@defold-typescript/types 0.50.1 → 0.52.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (166) hide show
  1. package/api-availability.json +4 -58
  2. package/api-signatures.json +1128 -1552
  3. package/api-targets.json +15 -5
  4. package/examples/translations.json +19 -71
  5. package/fixtures/messages_doc.json +20 -39
  6. package/generated/b2d_world.d.ts +10 -10
  7. package/generated/buffer.d.ts +9 -9
  8. package/generated/builtin-messages.d.ts +16 -14
  9. package/generated/bullet3d_collision_object.d.ts +1 -1
  10. package/generated/bullet3d_constraint.d.ts +109 -7
  11. package/generated/bullet3d_shape.d.ts +2 -2
  12. package/generated/collectionfactory.d.ts +1 -1
  13. package/generated/collectionproxy.d.ts +2 -2
  14. package/generated/factory.d.ts +4 -2
  15. package/generated/go.d.ts +114 -220
  16. package/generated/graphics.d.ts +5 -0
  17. package/generated/gui.d.ts +148 -371
  18. package/generated/http.d.ts +4 -2
  19. package/generated/image.d.ts +56 -4
  20. package/generated/kinds/gui-script.d.ts +3 -0
  21. package/generated/kinds/render-script.d.ts +15 -15
  22. package/generated/kinds/script.d.ts +1 -0
  23. package/generated/liveupdate.d.ts +5 -1
  24. package/generated/material.d.ts +3 -3
  25. package/generated/model.d.ts +4 -5
  26. package/generated/particlefx.d.ts +20 -1
  27. package/generated/physics.d.ts +48 -4
  28. package/generated/render-script-modules/b2d.d.ts +711 -0
  29. package/generated/render-script-modules/bullet3d.d.ts +73 -0
  30. package/generated/render-script-modules/collectionfactory.d.ts +25 -0
  31. package/generated/render-script-modules/collectionproxy.d.ts +39 -0
  32. package/generated/render-script-modules/factory.d.ts +25 -0
  33. package/generated/render-script-modules/go.d.ts +436 -0
  34. package/generated/render-script-modules/label.d.ts +105 -0
  35. package/generated/render-script-modules/model.d.ts +89 -0
  36. package/generated/render-script-modules/particlefx.d.ts +59 -0
  37. package/generated/render-script-modules/physics.d.ts +333 -0
  38. package/generated/render-script-modules/resource.d.ts +1233 -0
  39. package/generated/render-script-modules/sound.d.ts +227 -0
  40. package/generated/render-script-modules/sprite.d.ts +68 -0
  41. package/generated/render-script-modules/tilemap.d.ts +43 -0
  42. package/generated/render.d.ts +175 -21
  43. package/generated/resource.d.ts +31 -10
  44. package/generated/sprite.d.ts +49 -1
  45. package/generated/sys.d.ts +78 -10
  46. package/generated/tilemap.d.ts +4 -4
  47. package/generated/versions/defold-1.12.4/buffer.d.ts +8 -8
  48. package/generated/versions/defold-1.12.4/collectionfactory.d.ts +1 -1
  49. package/generated/versions/defold-1.12.4/collectionproxy.d.ts +1 -1
  50. package/generated/versions/defold-1.12.4/factory.d.ts +4 -2
  51. package/generated/versions/defold-1.12.4/go.d.ts +115 -343
  52. package/generated/versions/defold-1.12.4/graphics.d.ts +1 -0
  53. package/generated/versions/defold-1.12.4/gui.d.ts +151 -513
  54. package/generated/versions/defold-1.12.4/http.d.ts +4 -2
  55. package/generated/versions/defold-1.12.4/image.d.ts +83 -3
  56. package/generated/versions/defold-1.12.4/index.d.ts +2 -0
  57. package/generated/versions/defold-1.12.4/liveupdate.d.ts +4 -0
  58. package/generated/versions/defold-1.12.4/model.d.ts +4 -5
  59. package/generated/versions/defold-1.12.4/particlefx.d.ts +22 -1
  60. package/generated/versions/defold-1.12.4/physics.d.ts +47 -3
  61. package/generated/versions/defold-1.12.4/render.d.ts +119 -15
  62. package/generated/versions/defold-1.12.4/resource.d.ts +43 -10
  63. package/generated/versions/defold-1.12.4/sprite.d.ts +58 -1
  64. package/generated/versions/defold-1.12.4/sys.d.ts +101 -6
  65. package/generated/versions/defold-1.12.4/tilemap.d.ts +4 -4
