@defold-typescript/types 0.4.3 → 0.5.0

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package/generated/go.d.ts CHANGED
@@ -3,91 +3,971 @@ import type { Hash, Matrix4, Opaque, Quaternion, Url, Vector, Vector3, Vector4 }
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  declare global {
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  namespace go {
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+ /**
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+ * in-back
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+ */
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  export const EASING_INBACK: number & { readonly __brand: "go.EASING_INBACK" };
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+ /**
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+ * in-bounce
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+ */
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  export const EASING_INBOUNCE: number & { readonly __brand: "go.EASING_INBOUNCE" };
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+ /**
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+ * in-circlic
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+ */
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  export const EASING_INCIRC: number & { readonly __brand: "go.EASING_INCIRC" };
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+ /**
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+ * in-cubic
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+ */
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  export const EASING_INCUBIC: number & { readonly __brand: "go.EASING_INCUBIC" };
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+ /**
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+ * in-elastic
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+ */
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  export const EASING_INELASTIC: number & { readonly __brand: "go.EASING_INELASTIC" };
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+ /**
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+ * in-exponential
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+ */
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  export const EASING_INEXPO: number & { readonly __brand: "go.EASING_INEXPO" };
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+ /**
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+ * in-out-back
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+ */
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  export const EASING_INOUTBACK: number & { readonly __brand: "go.EASING_INOUTBACK" };
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+ /**
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+ * in-out-bounce
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+ */
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  export const EASING_INOUTBOUNCE: number & { readonly __brand: "go.EASING_INOUTBOUNCE" };
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+ /**
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+ * in-out-circlic
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+ */
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  export const EASING_INOUTCIRC: number & { readonly __brand: "go.EASING_INOUTCIRC" };
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+ /**
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+ * in-out-cubic
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+ */
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  export const EASING_INOUTCUBIC: number & { readonly __brand: "go.EASING_INOUTCUBIC" };
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+ /**
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+ * in-out-elastic
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+ */
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  export const EASING_INOUTELASTIC: number & { readonly __brand: "go.EASING_INOUTELASTIC" };
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+ /**
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+ * in-out-exponential
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+ */
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  export const EASING_INOUTEXPO: number & { readonly __brand: "go.EASING_INOUTEXPO" };
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+ /**
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+ * in-out-quadratic
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+ */
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  export const EASING_INOUTQUAD: number & { readonly __brand: "go.EASING_INOUTQUAD" };
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+ /**
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+ * in-out-quartic
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+ */
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  export const EASING_INOUTQUART: number & { readonly __brand: "go.EASING_INOUTQUART" };
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+ /**
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+ * in-out-quintic
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+ */
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  export const EASING_INOUTQUINT: number & { readonly __brand: "go.EASING_INOUTQUINT" };
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+ /**
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+ * in-out-sine
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+ */
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  export const EASING_INOUTSINE: number & { readonly __brand: "go.EASING_INOUTSINE" };
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+ /**
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+ * in-quadratic
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+ */
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  export const EASING_INQUAD: number & { readonly __brand: "go.EASING_INQUAD" };
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+ /**
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+ * in-quartic
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+ */
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  export const EASING_INQUART: number & { readonly __brand: "go.EASING_INQUART" };
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+ /**
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+ * in-quintic
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+ */
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  export const EASING_INQUINT: number & { readonly __brand: "go.EASING_INQUINT" };
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+ /**
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+ * in-sine
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+ */
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  export const EASING_INSINE: number & { readonly __brand: "go.EASING_INSINE" };
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+ /**
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+ * linear interpolation
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+ */
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  export const EASING_LINEAR: number & { readonly __brand: "go.EASING_LINEAR" };
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+ /**
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+ * out-back
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+ */
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  export const EASING_OUTBACK: number & { readonly __brand: "go.EASING_OUTBACK" };
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+ /**
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+ * out-bounce
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+ */
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  export const EASING_OUTBOUNCE: number & { readonly __brand: "go.EASING_OUTBOUNCE" };
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+ /**
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+ * out-circlic
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+ */
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  export const EASING_OUTCIRC: number & { readonly __brand: "go.EASING_OUTCIRC" };
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+ /**
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+ * out-cubic
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+ */
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  export const EASING_OUTCUBIC: number & { readonly __brand: "go.EASING_OUTCUBIC" };
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+ /**
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+ * out-elastic
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+ */
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  export const EASING_OUTELASTIC: number & { readonly __brand: "go.EASING_OUTELASTIC" };
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+ /**
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+ * out-exponential
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+ */
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  export const EASING_OUTEXPO: number & { readonly __brand: "go.EASING_OUTEXPO" };
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+ /**
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+ * out-in-back
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+ */
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  export const EASING_OUTINBACK: number & { readonly __brand: "go.EASING_OUTINBACK" };
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+ /**
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+ * out-in-bounce
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+ */
