Fix documentation for raycast_collides_with_entities

This commit is contained in:
teknomunk 2024-08-31 09:47:09 -05:00
parent b1f2ec60e1
commit aacb915ec6
1 changed files with 9 additions and 14 deletions

View File

@ -16,7 +16,7 @@ Arguments:
that returns dynamic damange group information.
* `allow_punching`: will the projectile punch entities it collieds with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides two
behaviors: `vl_projectiles.collides_with_solids` and `vl_projectiles.collides_with_entities`
behaviors: `vl_projectiles.collides_with_solids`, `vl_projectiles.collides_with_entities` and `vl_projectiles_raycast_collieds_with_entities`
* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
three parameters for `minetest.play_sound()`. Supported sounds are:
* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
@ -38,17 +38,6 @@ Arguments:
* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
parameter of the entity's `on_step(self, dtime)` callback.
## `vl_projectile.raycast_collides_with_entities(self, dtime, entity_def, projectile_def`
Performs collision detection of entities via a racast and then handles the collisions.
Arguments:
* `self`: The lua entity of the projectile to update
* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
parameter of the entity's `on_step(self, dtime)` callback.
* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
* `projectile_def`: Same as `entity_def._vl_projectile`
## `vl_projectile.create(entity_id, options)`
Creates a projectile and performs convenience initialization.
@ -64,8 +53,14 @@ Arguments:
## Custom Projectile Behaviors
The projectile API supports specifying the behaviors that a projectile will exhibit. There are two
standard behaviors provided with the API: `vl_projectile.collides_with_solids` and `vl_projectile.collides_with_entities`.
The projectile API supports specifying the behaviors that a projectile will exhibit. There are several
standard behaviors provided with the API:
* `vl_projectile.collides_with_solids`: handles collisions between projectiles and solid nodes
* `vl_projectile.collides_with_entities`: handles collisions between projectiles and entities by checking nearby entities
* `vl_projectile.raycast_collides_with_entities`: handles collisions between projectils and entities by performing a raycast
check along the path of movement.
Custom behaviors can be provided by adding a function with the signature `function(self, dtime, entity_def, projectile_def)`
to the list of behaviors a projectile supports.