mirror of
https://github.com/enduro2d/enduro2d.git
synced 2025-12-13 23:58:18 +07:00
remove support docs
This commit is contained in:
@@ -1,6 +0,0 @@
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# Actor
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## Properties
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- `node: node, RO`
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@@ -1,6 +0,0 @@
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# Behaviour
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## Properties
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- `meta: table, RW`
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@@ -1,10 +0,0 @@
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# Camera
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## Properties
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- `depth: number, RW`
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- `viewport: b2f, RW`
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- `projection: m4f, RW`
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- `target: render_target, RW`
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- `background: color, RW`
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@@ -1,19 +0,0 @@
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# Flipbook Player
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## Properties
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- `time: number, RW`
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- `speed: number, RW`
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- `looped: boolean, RW`
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- `stopped: boolean, RW`
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- `playing: boolean, RW`
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- `sequence: str_hash, RW`
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- `flipbook: flipbook_asset, RW`
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## Function
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- `stop(time: number)`
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- `stop(sequence: str_hash)`
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- `play(time: number)`
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- `play(sequence: str_hash)`
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@@ -1,28 +0,0 @@
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# Label
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## Enums
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```lua
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e2d.label.haligns = {
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left, center, right
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}
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e2d.label.valigns = {
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top, center, bottom, baseline
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}
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```
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## Properties
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- `text: string, RW`
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- `font: font_asset, RW`
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- `tint: color32, RW`
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- `halign: haligns, RW`
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- `valign: valigns, RW`
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- `leading: number, RW`
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- `tracking: number, RW`
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- `text_width: number, RW`
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- `glyph_dilate: number, RW`
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- `outline_width: number, RW`
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- `outline_color: color32, RW`
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@@ -1,6 +0,0 @@
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# Model Renderer
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## Properties
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- `model: model_asset, RW`
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@@ -1,6 +0,0 @@
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# Named
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## Properties
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- `name: string, RW`
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@@ -1,2 +0,0 @@
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# Renderer
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@@ -1,6 +0,0 @@
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# Scene
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## Properties
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- `depth: number, RW`
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@@ -1,92 +0,0 @@
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# Spine Player
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## Properties
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- `spine: spine_asset, RW`
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## Functions
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- `skin(name: string) -> void`
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- `attachment(slot: string, name: string) -> void`
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- `has_skin(name: string) -> boolean`
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- `has_animation(name: string) -> boolean`
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- `add_command(command: commands) -> void`
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## Commands
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- `clear_track_cmd(track: number)`
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- `track: number, RO`
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- `set_anim_cmd(track: number, name: string)`
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- `track: number, RO`
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- `name: string, RO`
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- `loop: boolean, RW`
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- `end_message: string, RW`
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- `complete_messsage: string, RW`
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- `add_anim_cmd(track: number, name: string)`
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- `track: number, RO`
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- `name: string, RO`
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- `loop: boolean, RW`
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- `delay: secf, RW`
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- `end_message: string, RW`
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- `complete_messsage: string, RW`
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- `set_empty_anim_cmd(track: number)`
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- `track: number, RO`
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- `mix_duration: secf, RW`
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- `end_message: string, RW`
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- `complete_messsage: string, RW`
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- `add_empty_anim_cmd(track: number)`
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- `track: number, RO`
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- `delay: secf, RW`
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- `mix_duration: secf, RW`
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- `end_message: string, RW`
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- `complete_messsage: string, RW`
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## Events
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- `custom_evt(name: str_hash)`
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- `name: str_hash, RO`
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- `int_value: number, RW`
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- `float_value: number, RW`
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- `string_value: string, RW`
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- `end_evt(message: string)`
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- `message: string, RO`
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- `complete_evt(message: string)`
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- `message: string, RO`
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## Example
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```lua
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local M = {}
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local keyboard = e2d.input.keyboard
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local roar_key = e2d.keyboard_key.r
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function M:on_update(go)
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local roar = keyboard:is_key_just_pressed(roar_key)
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if roar then
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local cmd = e2d.spine_player.set_anim_cmd.new(0, "roar")
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cmd.complete_message = "to_walk"
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go.spine_player:add_command(cmd)
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end
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end