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  export const EASING_OUTINBOUNCE: number & { readonly __brand: "go.EASING_OUTINBOUNCE" };
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+ /**
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+ * out-in-circlic
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+ */
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  export const EASING_OUTINCIRC: number & { readonly __brand: "go.EASING_OUTINCIRC" };
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+ /**
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+ * out-in-cubic
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+ */
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  export const EASING_OUTINCUBIC: number & { readonly __brand: "go.EASING_OUTINCUBIC" };
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+ /**
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+ * out-in-elastic
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+ */
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  export const EASING_OUTINELASTIC: number & { readonly __brand: "go.EASING_OUTINELASTIC" };
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+ /**
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+ * out-in-exponential
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+ */
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  export const EASING_OUTINEXPO: number & { readonly __brand: "go.EASING_OUTINEXPO" };
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+ /**
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+ * out-in-quadratic
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+ */
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  export const EASING_OUTINQUAD: number & { readonly __brand: "go.EASING_OUTINQUAD" };
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+ /**
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+ * out-in-quartic
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+ */
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  export const EASING_OUTINQUART: number & { readonly __brand: "go.EASING_OUTINQUART" };
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+ /**
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+ * out-in-quintic
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+ */
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  export const EASING_OUTINQUINT: number & { readonly __brand: "go.EASING_OUTINQUINT" };
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+ /**
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+ * out-in-sine
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+ */
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  export const EASING_OUTINSINE: number & { readonly __brand: "go.EASING_OUTINSINE" };
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+ /**
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+ * out-quadratic
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+ */
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  export const EASING_OUTQUAD: number & { readonly __brand: "go.EASING_OUTQUAD" };
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+ /**
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+ * out-quartic
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+ */
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  export const EASING_OUTQUART: number & { readonly __brand: "go.EASING_OUTQUART" };
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+ /**
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+ * out-quintic
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+ */
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  export const EASING_OUTQUINT: number & { readonly __brand: "go.EASING_OUTQUINT" };
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+ /**
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+ * out-sine
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+ */
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  export const EASING_OUTSINE: number & { readonly __brand: "go.EASING_OUTSINE" };
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+ /**
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+ * loop backward
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+ */
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  export const PLAYBACK_LOOP_BACKWARD: number & { readonly __brand: "go.PLAYBACK_LOOP_BACKWARD" };
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+ /**
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+ * loop forward
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+ */
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  export const PLAYBACK_LOOP_FORWARD: number & { readonly __brand: "go.PLAYBACK_LOOP_FORWARD" };
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+ /**
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+ * ping pong loop
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+ */
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  export const PLAYBACK_LOOP_PINGPONG: number & { readonly __brand: "go.PLAYBACK_LOOP_PINGPONG" };
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+ /**
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+ * no playback
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+ */
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  export const PLAYBACK_NONE: number & { readonly __brand: "go.PLAYBACK_NONE" };
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+ /**
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+ * once backward
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+ */
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  export const PLAYBACK_ONCE_BACKWARD: number & { readonly __brand: "go.PLAYBACK_ONCE_BACKWARD" };
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+ /**
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+ * once forward
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+ */
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  export const PLAYBACK_ONCE_FORWARD: number & { readonly __brand: "go.PLAYBACK_ONCE_FORWARD" };
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+ /**
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+ * once ping pong
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+ */
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  export const PLAYBACK_ONCE_PINGPONG: number & { readonly __brand: "go.PLAYBACK_ONCE_PINGPONG" };
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+ /**
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+ * This is only supported for numerical properties. If the node property is already being
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+ * animated, that animation will be canceled and replaced by the new one.
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+ * If a `complete_function` (lua function) is specified, that function will be called when the animation has completed.
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+ * By starting a new animation in that function, several animations can be sequenced together. See the examples for more information.
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+ * If you call `go.animate()` from a game object's `final()` function,
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+ * any passed `complete_function` will be ignored and never called upon animation completion.
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+ * See the properties guide for which properties can be animated and the animation guide for how
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+ * them.
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+ *
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+ * @param url - url of the game object or component having the property
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+ * @param property - id of the property to animate
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+ * @param playback - playback mode of the animation
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+ - `go.PLAYBACK_ONCE_FORWARD`
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+ - `go.PLAYBACK_ONCE_BACKWARD`
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+ - `go.PLAYBACK_ONCE_PINGPONG`
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+ - `go.PLAYBACK_LOOP_FORWARD`
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+ - `go.PLAYBACK_LOOP_BACKWARD`
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+ - `go.PLAYBACK_LOOP_PINGPONG`
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+ * @param to - target property value
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+ * @param easing - easing to use during animation. Either specify a constant, see the animation guide for a complete list, or a vmath.vector with a curve
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+ * @param duration - duration of the animation in seconds
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+ * @param delay - delay before the animation starts in seconds
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+ * @param complete_function - optional function to call when the animation has completed
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+ `self`
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+ object The current object.
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+ `url`
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+ url The game object or component instance for which the property is animated.
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+ `property`
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+ hash The id of the animated property.
