li>
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</ul>
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<h2>4 Enums</h2>
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<ul class="nowrap">
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<li> <a href="../4 enums/Effects.BlendID.html">Effects.BlendID</a></li>
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<li> <a href="../4 enums/Effects.EffectID.html">Effects.EffectID</a></li>
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<li> <a href="../4 enums/Flow.ErrorMode.html">Flow.ErrorMode</a></li>
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<li> <a href="../4 enums/Flow.FreezeMode.html">Flow.FreezeMode</a></li>
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<li> <a href="../4 enums/Flow.GameStatus.html">Flow.GameStatus</a></li>
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<li> <a href="../4 enums/Input.ActionID.html">Input.ActionID</a></li>
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<li> <a href="../4 enums/Objects.AmmoType.html">Objects.AmmoType</a></li>
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<li> <a href="../4 enums/Objects.WeaponType.html">Objects.WeaponType</a></li>
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<li> <a href="../4 enums/Objects.MoveableStatus.html">Objects.MoveableStatus</a></li>
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<li> <a href="../4 enums/Objects.ObjID.html">Objects.ObjID</a></li>
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<li> <a href="../4 enums/Objects.RoomFlagID.html">Objects.RoomFlagID</a></li>
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<li> <a href="../4 enums/Objects.RoomReverb.html">Objects.RoomReverb</a></li>
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<li> <a href="../4 enums/Sound.SoundTrackType.html">Sound.SoundTrackType</a></li>
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<li> <a href="../4 enums/Strings.DisplayStringOption.html">Strings.DisplayStringOption</a></li>
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<li> <a href="../4 enums/Util.LogLevel.html">Util.LogLevel</a></li>
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<li> <a href="../4 enums/View.AlignMode.html">View.AlignMode</a></li>
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<li> <a href="../4 enums/View.CameraType.html">View.CameraType</a></li>
@@ -95,6 +99,7 @@ <h2>5 Lua utility modules</h2>
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<ul class="nowrap">
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<li> <a href="../5 lua utility modules/EventSequence.html">EventSequence</a></li>
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<li> <a href="../5 lua utility modules/Timer.html">Timer</a></li>
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<li> <a href="../5 lua utility modules/Type.html">Type</a></li>
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</ul>
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</div>
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<td class="summary">Emit a shockwave, similar to that seen when a harpy projectile hits something.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitLight">EmitLight(pos, color, radius)</a></td>
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<td class="name" ><a href="#EmitLight">EmitLight(pos[, color][, radius][, shadows][, name])</a></td>
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<td class="summary">Emit dynamic light that lasts for a single frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitSpotLight">EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</a></td>
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<td class="summary">Emit dynamic directional spotlight that lasts for a single frame.</td>
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</tr>
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<tr>
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<td class="name" ><a href="#EmitBlood">EmitBlood(pos, count)</a></td>
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<td class="summary">Emit blood.</td>
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</tr>
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<td class="name" ><a href="#MakeEarthquake">MakeEarthquake(strength)</a></td>
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<td class="summary">Make an earthquake</td>
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</tr>
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<tr>
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<td class="name" ><a href="#GetWind">GetWind()</a></td>
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<td class="summary">Get the wind vector for the current game frame.</td>
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</tr>
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</table>
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<br/>
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</dd>
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<dt>
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<a name = "EmitLight"></a>
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<strong>EmitLight(pos, color, radius)</strong>
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<strong>EmitLight(pos[, color][, radius][, shadows][, name])</strong>
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</dt>
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<dd>
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Emit dynamic light that lasts for a single frame.
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<ul>
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<li><span class="parameter">pos</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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position of the light
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</li>
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<li><span class="parameter">color</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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light color (default Color(255, 255, 255))
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(<em>optional</em>)
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</li>
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<li><span class="parameter">radius</span>
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<span class="types"><span class="type">int</span></span>
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measured in "clicks" or 256 world units (default 20)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">shadows</span>
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<span class="types"><span class="type">bool</span></span>
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determines whether light should generate dynamic shadows for applicable moveables (default is false)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">name</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
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if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
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(<em>optional</em>)
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "EmitSpotLight"></a>
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<strong>EmitSpotLight(pos, dir[, color][, radius][, falloff][, distance][, shadows][, name])</strong>
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</dt>
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<dd>
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Emit dynamic directional spotlight that lasts for a single frame.
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If you want a light that sticks around, you must call this each frame.
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<h3>Parameters:</h3>
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<ul>
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<li><span class="parameter">pos</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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position of the light
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</li>
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<li><span class="parameter">dir</span>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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direction, or a point to which spotlight should be directed to
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</li>
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<li><span class="parameter">color</span>
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<span class="types"><a class="type" href="../3 primitive classes/Color.html#">Color</a></span>
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(default Color(255, 255, 255))
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(<em>optional</em>)
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</li>
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<li><span class="parameter">radius</span>
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<span class="types"><span class="type">int</span></span>
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(default 20) corresponds loosely to both intensity and range
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overall radius at the endpoint of a light cone, measured in "clicks" or 256 world units (default 10)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">falloff</span>
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<span class="types"><span class="type">int</span></span>
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radius, at which light starts to fade out, measured in "clicks" (default 5)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">distance</span>
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<span class="types"><span class="type">int</span></span>
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distance, at which light cone fades out, measured in "clicks" (default 20)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">shadows</span>
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<span class="types"><span class="type">bool</span></span>
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determines whether light should generate dynamic shadows for applicable moveables (default is false)
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(<em>optional</em>)
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</li>
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<li><span class="parameter">name</span>
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<span class="types"><a class="type" href="https://www.lua.org/manual/5.4/manual.html#6.4">string</a></span>
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if provided, engine will interpolate this light for high framerate mode (be careful not to use same name for different lights)
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(<em>optional</em>)
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</li>
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</ul>
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</dd>
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<dt>
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<a name = "GetWind"></a>
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<strong>GetWind()</strong>
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</dt>
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<dd>
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Get the wind vector for the current game frame.
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This represents the 3D displacement applied by the engine on things like particles affected by wind.()
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<h3>Returns:</h3>
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<ol>
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<span class="types"><a class="type" href="../3 primitive classes/Vec3.html#">Vec3</a></span>
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Wind vector.
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</ol>
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</dd>
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</dl>
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