  66. package/generated/versions/defold-1.12.4/vmath.d.ts +0 -24
  67. package/generated/versions/defold-1.13.0/buffer.d.ts +8 -8
  68. package/generated/versions/defold-1.13.0/collectionfactory.d.ts +1 -1
  69. package/generated/versions/defold-1.13.0/collectionproxy.d.ts +1 -1
  70. package/generated/versions/defold-1.13.0/factory.d.ts +4 -2
  71. package/generated/versions/defold-1.13.0/go.d.ts +115 -370
  72. package/generated/versions/defold-1.13.0/graphics.d.ts +1 -0
  73. package/generated/versions/defold-1.13.0/gui.d.ts +151 -513
  74. package/generated/versions/defold-1.13.0/http.d.ts +4 -2
  75. package/generated/versions/defold-1.13.0/image.d.ts +83 -3
  76. package/generated/versions/defold-1.13.0/index.d.ts +2 -0
  77. package/generated/versions/defold-1.13.0/liveupdate.d.ts +4 -0
  78. package/generated/versions/defold-1.13.0/material.d.ts +3 -1
  79. package/generated/versions/defold-1.13.0/model.d.ts +4 -5
  80. package/generated/versions/defold-1.13.0/particlefx.d.ts +22 -1
  81. package/generated/versions/defold-1.13.0/physics.d.ts +47 -3
  82. package/generated/versions/defold-1.13.0/render.d.ts +182 -16
  83. package/generated/versions/defold-1.13.0/resource.d.ts +43 -10
  84. package/generated/versions/defold-1.13.0/sprite.d.ts +58 -1
  85. package/generated/versions/defold-1.13.0/sys.d.ts +101 -6
  86. package/generated/versions/defold-1.13.0/tilemap.d.ts +4 -4
  87. package/generated/versions/defold-1.13.0/vmath.d.ts +0 -24
  88. package/generated/versions/defold-1.13.1/buffer.d.ts +8 -8
  89. package/generated/versions/defold-1.13.1/collectionfactory.d.ts +1 -1
  90. package/generated/versions/defold-1.13.1/collectionproxy.d.ts +1 -1
  91. package/generated/versions/defold-1.13.1/factory.d.ts +4 -2
  92. package/generated/versions/defold-1.13.1/go.d.ts +115 -370
  93. package/generated/versions/defold-1.13.1/graphics.d.ts +1 -0
  94. package/generated/versions/defold-1.13.1/gui.d.ts +151 -529
  95. package/generated/versions/defold-1.13.1/http.d.ts +4 -2
  96. package/generated/versions/defold-1.13.1/image.d.ts +83 -3
  97. package/generated/versions/defold-1.13.1/index.d.ts +3 -0
  98. package/generated/versions/defold-1.13.1/liveupdate.d.ts +4 -0
  99. package/generated/versions/defold-1.13.1/material.d.ts +3 -1
  100. package/generated/versions/defold-1.13.1/model.d.ts +4 -5
  101. package/generated/versions/defold-1.13.1/particlefx.d.ts +22 -1
  102. package/generated/versions/defold-1.13.1/physics.d.ts +47 -3
  103. package/generated/versions/defold-1.13.1/render.d.ts +182 -16
  104. package/generated/versions/defold-1.13.1/resource.d.ts +43 -10
  105. package/generated/versions/defold-1.13.1/sprite.d.ts +58 -1
  106. package/generated/versions/defold-1.13.1/sys.d.ts +101 -6
  107. package/generated/versions/defold-1.13.1/tilemap.d.ts +4 -4
  108. package/generated/versions/defold-1.13.1/vmath.d.ts +0 -24
  109. package/generated/versions/defold-1.13.2/b2d_world.d.ts +10 -10
  110. package/generated/versions/defold-1.13.2/buffer.d.ts +9 -9
  111. package/generated/versions/defold-1.13.2/bullet3d_collision_object.d.ts +1 -1
  112. package/generated/versions/defold-1.13.2/bullet3d_constraint.d.ts +109 -7
  113. package/generated/versions/defold-1.13.2/bullet3d_shape.d.ts +2 -2
  114. package/generated/versions/defold-1.13.2/collectionfactory.d.ts +1 -1
  115. package/generated/versions/defold-1.13.2/collectionproxy.d.ts +2 -2
  116. package/generated/versions/defold-1.13.2/factory.d.ts +4 -2
  117. package/generated/versions/defold-1.13.2/go.d.ts +114 -220
  118. package/generated/versions/defold-1.13.2/graphics.d.ts +1 -0
  119. package/generated/versions/defold-1.13.2/gui.d.ts +148 -371
  120. package/generated/versions/defold-1.13.2/http.d.ts +4 -2
  121. package/generated/versions/defold-1.13.2/image.d.ts +56 -4