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+ * @example
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+ * ```lua
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+ * Animate the position of a game object to x = 10 during 1 second, then y = 20 during 1 second:
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+ * local function x_done(self, url, property)
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+ * go.animate(go.get_id(), "position.y", go.PLAYBACK_ONCE_FORWARD, 20, go.EASING_LINEAR, 1)
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+ * end
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+ *
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+ * function init(self)
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+ * go.animate(go.get_id(), "position.x", go.PLAYBACK_ONCE_FORWARD, 10, go.EASING_LINEAR, 1, 0, x_done)
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+ * end
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+ *
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+ * Animate the y position of a game object using a crazy custom easing curve:
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+ * local values = { 0, 0, 0, 0, 0, 0, 0, 0,
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+ * 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0,
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+ * 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0,
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+ * 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0,
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+ * 1, 1, 1, 1, 1, 1, 1, 1 }
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+ * local vec = vmath.vector(values)
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+ * go.animate("go", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, vec, 2.0)
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+ * ```
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+ */
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  export function animate(url: string | Hash | Url, property: string | Hash, playback: number & { readonly __brand: "go.PLAYBACK_ONCE_FORWARD" } | number & { readonly __brand: "go.PLAYBACK_ONCE_BACKWARD" } | number & { readonly __brand: "go.PLAYBACK_ONCE_PINGPONG" } | number & { readonly __brand: "go.PLAYBACK_LOOP_FORWARD" } | number & { readonly __brand: "go.PLAYBACK_LOOP_BACKWARD" } | number & { readonly __brand: "go.PLAYBACK_LOOP_PINGPONG" }, to: number | Vector3 | Vector4 | Quaternion, easing: Vector | number & { readonly __brand: "go.EASING_INBACK" } | number & { readonly __brand: "go.EASING_INBOUNCE" } | number & { readonly __brand: "go.EASING_INCIRC" } | number & { readonly __brand: "go.EASING_INCUBIC" } | number & { readonly __brand: "go.EASING_INELASTIC" } | number & { readonly __brand: "go.EASING_INEXPO" } | number & { readonly __brand: "go.EASING_INOUTBACK" } | number & { readonly __brand: "go.EASING_INOUTBOUNCE" } | number & { readonly __brand: "go.EASING_INOUTCIRC" } | number & { readonly __brand: "go.EASING_INOUTCUBIC" } | number & { readonly __brand: "go.EASING_INOUTELASTIC" } | number & { readonly __brand: "go.EASING_INOUTEXPO" } | number & { readonly __brand: "go.EASING_INOUTQUAD" } | number & { readonly __brand: "go.EASING_INOUTQUART" } | number & { readonly __brand: "go.EASING_INOUTQUINT" } | number & { readonly __brand: "go.EASING_INOUTSINE" } | number & { readonly __brand: "go.EASING_INQUAD" } | number & { readonly __brand: "go.EASING_INQUART" } | number & { readonly __brand: "go.EASING_INQUINT" } | number & { readonly __brand: "go.EASING_INSINE" } | number & { readonly __brand: "go.EASING_LINEAR" } | number & { readonly __brand: "go.EASING_OUTBACK" } | number & { readonly __brand: "go.EASING_OUTBOUNCE" } | number & { readonly __brand: "go.EASING_OUTCIRC" } | number & { readonly __brand: "go.EASING_OUTCUBIC" } | number & { readonly __brand: "go.EASING_OUTELASTIC" } | number & { readonly __brand: "go.EASING_OUTEXPO" } | number & { readonly __brand: "go.EASING_OUTINBACK" } | number & { readonly __brand: "go.EASING_OUTINBOUNCE" } | number & { readonly __brand: "go.EASING_OUTINCIRC" } | number & { readonly __brand: "go.EASING_OUTINCUBIC" } | number & { readonly __brand: "go.EASING_OUTINELASTIC" } | number & { readonly __brand: "go.EASING_OUTINEXPO" } | number & { readonly __brand: "go.EASING_OUTINQUAD" } | number & { readonly __brand: "go.EASING_OUTINQUART" } | number & { readonly __brand: "go.EASING_OUTINQUINT" } | number & { readonly __brand: "go.EASING_OUTINSINE" } | number & { readonly __brand: "go.EASING_OUTQUAD" } | number & { readonly __brand: "go.EASING_OUTQUART" } | number & { readonly __brand: "go.EASING_OUTQUINT" } | number & { readonly __brand: "go.EASING_OUTSINE" }, duration: number, delay?: number, complete_function?: (self: unknown, url: unknown, property: unknown) => void): void;
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+ /**
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+ * By calling this function, all or specified stored property animations of the game object or component will be canceled.
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+ * See the properties guide for which properties can be animated and the animation guide for how to animate them.
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+ *
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+ * @param url - url of the game object or component
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+ * @param property - optional id of the property to cancel
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+ * @example
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+ * ```lua
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+ * Cancel the animation of the position of a game object:
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+ * go.cancel_animations(go.get_id(), "position")
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+ *
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+ * Cancel all property animations of the current game object:
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+ * go.cancel_animations(".")
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+ *
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+ * Cancel all property animations of the sprite component of the current game object:
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+ * go.cancel_animations("#sprite")
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+ * ```
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+ */
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  export function cancel_animations(url: string | Hash | Url, property?: string | Hash): void;
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+ /**
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+ * Delete one or more game objects identified by id. Deletion is asynchronous meaning that
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+ * the game object(s) are scheduled for deletion which will happen at the end of the current
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+ * frame. Note that game objects scheduled for deletion will be counted against
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+ * `max_instances` in "game.project" until they are actually removed.
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+ * Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using `particlefx.stop()`.
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+ * Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using `sound.stop()`.
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+ *
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+ * @param id - optional id or table of id's of the instance(s) to delete, the instance of the calling script is deleted by default
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+ * @param recursive - optional boolean, set to true to recursively delete child hiearchy in child to parent order
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+ * @example
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+ * ```lua
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+ * This example demonstrates how to delete game objects
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+ * -- Delete the script game object
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+ * go.delete()
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+ * -- Delete a game object with the id "my_game_object".
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+ * local id = go.get_id("my_game_object") -- retrieve the id of the game object to be deleted
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+ * go.delete(id)
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+ * -- Delete a list of game objects.
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+ * local ids = { hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3") }
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+ * go.delete(ids)
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+ *
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+ * This example demonstrates how to delete a game objects and their children (child to parent order)
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+ * -- Delete the script game object and it's children
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+ * go.delete(true)
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+ * -- Delete a game object with the id "my_game_object" and it's children.
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+ * local id = go.get_id("my_game_object") -- retrieve the id of the game object to be deleted
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+ * go.delete(id, true)
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+ * -- Delete a list of game objects and their children.
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+ * local ids = { hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3") }
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+ * go.delete(ids, true)
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+ * ```
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+ */
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  function _delete(id?: string | Hash | Url | (string | Hash | Url)[], recursive?: boolean): void;
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+ /**
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+ * This function can check for game objects in any collection by specifying
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+ * the collection name in the URL.
