@ts-defold/types 1.2.78 → 1.2.79

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Files changed (2) hide show
  1. package/index.d.ts +26 -14
  2. package/package.json +1 -1
package/index.d.ts CHANGED
@@ -3,7 +3,7 @@
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  /// <reference types="lua-types/5.1" />
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  /// <reference types="lua-types/special/jit-only" />
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- // DEFOLD. stable version 1.12.1 (16c6fd602f32de4814660672c38ce3ccbbc1fb59)
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+ // DEFOLD. stable version 1.12.2 (e43be333aa7a4fc319ab62adc8d405c8e98bf92f)
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  /**
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  * All ids in the engine are represented as hashes, so a string needs to be hashed
@@ -1603,6 +1603,7 @@ export function fixed_update(this: LuaUserdata, dt: number): void;
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  * @param options optional options table
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  - index number index into array property (1 based)
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  - key hash name of internal property
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+ - keys table array of internal component resources identified by key (e.g. a particle fx emitter, see examples below)
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  * @example Get a property "speed" from a script "player", the property must be declared in the player-script:
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  ```lua
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  go.property("speed", 50)
@@ -1629,18 +1630,21 @@ Getting all values in a material property array as a table
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  -- get all vector4's in the constant array
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  go.get(url, "example")
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  -- result: { vector4, vector4, ... }
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-
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  -- get all elements of the vector4's from an array
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  go.get(url, "example.x")
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  -- result: { number1, number2, ... }
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  ```Get a named property
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-
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  ```lua
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- function init(self)
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- -- get the resource of a certain gui font
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- local font_hash = go.get("#gui", "fonts", {key = "system_font_BIG"})
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- end
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- ```
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+ lua
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+ -- get the resource of a certain gui font
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+ local font_hash = go.get("#gui", "fonts", {key = "system_font_BIG"})```Get a property from a sub-component, using the "keys" options table
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+ ```lua
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+ lua
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+ -- Addressing the first level of a component:
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+ go.get("#particlefx", "material", { keys = { "cone_emitter" } })```Get a property into a deeper sub-hierarchy (if the component supports it).
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+ ```lua
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+ -- Note: There is currently no component that supports this, but a custom component could.
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+ go.get("#my_component", "some_property", { keys = { "root", "child_node" } })
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  */
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  export function get(url: string | hash | url, property: string | hash, options?: object): unknown;
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  /**
@@ -2173,6 +2177,7 @@ export function property(name: string, value: number | hash | url | vmath.vector
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  * @param options optional options table
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  - index integer index into array property (1 based)
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  - key hash name of internal property
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+ - keys table array of internal component resources identified by key (e.g. a particle fx emitter, see examples below)
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  * @example Set a property "speed" of a script "player", the property must be declared in the player-script:
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  ```lua
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  go.property("speed", 50)
@@ -2196,18 +2201,25 @@ go.set(url, "example.x", 7, {index=1})
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  Set a material property array by a table of vector4
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  ```lua
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+ lua
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  -- set the first two vector4's in the array
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  -- if the array has more than two elements in the array they will not be set
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- go.set(url, "example", { vmath.vector4(1,1,1,1), vmath.vector4(2,2,2,2) })
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- ```Set a named property
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-
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+ go.set(url, "example", { vmath.vector4(1,1,1,1), vmath.vector4(2,2,2,2) })```Set a named property
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  ```lua
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  go.property("big_font", resource.font())
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-
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  function init(self)
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  go.set("#gui", "fonts", self.big_font, {key = "system_font_BIG"})
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  end
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- ```
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+ ```Set a property on a sub-component, using the "keys" options table
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+ ```lua
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+ lua
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+ go.property("my_material", resource.material)
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+ function init(self)
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+ go.set("#particlefx", "material", self.my_material, { keys = { "cone_emitter" } })
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+ end```Set a property in a deeper sub-hierarchy (if the component supports it).
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+ ```lua
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+ -- Note: There is currently no component that supports this, but a custom component could.
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+ go.set("#my_component", "some_property", some_value, { keys = { "root", "child_node" } })
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  */
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  export function set(url: string | hash | url, property: string | hash, value: number | boolean | hash | url | vmath.vector3 | vmath.vector4 | vmath.quaternion | any, options?: object): void;
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  /**
@@ -3056,7 +3068,7 @@ export const TYPE_TEXT: number;
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  * This starts an animation of a node property according to the specified parameters.
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  If the node property is already being animated, that animation will be canceled and
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  replaced by the new one. Note however that several different node properties
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- can be animated simultaneously. Use `gui.cancel_animation` to stop the animation
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+ can be animated simultaneously. Use `gui.cancel_animations` to stop the animation
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  before it has completed.
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  Composite properties of type vector3, vector4 or quaternion
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  also expose their sub-components (x, y, z and w).
package/package.json CHANGED
@@ -1,6 +1,6 @@
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  {
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  "name": "@ts-defold/types",
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- "version": "1.2.78",
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+ "version": "1.2.79",
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  "description": "TypeScript definitions for Defold",
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  "repository": "github:ts-defold/types",
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  "keywords": [