From b36645816fa440b8733101a6f0a9bd76701bcec9 Mon Sep 17 00:00:00 2001 From: Wuzzy Date: Mon, 9 Feb 2015 23:20:41 +0100 Subject: [PATCH] Copy-editing in API.md --- API.md | 14 ++++++-------- 1 file changed, 6 insertions(+), 8 deletions(-) diff --git a/API.md b/API.md index b0a12b0..1d91642 100644 --- a/API.md +++ b/API.md @@ -31,12 +31,11 @@ These are soft rules, the HUD bars mod will not enforce all of these. But this mod has been programmed under the assumption that these rules are followed, for integrity. ## Adding a HUD bar -To add a HUD bar, you need … +To make a new HUD bar known to this mod, you need … * … an image of size 2×16 for the bar * … an icon of size 16×16 (optional) -* … to register it wiith hud. -* … to activate it for each player for which you want the HUD +* … to register it with `hud.register_hudbar` ### Bar image The image for the bar will be repeated horizontally to denote the “value” of the HUD bar. @@ -58,7 +57,7 @@ There is currently no reliable way to force a certain order at which the custom #### Parameters * `identifier`: A globally unique internal name for the HUD bar, will be used later to refer to it. Please only rely on alphanumeric characters for now. -* `text_color`: A 3-byte number defining the color of the text. The bytes denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white. +* `text_color`: A 3-octet number defining the color of the text. The octets denote, in this order red, green and blue and range from `0x00` (complete lack of this component) to `0xFF` (full intensity of this component). Example: `0xFFFFFF` for white. * `label`: A string which is displayed on the HUD bar itself to describe the HUD bar. Try to keep this string short. * `textures`: A table with the following fields: * `bar`: The file name of the bar image (as string). @@ -68,20 +67,19 @@ There is currently no reliable way to force a certain order at which the custom * `start_hide`: The HUD bar will be initially start hidden when added to a player. Use `hud.unhide_hudbar` to unhide it. * `format_string`: This is optional; You can specify an alternative format string display the final text on the HUD bar. The default format string is “`%s: %d/%d`” (in this order: Label, current value, maximum value). See also the Lua documentation of `string.format`. - #### Return value Always `nil`. ## Displaying a HUD bar After a HUD bar has been registered, they are not yet displayed yet for any player. HUD bars must be -explicitly enabled on a per-player basis. +explicitly initialized on a per-player basis. You probably want to do this in the `minetest.register_on_joinplayer`. ### `hud.init_hudbar(player, identifier, start_value, start_max)` -This function initialzed and activates a previously registered HUD bar and assigns it to a -certain client. This has only to be done once per player and after that, you can change +This function initialzes and activates a previously registered HUD bar and assigns it to a +certain client/player. This has only to be done once per player and after that, you can change the values using `hud.change_hudbar`. However, if `start_hide` was set to `true` for the HUD bar (in `hud.register_hudbar`), the HUD bar