Add API documentation, minor API cleanup
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@ -158,7 +158,7 @@ local arrow_entity = {
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return true
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end,
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sounds = {
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on_entity_collision = function(self, _, _, obj)
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on_entity_collision = function(self, _, _, _, obj)
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if obj:is_player() then
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return {{name="mcl_bows_hit_player", gain=0.1}, {to_player=self._shooter:get_player_name()}, true}
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end
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@ -0,0 +1,81 @@
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# Projectiles API
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## `vl_projectile.register(entity_name, def)`
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Registers a projectile entity.
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Arguments:
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* `entity_name`: The name the entity will be refered to by the minetest engine
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* `def`: Projectile defintion. Supports all fields that standard minetest entities support.
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Must include the field `_vl_projectile` for projectile-specific behaviors. These are the supported
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fields:
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* `survive_collision`: if this field is `false` or `nil`, the projectile will be removed after a collision.
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* `sticks_in_players`: if true, the projectile will stick into players after colliding with them.
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* `damage_groups`: damage group information to use for `punch()`. May be a function of type `function(projectile, entity_def, projectile_def, obj)`
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that returns dynamic damange group information.
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* `allow_punching`: will the projectile punch entities it collieds with. May be a function of type `function(projectile, entity_def, projectile_def, obj)`.
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* `behaviors`: a list of behavior callbacks that define the projectile's behavior. This mod provides two
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behaviors: `vl_projectiles.collides_with_solids` and `vl_projectiles.collides_with_entities`
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* `sounds`: sounds for this projectile. All fields take a table with three parameters corresponding to the
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three parameters for `minetest.play_sound()`. Supported sounds are:
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* `on_collision`: played when no other more specific sound is defined. May be a function of type `function(projectile, entity_def, projectile_def, type, ...)`
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* `on_solid_collision`: played when the projectile collides with a solid node. May be a function of type
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`funciton(projectile, entity_def, projectile_def, type, pos, node, node_def)` with `type = "node"`
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* `on_entity_collision`: played when the projectile collieds with another entity. May be a function of type
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`function(projectile, entity_def, projectile_def, type, entity)` with `type = "entity"`
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* `on_collide_with_solid`: callback of type `function(projectile, pos, node, node_def)` used when the projectile collides with a solid node. Requires
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`vl_projectile.collides_with_solids` in `behaviors` list.
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* `on_collide_with_entity`: callback of type `function(projectile, pos, obj)` used when the projectile collides with an entity. Requires
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`vl_projectile.collides_with_entities` in `behaviors` list.
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## `vl_projectile.update_projectile(self, dtime)`
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Performs standard projectile update logic and runs projectile behaviors.
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Arguments:
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* `self`: The lua entity of the projectile to update
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* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
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parameter of the entity's `on_step(self, dtime)` callback.
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## `vl_projectile.raycast_collides_with_entities(self, dtime, entity_def, projectile_def`
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Performs collision detection of entities via a racast and then handles the collisions.
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Arguments:
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* `self`: The lua entity of the projectile to update
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* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
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parameter of the entity's `on_step(self, dtime)` callback.
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* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
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* `projectile_def`: Same as `entity_def._vl_projectile`
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## `vl_projectile.create(entity_id, options)`
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Creates a projectile and performs convenience initialization.
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Arguments:
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* `entity_id`: The name the entity as passed to `vl_projectile.register()`
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* `options`: A table with optional parameters. Supported fields are:
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* `dir`: direction the projectile is moving in
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* `velocity`: scalar velocity amount
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* `drag`: scalar resistence to velocity
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* `owner`: passed thru unmodified
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* `extra`: passed thru unmodified
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## Custom Projectile Behaviors
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The projectile API supports specifying the behaviors that a projectile will exhibit. There are two
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standard behaviors provided with the API: `vl_projectile.collides_with_solids` and `vl_projectile.collides_with_entities`.
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Custom behaviors can be provided by adding a function with the signature `function(self, dtime, entity_def, projectile_def)`
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to the list of behaviors a projectile supports.
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Arguments:
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* `self`: The lua entity of the projectile
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* `dtime`: The amount of time that has passed since the last update. Nomally the `dtime`
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parameter of the entity's `on_step(self, dtime)` callback.
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* `entity_def`: The definition from `minetest.registered_entities` for the projectile.
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* `projectile_def`: Same as `entity_def._vl_projectile`
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@ -169,6 +169,7 @@ function mod.collides_with_solids(self, dtime, entity_def, projectile_def)
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-- Play sounds
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local sounds = projectile_def.sounds or {}
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local sound = sounds.on_solid_collision or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "node", pos, node, node_def) end
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if sound then
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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@ -240,8 +241,8 @@ local function handle_entity_collision(self, entity_def, projectile_def, entity)
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-- Play sounds
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local sounds = (projectile_def.sounds or {})
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local sound = sounds.on_entity_collide or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, entity) end
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local sound = sounds.on_entity_collion or sounds.on_collision
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if type(sound) == "function" then sound = sound(self, entity_def, projectile_def, "entity", entity) end
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if sound then
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local arg2 = table.copy(sound[2])
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arg2.pos = pos
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@ -321,9 +322,6 @@ function mod.create(entity_id, options)
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extra = options.extra,
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}
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-- Make the update function easy to get to
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luaentity.update_projectile = mod.update_projectile
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-- And provide the caller with the created object
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return obj
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end
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