  122. package/generated/versions/defold-1.13.2/index.d.ts +3 -0
  123. package/generated/versions/defold-1.13.2/liveupdate.d.ts +5 -1
  124. package/generated/versions/defold-1.13.2/material.d.ts +3 -3
  125. package/generated/versions/defold-1.13.2/model.d.ts +4 -5
  126. package/generated/versions/defold-1.13.2/particlefx.d.ts +20 -1
  127. package/generated/versions/defold-1.13.2/physics.d.ts +48 -4
  128. package/generated/versions/defold-1.13.2/render.d.ts +164 -20
  129. package/generated/versions/defold-1.13.2/resource.d.ts +31 -10
  130. package/generated/versions/defold-1.13.2/sprite.d.ts +49 -1
  131. package/generated/versions/defold-1.13.2/sys.d.ts +78 -10
  132. package/generated/versions/defold-1.13.2/tilemap.d.ts +4 -4
  133. package/generated/versions/defold-1.13.2/vmath.d.ts +0 -24
  134. package/generated/versions/defold-1.13.2/window.d.ts +1 -1
  135. package/generated/vmath.d.ts +0 -24
  136. package/generated/window.d.ts +1 -1
  137. package/identity-vocabulary.json +98 -7
  138. package/index.d.ts +3 -0
  139. package/package.json +3 -1
  140. package/scripts/generate-api-availability.ts +6 -22
  141. package/scripts/generate-api-signatures.ts +87 -21
  142. package/scripts/materialize-version.ts +53 -6
  143. package/scripts/regen.ts +256 -44
  144. package/scripts/signature-store-fs.ts +1 -0
  145. package/scripts/target-version.ts +26 -0
  146. package/src/api-doc.ts +26 -0
  147. package/src/component-properties.d.ts +226 -6
  148. package/src/core-types.ts +82 -20
  149. package/src/doc-corrections.ts +53 -5
  150. package/src/emit-dts.ts +1300 -269
  151. package/src/emit-messages.ts +289 -0
  152. package/src/engine-globals.d.ts +8 -2
  153. package/src/go-overloads.d.ts +80 -15
  154. package/src/gui-overloads.d.ts +489 -0
  155. package/src/gui-texture-removal.d.ts +41 -0
  156. package/src/index.ts +2 -0
  157. package/src/lifecycle.ts +46 -37
  158. package/src/luals-type-expr.ts +6 -1
  159. package/src/msg-overloads.d.ts +25 -13
  160. package/src/physics-event-guard.d.ts +39 -0
  161. package/src/render-overloads.d.ts +2 -2
  162. package/src/return-correction-provenance.ts +36 -6
  163. package/src/signature-store.ts +50 -0
  164. package/src/timers.d.ts +2 -1
  165. package/src/vmath-overloads.d.ts +26 -0
  166. package/src/window-event-guard.d.ts +5 -3
package/generated/go.d.ts CHANGED
@@ -276,7 +276,65 @@ declare global {
276
276
  * go.animate("go", "position.y", go.PLAYBACK_LOOP_PINGPONG, 100, vec, 2.0);
277
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  * ```
278
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  */
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- export function animate(url: SceneAddress | Hash | Url, property: string | Hash, playback: go.PLAYBACK, to: number | Vector3 | Vector4 | Quaternion, easing: Vector | go.EASING, duration: number, delay?: number, complete_function?: (self: unknown, url: Url, property: Hash) => void): void;
279
+ export function animate(url: SceneAddress | Hash | Url, property: string | Hash, playback: go.PLAYBACK, to: number | Vector3 | Vector4 | Quaternion, easing: Vector | go.EASING, duration: number): void;
280
+ /**
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+ * This is only supported for numerical properties. If the node property is already being
282
+ * 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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+ *
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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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+ *
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+ * `self`
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+ *
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+ * script_instance The current script instance.