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+ *
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+ * @param url - url of the game object to check
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+ * @returns true if the game object exists
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+ * @example
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+ * ```lua
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+ * Check if game object "my_game_object" exists in the current collection
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+ * go.exists("/my_game_object")
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+ *
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+ * Check if game object exists in another collection
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+ * go.exists("other_collection:/my_game_object")
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+ * ```
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+ */
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  export function exists(url: string | Hash | Url): boolean;
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+ /**
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+ * This is a callback-function, which is called by the engine when a script component is finalized (destroyed). It can
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+ * be used to e.g. take some last action, report the finalization to other game object instances, delete spawned objects
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+ * or release user input focus (see release_input_focus).
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+ *
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+ * @param self - reference to the script state to be used for storing data
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+ * @example
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+ * ```lua
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+ * function final(self)
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+ * -- report finalization
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+ * msg.post("my_friend_instance", "im_dead", {my_stats = self.some_value})
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+ * end
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+ * ```
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+ */
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  export function final(self: Opaque<"userdata">): void;
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+ /**
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+ * This is a callback-function, which is called by the engine at fixed intervals to update the state of a script
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+ * component. The function will be called if 'Fixed Update Frequency' is enabled in the Engine section of game.project.
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+ * It can for instance be used to update game logic with the physics simulation if using a fixed timestep for the
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+ * physics (enabled by ticking 'Use Fixed Timestep' in the Physics section of game.project).
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+ *
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+ * @param self - reference to the script state to be used for storing data
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+ * @param dt - the time-step of the frame update
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+ */
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  export function fixed_update(self: Opaque<"userdata">, dt: number): void;
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+ /**
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+ * Returns or constructs an instance identifier. The instance id is a hash
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+ * of the absolute path to the instance.
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+ * - If `path` is specified, it can either be absolute or relative to the instance of the calling script.
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+ * - If `path` is not specified, the id of the game object instance the script is attached to will be returned.
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+ *
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+ * @param path - path of the instance for which to return the id
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+ * @returns instance id
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+ * @example
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+ * ```lua
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+ * For the instance with path /my_sub_collection/my_instance, the following calls are equivalent:
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+ * local id = go.get_id() -- no path, defaults to the instance containing the calling script
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+ * print(id) --> hash: [/my_sub_collection/my_instance]
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+ *
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+ * local id = go.get_id("/my_sub_collection/my_instance") -- absolute path
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+ * print(id) --> hash: [/my_sub_collection/my_instance]
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+ *
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+ * local id = go.get_id("my_instance") -- relative path
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+ * print(id) --> hash: [/my_sub_collection/my_instance]
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+ * ```
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+ */
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  export function get_id(path?: string): Hash;
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+ /**
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+ * Get the parent for a game object instance.
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+ *
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+ * @param id - optional id of the game object instance to get parent for, defaults to the instance containing the calling script
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+ * @returns parent instance or `nil`
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+ * @example
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+ * ```lua
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+ * Get parent of the instance containing the calling script:
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+ * local parent_id = go.get_parent()
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+ *
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+ * Get parent of the instance with id "x":
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+ * local parent_id = go.get_parent("x")
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+ * ```
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+ */
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  export function get_parent(id?: string | Hash | Url): Hash | unknown;
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+ /**
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+ * The position is relative the parent (if any). Use go.get_world_position to retrieve the global world position.
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+ *
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+ * @param id - optional id of the game object instance to get the position for, by default the instance of the calling script
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+ * @returns instance position
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+ * @example
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+ * ```lua
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+ * Get the position of the game object instance the script is attached to:
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+ * local p = go.get_position()
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+ *
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+ * Get the position of another game object instance "my_gameobject":
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+ * local pos = go.get_position("my_gameobject")
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+ * ```
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+ */
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  export function get_position(id?: string | Hash | Url): Vector3;
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+ /**
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+ * The rotation is relative to the parent (if any). Use go.get_world_rotation to retrieve the global world rotation.
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+ *
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+ * @param id - optional id of the game object instance to get the rotation for, by default the instance of the calling script
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+ * @returns instance rotation
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+ * @example
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+ * ```lua
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+ * Get the rotation of the game object instance the script is attached to:
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+ * local r = go.get_rotation()
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+ *
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+ * Get the rotation of another game object instance with id "x":
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+ * local r = go.get_rotation("x")
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+ * ```
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+ */
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  export function get_rotation(id?: string | Hash | Url): Quaternion;
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+ /**
415
+ * The scale is relative the parent (if any). Use go.get_world_scale to retrieve the global world 3D scale factor.
416
+ *
417
+ * @param id - optional id of the game object instance to get the scale for, by default the instance of the calling script
418
+ * @returns instance scale factor
419
+ * @example
420
+ * ```lua
421
+ * Get the scale of the game object instance the script is attached to:
422
+ * local s = go.get_scale()
423
+ *
424
+ * Get the scale of another game object instance with id "x":
425
+ * local s = go.get_scale("x")
426
+ * ```
427
+ */
64
428
  export function get_scale(id?: string | Hash | Url): Vector3;
429
+ /**
430
+ * The uniform scale is relative the parent (if any). If the underlying scale vector is non-uniform the min element of the vector is returned as the uniform scale factor.
431
+ *
432
+ * @param id - optional id of the game object instance to get the uniform scale for, by default the instance of the calling script
433
+ * @returns uniform instance scale factor
434
+ * @example
435
+ * ```lua
436
+ * Get the scale of the game object instance the script is attached to:
437
+ * local s = go.get_scale_uniform()
438
+ *
439
+ * Get the uniform scale of another game object instance with id "x":
440
+ * local s = go.get_scale_uniform("x")
441
+ * ```
442
+ */
65
443
  export function get_scale_uniform(id?: string | Hash | Url): number;
444
+ /**
445
+ * The function will return the world position calculated at the end of the previous frame.
446
+ * To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
447
+ * Use go.get_position to retrieve the position relative to the parent.
