@defold-typescript/types 0.4.3 → 0.5.0

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@@ -3,8 +3,64 @@ import type { Hash, Url } from "../src/core-types";
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  declare global {
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  namespace msg {
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+ /**
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+ * This is equivalent to `msg.url(nil)` or `msg.url("#")`, which creates an url to the current
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+ * script component.
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+ *
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+ * @returns a new URL
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+ * @example
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+ * ```lua
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+ * Create a new URL which will address the current script:
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+ * local my_url = msg.url()
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+ * print(my_url) --> url: [current_collection:/my_instance#my_component]
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+ * ```
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+ */
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  function url(): Url;
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+ /**
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+ * The format of the string must be `[socket:][path][#fragment]`, which is similar to a HTTP URL.
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+ * When addressing instances:
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+ * - `socket` is the name of a valid world (a collection)
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+ * - `path` is the id of the instance, which can either be relative the instance of the calling script or global
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+ * - `fragment` would be the id of the desired component
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+ * In addition, the following shorthands are available:
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+ * - `"."` the current game object
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+ * - `"#"` the current component
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+ *
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+ * @param urlstring - string to create the url from
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+ * @returns a new URL
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+ * @example
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+ * ```lua
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+ * local my_url = msg.url("#my_component")
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+ * print(my_url) --> url: [current_collection:/my_instance#my_component]
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+ *
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+ * local my_url = msg.url("my_collection:/my_sub_collection/my_instance#my_component")
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+ * print(my_url) --> url: [my_collection:/my_sub_collection/my_instance#my_component]
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+ *
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+ * local my_url = msg.url("my_socket:")
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+ * print(my_url) --> url: [my_collection:]
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+ * ```
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+ */
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  function url(urlstring: string): Url;
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+ /**
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+ * creates a new URL from separate arguments
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+ *
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+ * @param socket - socket of the URL
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+ * @param path - path of the URL
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+ * @param fragment - fragment of the URL
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+ * @returns a new URL
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+ * @example
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+ * ```lua
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+ * local my_socket = "main" -- specify by valid name
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+ * local my_path = hash("/my_collection/my_gameobject") -- specify as string or hash
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+ * local my_fragment = "component" -- specify as string or hash
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+ * local my_url = msg.url(my_socket, my_path, my_fragment)
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+ *
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+ * print(my_url) --> url: [main:/my_collection/my_gameobject#component]
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+ * print(my_url.socket) --> 786443 (internal numeric value)
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+ * print(my_url.path) --> hash: [/my_collection/my_gameobject]
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+ * print(my_url.fragment) --> hash: [component]
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+ * ```
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+ */
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  function url(socket?: string | Hash, path?: string | Hash, fragment?: string | Hash): Url;
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  }
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  }
@@ -3,17 +3,139 @@ import type { Hash, Url, Vector4 } from "../src/core-types";
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  declare global {
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  namespace particlefx {
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+ /**
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+ * The emitter is not spawning any particles, but has particles that are still alive.
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+ */
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  const EMITTER_STATE_POSTSPAWN: number & { readonly __brand: "particlefx.EMITTER_STATE_POSTSPAWN" };
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+ /**
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+ * The emitter will be in this state when it has been started but before spawning any particles. Normally the emitter is in this state for a short time, depending on if a start delay has been set for this emitter or not.
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+ */
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  const EMITTER_STATE_PRESPAWN: number & { readonly __brand: "particlefx.EMITTER_STATE_PRESPAWN" };
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+ /**
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+ * The emitter does not have any living particles and will not spawn any particles in this state.
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+ */
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  const EMITTER_STATE_SLEEPING: number & { readonly __brand: "particlefx.EMITTER_STATE_SLEEPING" };
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+ /**
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+ * The emitter is spawning particles.
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+ */
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  const EMITTER_STATE_SPAWNING: number & { readonly __brand: "particlefx.EMITTER_STATE_SPAWNING" };
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+ /**
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+ * Starts playing a particle FX component.
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+ * Particle FX started this way need to be manually stopped through `particlefx.stop()`.
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+ * Which particle FX to play is identified by the URL.
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+ * A particle FX will continue to emit particles even if the game object the particle FX component belonged to is deleted. You can call `particlefx.stop()` to stop it from emitting more particles.
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+ *
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+ * @param url - the particle fx that should start playing.
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+ * @param emitter_state_function - optional callback function that will be called when an emitter attached to this particlefx changes state.
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+ `self`
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+ object The current object
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+ `id`
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+ hash The id of the particle fx component
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+ `emitter`
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+ hash The id of the emitter
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+ `state`
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+ constant the new state of the emitter:
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+ - `particlefx.EMITTER_STATE_SLEEPING`
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+ - `particlefx.EMITTER_STATE_PRESPAWN`
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+ - `particlefx.EMITTER_STATE_SPAWNING`
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+ - `particlefx.EMITTER_STATE_POSTSPAWN`
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+ * @example
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+ * ```lua
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+ * How to play a particle fx when a game object is created.