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+ *
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+ * `url`
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+ *
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+ * url The game object or component instance for which the property is animated.
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+ *
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+ * `property`
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+ *
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+ * hash The id of the animated property.
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+ * @example
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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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+ * ```ts
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+ * go.animate(go.get_id(), "position.x", go.PLAYBACK_ONCE_FORWARD, 10, go.EASING_LINEAR, 1, 0, () => {
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+ * go.animate(go.get_id(), "position.y", go.PLAYBACK_ONCE_FORWARD, 20, go.EASING_LINEAR, 1);
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+ * });
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+ * ```
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+ * @example
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+ * Animate the y position of a game object using a crazy custom easing curve:
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+ * ```ts
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+ * const values = [
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+ * 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
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+ * 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1,
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+ * ];
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+ * const 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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+ */
337
+ export function animate(url: SceneAddress | Hash | Url, property: string | Hash, playback: go.PLAYBACK, to: number | Vector3 | Vector4 | Quaternion, easing: Vector | go.EASING, duration: number, delay: number, complete_function?: (self: unknown, url: Url, property: Hash) => void): void;
280
338
  /**
281
339
  * By calling this function, all or specified stored property animations of the game object or component will be canceled.
282
340
  * See the properties guide for which properties can be animated and the animation guide for how to animate them.
@@ -335,7 +393,43 @@ declare global {
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393
  * go.delete(ids, true);
336
394
  * ```
337
395
  */
338
- function _delete(id?: SceneGameObjectAddress | Hash | Url | (string | Hash | Url)[] | boolean, recursive?: boolean): void;
396
+ function _delete(id?: SceneGameObjectAddress | Hash | Url | (SceneGameObjectAddress | Hash | Url)[] | LuaPairsIterable<AnyNotNil, SceneGameObjectAddress | Hash | Url> | boolean): void;
397
+ /**
398
+ * Delete one or more game objects identified by id. Deletion is asynchronous meaning that
399
+ * the game object(s) are scheduled for deletion which will happen at the end of the current
400
+ * frame. Note that game objects scheduled for deletion will be counted against
401
+ * `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()`.
404
+ *
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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
406
+ * @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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+ * This example demonstrates how to delete game objects
409
+ * ```ts
410
+ * // Delete the script's own game object.
411
+ * go.delete();
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+ * // Delete a game object with the id "my_game_object".
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+ * const 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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+ * const ids = [hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3")];
417
+ * go.delete(ids);
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+ * ```
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+ * @example
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+ * This example demonstrates how to delete a game objects and their children (child to parent order)
421
+ * ```ts
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+ * // Delete the script's own game object and its children.
423
+ * go.delete(true);
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+ * // Delete a game object with the id "my_game_object" and its children.
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+ * const id = go.get_id("my_game_object"); // retrieve the id of the game object to be deleted
426
+ * go.delete(id, true);
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+ * // Delete a list of game objects and their children.
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+ * const ids = [hash("/my_object_1"), hash("/my_object_2"), hash("/my_object_3")];
429
+ * go.delete(ids, true);
430
+ * ```
431
+ */
432
+ function _delete(id: SceneGameObjectAddress | Hash | Url | (SceneGameObjectAddress | Hash | Url)[] | LuaPairsIterable<AnyNotNil, SceneGameObjectAddress | Hash | Url>, recursive: boolean): void;
339
433
  /**
340
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  * This function can check for game objects in any collection by specifying
341
435
  * the collection name in the URL.
@@ -355,36 +449,29 @@ declare global {
355
449
  */
356
450
  export function exists(url: SceneGameObjectAddress | Hash | Url): boolean;
357
451
  /**
358
- * This is a callback-function, which is called by the engine when a script component is finalized (destroyed). It can
359
- * be used to e.g. take some last action, report the finalization to other game object instances, delete spawned objects
360
- * or release user input focus (see release_input_focus).
452
+ * Returns or constructs an instance identifier. The instance id is a hash
453
+ * of the absolute path to the instance.
454
+ *
455
+ * - If `path` is specified, it can either be absolute or relative to the instance of the calling script.