448
+ *
449
+ * @param id - optional id of the game object instance to get the world position for, by default the instance of the calling script
450
+ * @returns instance world position
451
+ * @example
452
+ * ```lua
453
+ * Get the world position of the game object instance the script is attached to:
454
+ * local p = go.get_world_position()
455
+ *
456
+ * Get the world position of another game object instance with id "x":
457
+ * local p = go.get_world_position("x")
458
+ * ```
459
+ */
66
460
  export function get_world_position(id?: string | Hash | Url): Vector3;
461
+ /**
462
+ * The function will return the world rotation calculated at the end of the previous frame.
463
+ * To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
464
+ * Use go.get_rotation to retrieve the rotation relative to the parent.
465
+ *
466
+ * @param id - optional id of the game object instance to get the world rotation for, by default the instance of the calling script
467
+ * @returns instance world rotation
468
+ * @example
469
+ * ```lua
470
+ * Get the world rotation of the game object instance the script is attached to:
471
+ * local r = go.get_world_rotation()
472
+ *
473
+ * Get the world rotation of another game object instance with id "x":
474
+ * local r = go.get_world_rotation("x")
475
+ * ```
476
+ */
67
477
  export function get_world_rotation(id?: string | Hash | Url): Quaternion;
478
+ /**
479
+ * The function will return the world 3D scale factor calculated at the end of the previous frame.
480
+ * To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
481
+ * Use go.get_scale to retrieve the 3D scale factor relative to the parent.
482
+ * This vector is derived by decomposing the transformation matrix and should be used with care.
483
+ * For most cases it should be fine to use go.get_world_scale_uniform instead.
484
+ *
485
+ * @param id - optional id of the game object instance to get the world scale for, by default the instance of the calling script
486
+ * @returns instance world 3D scale factor
487
+ * @example
488
+ * ```lua
489
+ * Get the world 3D scale of the game object instance the script is attached to:
490
+ * local s = go.get_world_scale()
491
+ *
492
+ * Get the world scale of another game object instance "x":
493
+ * local s = go.get_world_scale("x")
494
+ * ```
495
+ */
68
496
  export function get_world_scale(id?: string | Hash | Url): Vector3;
497
+ /**
498
+ * The function will return the world scale factor calculated at the end of the previous frame.
499
+ * To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
500
+ * Use go.get_scale_uniform to retrieve the scale factor relative to the parent.
501
+ *
502
+ * @param id - optional id of the game object instance to get the world scale for, by default the instance of the calling script
503
+ * @returns instance world scale factor
504
+ * @example
505
+ * ```lua
506
+ * Get the world scale of the game object instance the script is attached to:
507
+ * local s = go.get_world_scale_uniform()
508
+ *
509
+ * Get the world scale of another game object instance with id "x":
510
+ * local s = go.get_world_scale_uniform("x")
511
+ * ```
512
+ */
69
513
  export function get_world_scale_uniform(id?: string | Hash | Url): number;
514
+ /**
515
+ * The function will return the world transform matrix calculated at the end of the previous frame.
516
+ * To recalculate it within the current frame, use go.update_world_transform on the instance before calling this.
517
+ *
518
+ * @param id - optional id of the game object instance to get the world transform for, by default the instance of the calling script
519
+ * @returns instance world transform
520
+ * @example
521
+ * ```lua
522
+ * Get the world transform of the game object instance the script is attached to:
523
+ * local m = go.get_world_transform()
524
+ *
525
+ * Get the world transform of another game object instance with id "x":
526
+ * local m = go.get_world_transform("x")
527
+ * ```
528
+ */
70
529
  export function get_world_transform(id?: string | Hash | Url): Matrix4;
530
+ /**
531
+ * This is a callback-function, which is called by the engine when a script component is initialized. It can be used
532
+ * to set the initial state of the script.
533
+ *
534
+ * @param self - reference to the script state to be used for storing data
535
+ * @example
536
+ * ```lua
537
+ * function init(self)
538
+ * -- set up useful data
539
+ * self.my_value = 1
540
+ * end
541
+ * ```
542
+ */
71
543
  export function init(self: Opaque<"userdata">): void;
544
+ /**
545
+ * This is a callback-function, which is called by the engine at the end of the frame to update the state of a script
546
+ * component. Use it to make final adjustments to the game object instance.
547
+ *
548
+ * @param self - reference to the script state to be used for storing data
549
+ * @param dt - the time-step of the frame update
550
+ */
72
551
  export function late_update(self: Opaque<"userdata">, dt: number): void;
552
+ /**
553
+ * This is a callback-function, which is called by the engine when user input is sent to the game object instance of the script.
554
+ * It can be used to take action on the input, e.g. move the instance according to the input.
555
+ * For an instance to obtain user input, it must first acquire input focus
556
+ * through the message `acquire_input_focus`.
557
+ * Any instance that has obtained input will be put on top of an
558
+ * input stack. Input is sent to all listeners on the stack until the
559
+ * end of stack is reached, or a listener returns `true`
560
+ * to signal that it wants input to be consumed.
561
+ * See the documentation of acquire_input_focus for more
562
+ * information.
563
+ * The `action` parameter is a table containing data about the input mapped to the
564
+ * `action_id`.
565
+ * For mapped actions it specifies the value of the input and if it was just pressed or released.
566
+ * Actions are mapped to input in an input_binding-file.
567
+ * Mouse movement is specifically handled and uses `nil` as its `action_id`.
568
+ * The `action` only contains positional parameters in this case, such as x and y of the pointer.
569
+ * Here is a brief description of the available table fields:
570
+ * Field
571
+ * Description
572
+ * `value`
573
+ * The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement and text input.
574
+ * `pressed`
575
+ * If the input was pressed this frame. This is not present for mouse movement and text input.
576
+ * `released`
577
+ * If the input was released this frame. This is not present for mouse movement and text input.
578
+ * `repeated`
579
+ * If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement and text input.