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+ * The callback receives the hash of the path to the particlefx, the hash of the id
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+ * of the emitter, and the new state of the emitter as particlefx.EMITTER_STATE_.
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+ * local function emitter_state_change(self, id, emitter, state)
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+ * if emitter == hash("exhaust") and state == particlefx.EMITTER_STATE_POSTSPAWN then
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+ * -- exhaust is done spawning particles...
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+ * end
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+ * end
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+ *
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+ * function init(self)
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+ * particlefx.play("#particlefx", emitter_state_change)
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+ * end
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+ * ```
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+ */
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  function play(url: string | Hash | Url, emitter_state_function?: (self: unknown, id: unknown, emitter: unknown, state: unknown) => void): void;
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+ /**
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+ * Resets a shader constant for a particle FX component emitter.
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+ * The constant must be defined in the material assigned to the emitter.
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+ * Resetting a constant through this function implies that the value defined in the material will be used.
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+ * Which particle FX to reset a constant for is identified by the URL.
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+ *
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+ * @param url - the particle FX that should have a constant reset
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+ * @param emitter - the id of the emitter
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+ * @param constant - the name of the constant
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+ * @example
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+ * ```lua
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+ * The following examples assumes that the particle FX has id "particlefx", it
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+ * contains an emitter with the id "emitter" and that the default-material in builtins is used, which defines the constant "tint".
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+ * If you assign a custom material to the sprite, you can reset the constants defined there in the same manner.
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+ * How to reset the tinting of particles from an emitter:
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+ * function init(self)
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+ * particlefx.reset_constant("#particlefx", "emitter", "tint")
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+ * end
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+ * ```
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+ */
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  function reset_constant(url: string | Hash | Url, emitter: string | Hash, constant: string | Hash): void;
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+ /**
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+ * Sets a shader constant for a particle FX component emitter.
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+ * The constant must be defined in the material assigned to the emitter.
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+ * Setting a constant through this function will override the value set for that constant in the material.
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+ * The value will be overridden until particlefx.reset_constant is called.
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+ * Which particle FX to set a constant for is identified by the URL.
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+ *
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+ * @param url - the particle FX that should have a constant set
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+ * @param emitter - the id of the emitter
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+ * @param constant - the name of the constant
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+ * @param value - the value of the constant
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+ * @example
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+ * ```lua
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+ * The following examples assumes that the particle FX has id "particlefx", it
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+ * contains an emitter with the id "emitter" and that the default-material in builtins is used, which defines the constant "tint".
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+ * If you assign a custom material to the sprite, you can reset the constants defined there in the same manner.
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+ * How to tint particles from an emitter red:
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+ * function init(self)
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+ * particlefx.set_constant("#particlefx", "emitter", "tint", vmath.vector4(1, 0, 0, 1))
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+ * end
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+ * ```
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+ */
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  function set_constant(url: string | Hash | Url, emitter: string | Hash, constant: string | Hash, value: Vector4): void;
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+ /**
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+ * Stops a particle FX component from playing.
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+ * Stopping a particle FX does not remove already spawned particles.
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+ * Which particle FX to stop is identified by the URL.
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+ *
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+ * @param url - the particle fx that should stop playing
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+ * @param options - Options when stopping the particle fx. Supported options:
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+ - boolean `clear`: instantly clear spawned particles
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+ * @example
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+ * ```lua
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+ * How to stop a particle fx when a game object is deleted and immediately also clear
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+ * any spawned particles:
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+ * function final(self)
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+ * particlefx.stop("#particlefx", { clear = true })
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+ * end
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+ * ```
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+ */
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  function stop(url: string | Hash | Url, options?: { clear?: boolean }): void;
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  interface properties {
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+ /**
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+ * The animation used during rendering by an emitter in a particle FX component.
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+ * The property type is a hash and refers to a valid animation in an atlas or a tile source resource.
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+ * If the animation isn't found, and error will be thrown.
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+ */
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  animation: Hash;
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+ /**
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+ * The image used during rendering by an emitter in a particle FX component.
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+ * The property type is a hash and refers to an image resource (atlas or tile source).
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+ * Note: When setting the image, if the currently playing animation of the emitter
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+ * isn't found in the new image, the animation will be set to the first animation found.
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+ */
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  image: Hash;
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+ /**
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+ * The material used during rendering by an emitter in a particle FX component.
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+ * The property type is a hash and refers to a material resource.
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+ */
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  material: Hash;
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  }
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  }