456
+ * - If `path` is not specified, the id of the game object instance the script is attached to will be returned.
361
457
  *
362
- * @param self - script instance used for storing state
458
+ * @param path - path of the instance for which to return the id
459
+ * @returns instance id
363
460
  * @example
364
461
  * ```ts
365
- * export default defineScript({
366
- * init() {
367
- * return { some_value: 0 };
368
- * },
462
+ * // For the instance with path /my_sub_collection/my_instance, the following calls
463
+ * // are equivalent:
464
+ * const id = go.get_id(); // no path, defaults to the instance containing the calling script
465
+ * print(id); // => hash: [/my_sub_collection/my_instance]
369
466
  *
370
- * final(self) {
371
- * // report finalization
372
- * msg.post("my_friend_instance", "im_dead", { my_stats: self.some_value });
373
- * },
374
- * });
375
- * ```
376
- */
377
- export function final(self: unknown): void;
378
- /**
379
- * This is a callback-function, which is called by the engine at fixed intervals to update the state of a script
380
- * component. The function will be called if 'Fixed Update Frequency' is enabled in the Engine section of game.project.
381
- * It can for instance be used to update game logic with the physics simulation if using a fixed timestep for the
382
- * physics (enabled by ticking 'Use Fixed Timestep' in the Physics section of game.project).
467
+ * const id2 = go.get_id("/my_sub_collection/my_instance"); // absolute path
468
+ * print(id2); // => hash: [/my_sub_collection/my_instance]
383
469
  *
384
- * @param self - script instance used for storing state
385
- * @param dt - the time-step of the frame update
470
+ * const id3 = go.get_id("my_instance"); // relative path
471
+ * print(id3); // => hash: [/my_sub_collection/my_instance]
472
+ * ```
386
473
  */
387
- export function fixed_update(self: unknown, dt: number): void;
474
+ export function get_id(): Hash;
388
475
  /**
389
476
  * Returns or constructs an instance identifier. The instance id is a hash
390
477
  * of the absolute path to the instance.
@@ -408,7 +495,7 @@ declare global {
408
495
  * print(id3); // => hash: [/my_sub_collection/my_instance]
409
496
  * ```
410
497
  */
411
- export function get_id(path?: string): Hash;
498
+ export function get_id(path: string): Hash;
412
499
  /**
413
500
  * Get the parent for a game object instance.
414
501
  *
@@ -591,176 +678,6 @@ declare global {
591
678
  * ```
592
679
  */
593
680
  export function get_world_transform(id?: SceneGameObjectAddress | Hash | Url): Matrix4;
594
- /**
595
- * This is a callback-function, which is called by the engine when a script component is initialized. It can be used
596
- * to set the initial state of the script.
597
- *
598
- * @param self - script instance used for storing state
599
- * @example
600
- * ```ts
601
- * export default defineScript({
602
- * init() {
603
- * // set up useful data
604
- * return { my_value: 1 };
605
- * },
606
- * });
607
- * ```
608
- */
609
- export function init(self: unknown): void;
610
- /**
611
- * This is a callback-function, which is called by the engine at the end of the frame to update the state of a script
612
- * component. Use it to make final adjustments to the game object instance.
613
- *
614
- * @param self - script instance used for storing state
615
- * @param dt - the time-step of the frame update
616
- */
617
- export function late_update(self: unknown, dt: number): void;
618
- /**
619
- * This is a callback-function, which is called by the engine when user input is sent to the game object instance of the script.
620
- * It can be used to take action on the input, e.g. move the instance according to the input.
621
- * For an instance to obtain user input, it must first acquire input focus
622
- * through the message `acquire_input_focus`.
623
- * Any instance that has obtained input will be put on top of an
624
- * input stack. Input is sent to all listeners on the stack until the
625
- * end of stack is reached, or a listener returns `true`
626
- * to signal that it wants input to be consumed.
627
- * See the documentation of acquire_input_focus for more
628
- * information.
629
- *
630
- * @param self - script instance used for storing state
631
- * @param action_id - id of the received input action, as mapped in the input_binding-file, or `nil` for mouse movement
632
- * @param action - input data for the action. **0️⃣ `gamepad` is 0-based; passed to Defold unchanged.**
633
- * @returns optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false
634
- * @example
635
- * ```ts
636
- * // This example demonstrates how a game object instance can be moved as a response to user input.