580
+ * `x`
581
+ * The x value of a pointer device, if present. This is not present for gamepad, key and text input.
582
+ * `y`
583
+ * The y value of a pointer device, if present. This is not present for gamepad, key and text input.
584
+ * `screen_x`
585
+ * The screen space x value of a pointer device, if present. This is not present for gamepad, key and text input.
586
+ * `screen_y`
587
+ * The screen space y value of a pointer device, if present. This is not present for gamepad, key and text input.
588
+ * `dx`
589
+ * The change in x value of a pointer device, if present. This is not present for gamepad, key and text input.
590
+ * `dy`
591
+ * The change in y value of a pointer device, if present. This is not present for gamepad, key and text input.
592
+ * `screen_dx`
593
+ * The change in screen space x value of a pointer device, if present. This is not present for gamepad, key and text input.
594
+ * `screen_dy`
595
+ * The change in screen space y value of a pointer device, if present. This is not present for gamepad, key and text input.
596
+ * `gamepad`
597
+ * The index of the gamepad device that provided the input. See table below about gamepad input.
598
+ * `touch`
599
+ * List of touch input, one element per finger, if present. See table below about touch input
600
+ * `text`
601
+ * Text input from a (virtual) keyboard or similar.
602
+ * `marked_text`
603
+ * Sequence of entered symbols while entering a symbol combination, for example Japanese Kana.
604
+ * Gamepad specific fields:
605
+ * Field
606
+ * Description
607
+ * `gamepad`
608
+ * The index of the gamepad device that provided the input.
609
+ * `userid`
610
+ * Id of the user associated with the controller. Usually only relevant on consoles.
611
+ * `gamepad_unknown`
612
+ * True if the inout originated from an unknown/unmapped gamepad.
613
+ * `gamepad_name`
614
+ * Name of the gamepad
615
+ * `gamepad_axis`
616
+ * List of gamepad axis values. For raw gamepad input only.
617
+ * `gamepadhats`
618
+ * List of gamepad hat values. For raw gamepad input only.
619
+ * `gamepad_buttons`
620
+ * List of gamepad button values. For raw gamepad input only.
621
+ * Touch input table:
622
+ * Field
623
+ * Description
624
+ * `id`
625
+ * A number identifying the touch input during its duration.
626
+ * `pressed`
627
+ * True if the finger was pressed this frame.
628
+ * `released`
629
+ * True if the finger was released this frame.
630
+ * `tap_count`
631
+ * Number of taps, one for single, two for double-tap, etc
632
+ * `x`
633
+ * The x touch location.
634
+ * `y`
635
+ * The y touch location.
636
+ * `dx`
637
+ * The change in x value.
638
+ * `dy`
639
+ * The change in y value.
640
+ * `acc_x`
641
+ * Accelerometer x value (if present).
642
+ * `acc_y`
643
+ * Accelerometer y value (if present).
644
+ * `acc_z`
645
+ * Accelerometer z value (if present).
646
+ *
647
+ * @param self - reference to the script state to be used for storing data
648
+ * @param action_id - id of the received input action, as mapped in the input_binding-file
649
+ * @param action - a table containing the input data, see above for a description
650
+ * @returns optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false
651
+ * @example
652
+ * ```lua
653
+ * This example demonstrates how a game object instance can be moved as a response to user input.
654
+ * function init(self)
655
+ * -- acquire input focus
656
+ * msg.post(".", "acquire_input_focus")
657
+ * -- maximum speed the instance can be moved
658
+ * self.max_speed = 2
659
+ * -- velocity of the instance, initially zero
660
+ * self.velocity = vmath.vector3()
661
+ * end
662
+ *
663
+ * function update(self, dt)
664
+ * -- move the instance
665
+ * go.set_position(go.get_position() + dt * self.velocity)
666
+ * end
667
+ *
668
+ * function on_input(self, action_id, action)
669
+ * -- check for movement input
670
+ * if action_id == hash("right") then
671
+ * if action.released then -- reset velocity if input was released
672
+ * self.velocity = vmath.vector3()
673
+ * else -- update velocity
674
+ * self.velocity = vmath.vector3(action.value * self.max_speed, 0, 0)
675
+ * end
676
+ * end
677
+ * end
678
+ * ```
679
+ */
73
680
  export function on_input(self: Opaque<"userdata">, action_id: Hash, action: Record<string | number, unknown>): boolean | unknown;
681
+ /**
682
+ * This is a callback-function, which is called by the engine whenever a message has been sent to the script component.
683
+ * It can be used to take action on the message, e.g. send a response back to the sender of the message.
684
+ * The `message` parameter is a table containing the message data. If the message is sent from the engine, the
685
+ * documentation of the message specifies which data is supplied.
686
+ *
687
+ * @param self - reference to the script state to be used for storing data
688
+ * @param message_id - id of the received message
689
+ * @param message - a table containing the message data
690
+ * @param sender - address of the sender
691
+ * @example
692
+ * ```lua
693
+ * This example demonstrates how a game object instance, called "a", can communicate with another instance, called "b". It
694
+ * is assumed that both script components of the instances has id "script".
695
+ * Script of instance "a":
696
+ * function init(self)
697
+ * -- let b know about some important data
698
+ * msg.post("b#script", "my_data", {important_value = 1})
699
+ * end
700
+ *
701
+ * Script of instance "b":
702
+ * function init(self)
703
+ * -- store the url of instance "a" for later use, by specifying nil as socket we
704
+ * -- automatically use our own socket
705
+ * self.a_url = msg.url(nil, go.get_id("a"), "script")
706
+ * end
707
+ *
708
+ * function on_message(self, message_id, message, sender)
709
+ * -- check message and sender
710
+ * if message_id == hash("my_data") and sender == self.a_url then
711
+ * -- use the data in some way
712
+ * self.important_value = message.important_value
713
+ * end
714
+ * end
715
+ * ```
716
+ */
74
717
  export function on_message(self: Opaque<"userdata">, message_id: Hash, message: Record<string | number, unknown>, sender: Url): void;
718
+ /**
719
+ * This is a callback-function, which is called by the engine when the script component is reloaded, e.g. from the editor.
