Update doc/lua_api.txt

This commit is contained in:
Perttu Ahola 2012-03-25 16:22:02 +03:00
parent 98c40f5ee6
commit f022af66da
1 changed files with 57 additions and 29 deletions

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@ -55,6 +55,8 @@ mods
| |-- textures | |-- textures
| | |-- modname_stuff.png | | |-- modname_stuff.png
| | `-- modname_something_else.png | | `-- modname_something_else.png
| |-- sounds
| |-- media
| `-- <custom data> | `-- <custom data>
`-- another `-- another
@ -74,9 +76,9 @@ init.lua:
minetest.setting_get(name) and minetest.setting_getbool(name) can be used minetest.setting_get(name) and minetest.setting_getbool(name) can be used
to read custom or existing settings at load time, if necessary. to read custom or existing settings at load time, if necessary.
textures: textures, sounds, media:
These textures will be transferred to the client and can be referred to Media files (textures, sounds, whatever) that will be transferred to the
by the mod. client and will be available for use by the mod.
Naming convention for registered textual names Naming convention for registered textual names
---------------------------------------------- ----------------------------------------------
@ -118,6 +120,58 @@ Mods should generally prefix their textures with modname_, eg. given
the mod name "foomod", a texture could be called the mod name "foomod", a texture could be called
"foomod_foothing.png" "foomod_foothing.png"
Textures are referred to by their complete name, or alternatively by
stripping out the file extension:
eg. foomod_foothing.png
eg. foomod_foothing
Sounds
-------
Only OGG files are supported.
For positional playing of sounds, only single-channel (mono) files are
supported. Otherwise OpenAL will play them non-positionally.
Mods should generally prefix their sounds with modname_, eg. given
the mod name "foomod", a sound could be called
"foomod_foosound.ogg"
Sounds are referred to by their name with a dot, a single digit and the
file extension stripped out. When a sound is played, the actual sound file
is chosen randomly from the matching sounds.
When playing the sound "foomod_foosound", the sound is chosen randomly
from the available ones of the following files:
foomod_foosound.ogg
foomod_foosound.0.ogg
foomod_foosound.1.ogg
...
foomod_foosound.9.ogg
Examples of sound parameter tables:
-- Play locationless on all clients
{
gain = 1.0, -- default
}
-- Play locationless to a player
{
to_player = name,
gain = 1.0, -- default
}
-- Play in a location
{
pos = {x=1,y=2,z=3},
gain = 1.0, -- default
max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default
loop = true, -- only sounds connected to objects can be looped
}
Representations of simple things Representations of simple things
-------------------------------- --------------------------------
MapNode representation: MapNode representation:
@ -363,32 +417,6 @@ dump2(obj, name="_", dumped={})
dump(obj, dumped={}) dump(obj, dumped={})
^ Return object serialized as a string ^ Return object serialized as a string
Sounds
-------
Examples of sound parameter tables:
-- Play locationless on all clients
{
gain = 1.0, -- default
}
-- Play locationless to a player
{
to_player = name,
gain = 1.0, -- default
}
-- Play in a location
{
pos = {x=1,y=2,z=3},
gain = 1.0, -- default
max_hear_distance = 32, -- default
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
max_hear_distance = 32, -- default
loop = true, -- only sounds connected to objects can be looped
}
minetest namespace reference minetest namespace reference
----------------------------- -----------------------------
minetest.get_current_modname() -> string minetest.get_current_modname() -> string