637
- * export default defineScript({
638
- * init() {
639
- * // acquire input focus
640
- * msg.post(".", "acquire_input_focus");
641
- * return {
642
- * // maximum speed the instance can be moved
643
- * max_speed: 2,
644
- * // velocity of the instance, initially zero
645
- * velocity: vmath.vector3(),
646
- * };
647
- * },
648
- *
649
- * update(self, dt) {
650
- * // move the instance
651
- * go.set_position(go.get_position().add(self.velocity.mul(dt)));
652
- * },
653
- *
654
- * on_input(self, action_id, action) {
655
- * // check for movement input
656
- * if (action_id === hash("right")) {
657
- * if (action.released) {
658
- * // reset velocity if input was released
659
- * self.velocity = vmath.vector3();
660
- * } else {
661
- * // update velocity
662
- * self.velocity = vmath.vector3((action.value ?? 0) * self.max_speed, 0, 0);
663
- * }
664
- * }
665
- * },
666
- * });
667
- * ```
668
- */
669
- export function on_input(self: unknown, action_id: Hash | undefined, action: go.on_input.action): boolean | undefined;
670
- /**
671
- * This is a callback-function, which is called by the engine whenever a message has been sent to the script component.
672
- * It can be used to take action on the message, e.g. send a response back to the sender of the message.
673
- * The `message` parameter is a table containing the message data. If the message is sent from the engine, the
674
- * documentation of the message specifies which data is supplied.
675
- *
676
- * @param self - script instance used for storing state
677
- * @param message_id - id of the received message
678
- * @param message - a table containing the message data
679
- * @param sender - address of the sender
680
- * @example
681
- * This example demonstrates how a game object instance, called "a", can communicate with another instance, called "b". It
682
- * is assumed that both script components of the instances has id "script".
683
- * Script of instance "a":
684
- * ```ts
685
- * // This example demonstrates how a game object instance, called "a", can communicate with another instance, called "b". It
686
- * // is assumed that both script components of the instances has id "script".
687
- *
688
- * // a.script — Script of instance "a":
689
- * export default defineScript({
690
- * init() {
691
- * // let b know about some important data
692
- * msg.post("b#script", "my_data", { important_value: 1 });
693
- * },
694
- * });
695
- * ```
696
- * @example
697
- * Script of instance "b":
698
- * ```ts
699
- * // b.script — Script of instance "b":
700
- * export default defineScript({
701
- * init() {
702
- * // store the url of instance "a" for later use, by specifying undefined as socket we
703
- * // automatically use our own socket
704
- * return { a_url: msg.url(undefined, go.get_id("a"), "script"), important_value: 0 };
705
- * },
706
- *
707
- * on_message(self, message_id, message, sender) {
708
- * // check message and sender
709
- * if (message_id === hash("my_data") && sender === self.a_url && typeof message.important_value === "number") {
710
- * // use the data in some way
711
- * self.important_value = message.important_value;
712
- * }
713
- * },
714
- * });
715
- * ```
716
- */
717
- export function on_message(self: unknown, message_id: Hash, message: LuaMap<AnyNotNil, unknown> | Record<string, 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 - script instance used for storing state
723
- * @example
724
- * ```ts
725
- * // This example demonstrates how to tweak the speed of a game object instance that is moved on user input.
726
- * export default defineScript({
727
- * init() {
728
- * // acquire input focus
729
- * msg.post(".", "acquire_input_focus");
730
- * return {
731
- * // maximum speed the instance can be moved, this value is tweaked in the on_reload function below
732
- * max_speed: 2,
733
- * // velocity of the instance, initially zero
734
- * velocity: vmath.vector3(),
735
- * };
736
- * },
737
- *
738
- * update(self, dt) {
739
- * // move the instance
740
- * go.set_position(go.get_position().add(self.velocity.mul(dt)));
741
- * },
742
- *
743
- * on_input(self, action_id, action) {
744
- * // check for movement input
745
- * if (action_id === hash("right")) {
746
- * if (action.released) {
747
- * // reset velocity if input was released
748
- * self.velocity = vmath.vector3();
749
- * } else {
750
- * // update velocity
751
- * self.velocity = vmath.vector3((action.value ?? 0) * self.max_speed, 0, 0);
752
- * }
753
- * }
754
- * },
755
- *
756
- * on_reload(self) {
757
- * // edit this value and reload the script component
758
- * self.max_speed = 100;
759
- * },
760
- * });
761
- * ```
762
- */
763
- export function on_reload(self: unknown): void;
764
681
  /**
765
682
  * Sets the parent for a game object instance. This means that the instance will exist in the geometrical space of its parent,
766
683
  * 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
@@ -873,29 +790,6 @@ declare global {
873
790
  * ```
874
791
  */
875
792
  export function set_scale_xy(scale: number | Vector3, id?: SceneGameObjectAddress | Hash | Url): void;
876
- /**
877
- * This is a callback-function, which is called by the engine every frame to update the state of a script component.