720
+ * It can be used for live development, e.g. to tweak constants or set up the state properly for the instance.
721
+ *
722
+ * @param self - reference to the script state to be used for storing data
723
+ * @example
724
+ * ```lua
725
+ * This example demonstrates how to tweak the speed of a game object instance that is moved on user input.
726
+ * function init(self)
727
+ * -- acquire input focus
728
+ * msg.post(".", "acquire_input_focus")
729
+ * -- maximum speed the instance can be moved, this value is tweaked in the on_reload function below
730
+ * self.max_speed = 2
731
+ * -- velocity of the instance, initially zero
732
+ * self.velocity = vmath.vector3()
733
+ * end
734
+ *
735
+ * function update(self, dt)
736
+ * -- move the instance
737
+ * go.set_position(go.get_position() + dt * self.velocity)
738
+ * end
739
+ *
740
+ * function on_input(self, action_id, action)
741
+ * -- check for movement input
742
+ * if action_id == hash("right") then
743
+ * if action.released then -- reset velocity if input was released
744
+ * self.velocity = vmath.vector3()
745
+ * else -- update velocity
746
+ * self.velocity = vmath.vector3(action.value * self.max_speed, 0, 0)
747
+ * end
748
+ * end
749
+ * end
750
+ *
751
+ * function on_reload(self)
752
+ * -- edit this value and reload the script component
753
+ * self.max_speed = 100
754
+ * end
755
+ * ```
756
+ */
75
757
  export function on_reload(self: Opaque<"userdata">): void;
758
+ /**
759
+ * This function defines a property which can then be used in the script through the self-reference.
760
+ * The properties defined this way are automatically exposed in the editor in game objects and collections which use the script.
761
+ * Note that you can only use this function outside any callback-functions like init and update.
762
+ *
763
+ * @param name - the id of the property
764
+ * @param value - default value of the property. In the case of a url, only the empty constructor msg.url() is allowed. In the case of a resource one of the resource constructors (eg resource.atlas(), resource.font() etc) is expected.
765
+ * @example
766
+ * ```lua
767
+ * This example demonstrates how to define a property called "health" in a script.
768
+ * The health is decreased whenever someone sends a message called "take_damage" to the script.
769
+ * go.property("health", 100)
770
+ *
771
+ * function init(self)
772
+ * -- prints 100 to the output
773
+ * print(self.health)
774
+ * end
775
+ *
776
+ * function on_message(self, message_id, message, sender)
777
+ * if message_id == hash("take_damage") then
778
+ * self.health = self.health - message.damage
779
+ * print("Ouch! My health is now: " .. self.health)
780
+ * end
781
+ * end
782
+ * ```
783
+ */
76
784
  export function property(name: string, value: number | Hash | Url | Vector3 | Vector4 | Quaternion | Opaque<"resource"> | boolean): void;
785
+ /**
786
+ * Sets the parent for a game object instance. This means that the instance will exist in the geometrical space of its parent,
787
+ * like a basic transformation hierarchy or scene graph. If no parent is specified, the instance will be detached from any parent and exist in world
788
+ * space.
789
+ * This function will generate a `set_parent` message. It is not until the message has been processed that the change actually takes effect. This
790
+ * typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the
791
+ * engine.
792
+ *
793
+ * @param id - optional id of the game object instance to set parent for, defaults to the instance containing the calling script
794
+ * @param parent_id - optional id of the new parent game object, defaults to detaching game object from its parent
795
+ * @param keep_world_transform - optional boolean, set to true to maintain the world transform when changing spaces. Defaults to false.
796
+ * @example
797
+ * ```lua
798
+ * Attach myself to another instance "my_parent":
799
+ * go.set_parent(go.get_id(),go.get_id("my_parent"))
800
+ *
801
+ * Attach an instance "my_instance" to another instance "my_parent":
802
+ * go.set_parent(go.get_id("my_instance"),go.get_id("my_parent"))
803
+ *
804
+ * Detach an instance "my_instance" from its parent (if any):
805
+ * go.set_parent(go.get_id("my_instance"))
806
+ * ```
807
+ */
77
808
  export function set_parent(id?: string | Hash | Url, parent_id?: string | Hash | Url, keep_world_transform?: boolean): void;
809
+ /**
810
+ * The position is relative to the parent (if any). The global world position cannot be manually set.
811
+ *
812
+ * @param position - position to set
813
+ * @param id - optional id of the game object instance to set the position for, by default the instance of the calling script
814
+ * @example
815
+ * ```lua
816
+ * Set the position of the game object instance the script is attached to:
817
+ * local p = ...
818
+ * go.set_position(p)
819
+ *
820
+ * Set the position of another game object instance with id "x":
821
+ * local p = ...
822
+ * go.set_position(p, "x")
823
+ * ```
824
+ */
78
825
  export function set_position(position: Vector3, id?: string | Hash | Url): void;
826
+ /**
827
+ * The rotation is relative to the parent (if any). The global world rotation cannot be manually set.
828
+ *
829
+ * @param rotation - rotation to set
830
+ * @param id - optional id of the game object instance to get the rotation for, by default the instance of the calling script
831
+ * @example
832
+ * ```lua
833
+ * Set the rotation of the game object instance the script is attached to:
834
+ * local r = ...
835
+ * go.set_rotation(r)
836
+ *
837
+ * Set the rotation of another game object instance with id "x":
838
+ * local r = ...
