From 471fb6526bd581c1377d19c8f0fe5a047ce3ec7a Mon Sep 17 00:00:00 2001
From: "github-actions[bot]"
<41898282+github-actions[bot]@users.noreply.github.com>
Date: Tue, 30 Jul 2024 11:48:44 +0000
Subject: [PATCH] update slate[no ci]
---
docs/index.html | 151 +++++++++++++++++++++++++++++++++++++++++++++---
docs/light.html | 151 +++++++++++++++++++++++++++++++++++++++++++++---
2 files changed, 286 insertions(+), 16 deletions(-)
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
Type |
@@ -15313,7 +15428,7 @@
|
-array<SpearDanglerAnimFrames, 6> |
+array<SpritePosition, 6> |
spear_dangler |
|
@@ -16550,13 +16665,33 @@ State types
Camera
int |
focused_entity_uid |
- |
+if 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) |
+
+int |
+peek_timer |
+amount 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 |
+
+
+int |
+peek_layer |
+ |
+
+
+AABB |
+get_bounds() |
+ |
+
+
+nil |
+set_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
Type |
@@ -15313,7 +15428,7 @@
|
-array<SpearDanglerAnimFrames, 6> |
+array<SpritePosition, 6> |
spear_dangler |
|
@@ -16550,13 +16665,33 @@ State types
Camera
int |
focused_entity_uid |
- |
+if 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) |
+
+int |
+peek_timer |
+amount 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 |
+
+
+int |
+peek_layer |
+ |
+
+
+AABB |
+get_bounds() |
+ |
+
+
+nil |
+set_bounds(AABB bounds) |
+ |
+
GameManager
Can be accessed via global game_manager