878
- * It can be used to perform any kind of game related tasks, e.g. moving the game object instance.
879
- *
880
- * @param self - script instance used for storing state
881
- * @param dt - the time-step of the frame update
882
- * @example
883
- * ```ts
884
- * // This example demonstrates how to move a game object instance through the script component:
885
- * export default defineScript({
886
- * init() {
887
- * // set initial velocity to be 1 along world x-axis
888
- * return { my_velocity: vmath.vector3(1, 0, 0) };
889
- * },
890
- *
891
- * update(self, dt) {
892
- * // move the game object instance
893
- * go.set_position(go.get_position().add(self.my_velocity.mul(dt)));
894
- * },
895
- * });
896
- * ```
897
- */
898
- export function update(self: unknown, dt: number): void;
899
793
  /**
900
794
  * Recalculates and updates the cached world transform immediately for the target instance
901
795
  * and its ancestors (parent chain up to the collection root). Descendants (children) are
@@ -109,7 +109,12 @@ declare global {
109
109
  * Maximum bindable storage-buffer range in bytes.
110
110
  */
111
111
  max_storage_buffer_range: number;
112
+ /**
113
+ * Maximum number of storage buffers per shader stage.
114
+ */
115
+ max_storage_buffers_per_stage: number;
112
116
  }
117
+ type BlendFactor = typeof graphics.BLEND_FACTOR_ZERO | typeof graphics.BLEND_FACTOR_ONE | typeof graphics.BLEND_FACTOR_SRC_COLOR | typeof graphics.BLEND_FACTOR_ONE_MINUS_SRC_COLOR | typeof graphics.BLEND_FACTOR_DST_COLOR | typeof graphics.BLEND_FACTOR_ONE_MINUS_DST_COLOR | typeof graphics.BLEND_FACTOR_SRC_ALPHA | typeof graphics.BLEND_FACTOR_ONE_MINUS_SRC_ALPHA | typeof graphics.BLEND_FACTOR_DST_ALPHA | typeof graphics.BLEND_FACTOR_ONE_MINUS_DST_ALPHA | typeof graphics.BLEND_FACTOR_SRC_ALPHA_SATURATE | typeof graphics.BLEND_FACTOR_CONSTANT_COLOR | typeof graphics.BLEND_FACTOR_ONE_MINUS_CONSTANT_COLOR | typeof graphics.BLEND_FACTOR_CONSTANT_ALPHA | typeof graphics.BLEND_FACTOR_ONE_MINUS_CONSTANT_ALPHA;
113
118
  type BufferType = typeof graphics.BUFFER_TYPE_COLOR0_BIT | typeof graphics.BUFFER_TYPE_COLOR1_BIT | typeof graphics.BUFFER_TYPE_COLOR2_BIT | typeof graphics.BUFFER_TYPE_COLOR3_BIT | typeof graphics.BUFFER_TYPE_DEPTH_BIT | typeof graphics.BUFFER_TYPE_STENCIL_BIT;
114
119
  type State = typeof graphics.STATE_DEPTH_TEST | typeof graphics.STATE_STENCIL_TEST | typeof graphics.STATE_BLEND | typeof graphics.STATE_ALPHA_TEST | typeof graphics.STATE_CULL_FACE | typeof graphics.STATE_POLYGON_OFFSET_FILL;
115
120
  type BLEND_EQUATION = typeof graphics.BLEND_EQUATION_ADD | typeof graphics.BLEND_EQUATION_MAX | typeof graphics.BLEND_EQUATION_MIN | typeof graphics.BLEND_EQUATION_REVERSE_SUBTRACT | typeof graphics.BLEND_EQUATION_SUBTRACT;