839
+ * go.set_rotation(r, "x")
840
+ * ```
841
+ */
79
842
  export function set_rotation(rotation: Quaternion, id?: string | Hash | Url): void;
843
+ /**
844
+ * The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set.
845
+ * See manual to know how physics affected when setting scale from this function.
846
+ *
847
+ * @param scale - vector or uniform scale factor, must be greater than 0
848
+ * @param id - optional id of the game object instance to get the scale for, by default the instance of the calling script
849
+ * @example
850
+ * ```lua
851
+ * Set the scale of the game object instance the script is attached to:
852
+ * local s = vmath.vector3(2.0, 1.0, 1.0)
853
+ * go.set_scale(s)
854
+ *
855
+ * Set the scale of another game object instance with id "obj_id":
856
+ * local s = 1.2
857
+ * go.set_scale(s, "obj_id")
858
+ * ```
859
+ */
80
860
  export function set_scale(scale: number | Vector3, id?: string | Hash | Url): void;
861
+ /**
862
+ * The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set.
863
+ * See manual to know how physics affected when setting scale from this function.
864
+ *
865
+ * @param scale - vector or uniform scale factor, must be greater than 0
866
+ * @param id - optional id of the game object instance to get the scale for, by default the instance of the calling script
867
+ * @example
868
+ * ```lua
869
+ * Set the scale of the game object instance the script is attached to:
870
+ * local s = vmath.vector3(2.0, 1.0, 5.0)
871
+ * go.set_scale_xy(s) -- z will not be set here, only x and y
872
+ *
873
+ * Set the scale of another game object instance with id "obj_id":
874
+ * local s = 1.2
875
+ * go.set_scale_xy(s, "obj_id") -- z will not be set here, only x and y
876
+ * ```
877
+ */
81
878
  export function set_scale_xy(scale: number | Vector3, id?: string | Hash | Url): void;
879
+ /**
880
+ * This is a callback-function, which is called by the engine every frame to update the state of a script component.
881
+ * It can be used to perform any kind of game related tasks, e.g. moving the game object instance.
882
+ *
883
+ * @param self - reference to the script state to be used for storing data
884
+ * @param dt - the time-step of the frame update
885
+ * @example
886
+ * ```lua
887
+ * This example demonstrates how to move a game object instance through the script component:
888
+ * function init(self)
889
+ * -- set initial velocity to be 1 along world x-axis
890
+ * self.my_velocity = vmath.vector3(1, 0, 0)
891
+ * end
892
+ *
893
+ * function update(self, dt)
894
+ * -- move the game object instance
895
+ * go.set_position(go.get_position() + dt * self.my_velocity)
896
+ * end
897
+ * ```
898
+ */
82
899
  export function update(self: Opaque<"userdata">, dt: number): void;
900
+ /**
901
+ * Recalculates and updates the cached world transform immediately for the target instance
902
+ * and its ancestors (parent chain up to the collection root). Descendants (children) are
903
+ * not updated by this function.
904
+ * If no id is provided, the instance of the calling script is used.
905
+ * Use this after changing local transform mid-frame when you need the
906
+ * new world transform right away (e.g. before end-of-frame updates). Note that child
907
+ * instances will still have last-frame world transforms until the regular update.
908
+ *
909
+ * @param id - optional id of the game object instance to update
910
+ * @example
911
+ * ```lua
912
+ * Update this game object's world transform:
913
+ * go.update_world_transform()
914
+ *
915
+ * Update another game object's world transform:
916
+ * go.update_world_transform("/other")
917
+ * ```
918
+ */
83
919
  export function update_world_transform(id?: string | Hash | Url): void;
920
+ /**
921
+ * The function uses world transformation calculated at the end of previous frame.
922
+ *
923
+ * @param position - position which need to be converted
924
+ * @param url - url of the game object which coordinate system convert to
925
+ * @returns converted position
926
+ * @example
927
+ * ```lua
928
+ * Convert position of "test" game object into coordinate space of "child" object.
929
+ * local test_pos = go.get_world_position("/test")
930
+ * local child_pos = go.get_world_position("/child")
931
+ * local new_position = go.world_to_local_position(test_pos, "/child")
932
+ * ```
933
+ */
84
934
  export function world_to_local_position(position: Vector3, url: string | Hash | Url): Vector3;
935
+ /**
936
+ * The function uses world transformation calculated at the end of previous frame.
937
+ *
938
+ * @param transformation - transformation which need to be converted
939
+ * @param url - url of the game object which coordinate system convert to
940
+ * @returns converted transformation
941
+ * @example
942
+ * ```lua
943
+ * Convert transformation of "test" game object into coordinate space of "child" object.
944
+ * local test_transform = go.get_world_transform("/test")
945
+ * local child_transform = go.get_world_transform("/child")
946
+ * local result_transform = go.world_to_local_transform(test_transform, "/child")
947
+ * ```
948
+ */
85
949
  export function world_to_local_transform(transformation: Matrix4, url: string | Hash | Url): Matrix4;
86
950
  export { _delete as delete };
87
951
  export interface properties {
952
+ /**
953
+ * The rotation of the game object expressed in Euler angles.
954
+ * Euler angles are specified in degrees in the interval (-360, 360).
955
+ * The type of the property is vector3.
956
+ */
88
957
  euler: Vector3;
958
+ /**
959
+ * The position of the game object.
960
+ * The type of the property is vector3.
961
+ */
89
962
  position: Vector3;
963
+ /**
964
+ * The rotation of the game object.
965
+ * The type of the property is quaternion.
966
+ */
90
967
  rotation: Quaternion;
968
+ /**
969
+ * The uniform scale of the game object. The type of the property is number.
970
+ */
91
971
  scale: number;
92
972
  }
93
973
  }