diff --git a/docs/index.html b/docs/index.html index ddb01f242..d68a808c8 100644 --- a/docs/index.html +++ b/docs/index.html @@ -1883,7 +1883,7 @@ SpawnInfo
  • - SpearDanglerAnimFrames + SpritePosition
  • Triangle @@ -8882,8 +8882,8 @@

    HudInventory

    -int -kapala_blood +SpritePosition +kapala_sprite @@ -8907,6 +8907,11 @@

    HudInventory

    Powerup type or 0 +array<SpritePosition, 18> +powerup_sprites + + + int item_count Amount of generic pickup items at the bottom. Set to 0 to not draw them. @@ -9579,12 +9584,12 @@

    HudData

    int time_total - +in ms int time_level - +in ms int @@ -9597,6 +9602,16 @@

    HudData

    +bool +angry_shopkeeper + + + +bool +seed_shown + + + int seed @@ -9607,6 +9622,11 @@

    HudData

    +float +roll_in + + + array<HudPlayer, MAX_PLAYERS> players @@ -9617,6 +9637,11 @@

    HudData

    +ParticleEmitterInfo +money_increase_sparkles + + + HudElement timer @@ -9626,6 +9651,96 @@

    HudData

    level + +float +clover_falling_apart_timer + + + +array<ParticleEmitterInfo, MAX_PLAYERS> +player_cursed_particles + + + +array<ParticleEmitterInfo, MAX_PLAYERS> +player_poisoned_particles + + + +TextureRenderingInfo +player_highlight +For player related icons, they use the same TextureRendering, just offset while drawing + + +TextureRenderingInfo +player_heart + + + +TextureRenderingInfo +player_ankh + + + +TextureRenderingInfo +kapala_icon + + + +TextureRenderingInfo +player_crown + + + +TextureRenderingInfo +player_bomb + + + +TextureRenderingInfo +player_rope + + + +TextureRenderingInfo +udjat_icon + + + +TextureRenderingInfo +money_and_time_highlight +Money and time use the same TextureRendering, just offset while drawing + + +TextureRenderingInfo +dollar_icon + + + +TextureRenderingInfo +hourglass_icon + + + +TextureRenderingInfo +clover_icon + + + +TextureRenderingInfo +level_highlight + + + +TextureRenderingInfo +level_icon + + + +TextureRenderingInfo +seed_background + +

    HudElement

    @@ -10518,7 +10633,7 @@

    SpawnInfo

    -

    SpearDanglerAnimFrames

    +

    SpritePosition

    @@ -15313,7 +15428,7 @@

    ScreenMenu

    - + @@ -16550,13 +16665,33 @@

    State types

    Camera

    - + + + + + + + + + + + + + + + + + + + + +
    Type
    array<SpearDanglerAnimFrames, 6>array<SpritePosition, 6> spear_dangler
    int focused_entity_uidif set to -1, you have free control over camera focus through focus_x, focus_y
    float inertia This is a bad name, but it represents the camera tweening speed. [0..5] where 0=still, 1=default (move 20% of distance per frame), 5=max (move 5*20% or 100% aka instantly to destination per frame)
    intpeek_timeramount of frames to freeze camera in place and move to the peek_layer
    during the peek you can freely set camera position no matter if focused_entity_uid is set to -1 or not
    intpeek_layer
    AABBget_bounds()
    nilset_bounds(AABB bounds)

    GameManager

    Can be accessed via global game_manager

    diff --git a/docs/light.html b/docs/light.html index 3f83d6f55..d489ed297 100644 --- a/docs/light.html +++ b/docs/light.html @@ -1883,7 +1883,7 @@ SpawnInfo
  • - SpearDanglerAnimFrames + SpritePosition
  • Triangle @@ -8882,8 +8882,8 @@

    HudInventory

    -int -kapala_blood +SpritePosition +kapala_sprite @@ -8907,6 +8907,11 @@

    HudInventory

    Powerup type or 0 +array<SpritePosition, 18> +powerup_sprites + + + int item_count Amount of generic pickup items at the bottom. Set to 0 to not draw them. @@ -9579,12 +9584,12 @@

    HudData

    int time_total - +in ms int time_level - +in ms int @@ -9597,6 +9602,16 @@

    HudData

    +bool +angry_shopkeeper + + + +bool +seed_shown + + + int seed @@ -9607,6 +9622,11 @@

    HudData

    +float +roll_in + + + array<HudPlayer, MAX_PLAYERS> players @@ -9617,6 +9637,11 @@

    HudData

    +ParticleEmitterInfo +money_increase_sparkles + + + HudElement timer @@ -9626,6 +9651,96 @@

    HudData

    level + +float +clover_falling_apart_timer + + + +array<ParticleEmitterInfo, MAX_PLAYERS> +player_cursed_particles + + + +array<ParticleEmitterInfo, MAX_PLAYERS> +player_poisoned_particles + + + +TextureRenderingInfo +player_highlight +For player related icons, they use the same TextureRendering, just offset while drawing + + +TextureRenderingInfo +player_heart + + + +TextureRenderingInfo +player_ankh + + + +TextureRenderingInfo +kapala_icon + + + +TextureRenderingInfo +player_crown + + + +TextureRenderingInfo +player_bomb + + + +TextureRenderingInfo +player_rope + + + +TextureRenderingInfo +udjat_icon + + + +TextureRenderingInfo +money_and_time_highlight +Money and time use the same TextureRendering, just offset while drawing + + +TextureRenderingInfo +dollar_icon + + + +TextureRenderingInfo +hourglass_icon + + + +TextureRenderingInfo +clover_icon + + + +TextureRenderingInfo +level_highlight + + + +TextureRenderingInfo +level_icon + + + +TextureRenderingInfo +seed_background + +

    HudElement

    @@ -10518,7 +10633,7 @@

    SpawnInfo

    -

    SpearDanglerAnimFrames

    +

    SpritePosition

    @@ -15313,7 +15428,7 @@

    ScreenMenu

    - + @@ -16550,13 +16665,33 @@

    State types

    Camera

    - + + + + + + + + + + + + + + + + + + + + +
    Type
    array<SpearDanglerAnimFrames, 6>array<SpritePosition, 6> spear_dangler
    int focused_entity_uidif set to -1, you have free control over camera focus through focus_x, focus_y
    float inertia This is a bad name, but it represents the camera tweening speed. [0..5] where 0=still, 1=default (move 20% of distance per frame), 5=max (move 5*20% or 100% aka instantly to destination per frame)
    intpeek_timeramount of frames to freeze camera in place and move to the peek_layer
    during the peek you can freely set camera position no matter if focused_entity_uid is set to -1 or not
    intpeek_layer
    AABBget_bounds()
    nilset_bounds(AABB bounds)

    GameManager

    Can be accessed via global game_manager