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function M:on_event(go, type, event)
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local to_walk =
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type == "spine_player.complete_evt" and
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event.message == "to_walk"
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if to_walk then
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local cmd = e2d.spine_player.add_anim_cmd.new(0, "walk")
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cmd.loop = true
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go.spine_player:add_command(cmd)
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end
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end
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return M
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```
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@@ -1,17 +0,0 @@
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# Sprite Renderer
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## Enums
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```lua
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e2d.sprite_renderer.blendings = {
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normal, additive, multiply, screen
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}
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```
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## Properties
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- `tint: color32, RW`
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- `blending: blendings, RW`
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- `filtering: boolean, RW`
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- `sprite: sprite_asset, RW`
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@@ -1,42 +0,0 @@
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# GObject
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## Properties
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- `alive: boolean, RO`
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- `valid: boolean, RO`
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## Functions
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- `destroy() -> void`
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## Components
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- `actor: actor, RO`
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- `behaviour: behaviour, RO`
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- `camera: camera, RO`
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- `flipbook_player: flipbook_player, RO`
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- `label: label, RO`
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- `model_renderer: model_renderer, RO`
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- `renderer: renderer, RO`
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- `scene: scene, RO`
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- `spine_player: spine_player, RO`
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- `sprite_renderer: sprite_renderer, RO`
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## Example
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```lua
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local M = {}
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function M:on_init(go)
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self.life = 2
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end
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function M:on_update(go)
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self.life = self.life - e2d.engine.delta_time
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if self.life <= 0 then
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go:destroy()
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end
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end
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return M
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```
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@@ -1,13 +0,0 @@
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# DBGUI
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## PROPERTIES
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- `visible: boolean` (read/write)
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## EXAMPLE
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```lua
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if the_keyboard:is_key_just_pressed("f12") then
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the_dbgui.visible = not the_dbgui.visible
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end
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```
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@@ -1,14 +0,0 @@
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# DEBUG
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## FUNCTIONS
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- `trace(message: string): void`
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- `warning(message: string): void`
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- `error(message: string): void`
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- `fatal(message: string): void`
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## EXAMPLE
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```lua
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the_debug:trace("Hello World")
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```
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@@ -1,15 +0,0 @@
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# ENGINE
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## PROPERTIES
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- `time: number` (read_only)
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- `delta_time: number` (read_only)
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- `frame_rate: number` (read_only)
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- `frame_count: number` (read_only)
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- `realtime_time: number` (read_only)
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## EXAMPLE
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```lua
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the_debug:trace("FPS: " .. the_engine.frame_rate)
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```
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@@ -1,18 +0,0 @@
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# INPUT
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## PROPERTIES
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- `mouse: mouse` (read_only)
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- `keyboard: keyboard` (read_only)
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## EXAMPLE
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```lua
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if the_input.mouse.is_any_button_just_pressed then
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the_debug:trace("some mouse button was pressed")
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end
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if the_input.keyboard:is_key_just_pressed("space") then
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the_debug:trace("`space` key was pressed")
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end
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```
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@@ -1,25 +0,0 @@
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# KEYBOARD
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## FUNCTIONS
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- `is_key_pressed(key: string): boolean`
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- `is_key_just_pressed(key: string): boolean`
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- `is_key_just_released(key: string): boolean`
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## PROPERTIES
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- `input_text: string` (read_only)
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- `is_any_key_pressed: boolean` (read_only)
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- `is_any_key_just_pressed: boolean` (read_only)
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- `is_any_key_just_released: boolean` (read_only)
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- `pressed_keys: [string]` (read_only)
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- `just_pressed_keys: [string]` (read_only)
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- `just_released_keys: [string]` (read_only)
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## EXAMPLE
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```lua
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if the_keyboard:is_key_pressed("w") then
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the_debug:trace("move forward")
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end
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```
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@@ -1 +0,0 @@
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# LIBRARY
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@@ -1 +0,0 @@
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# LUASOL
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@@ -1,28 +0,0 @@
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# MOUSE
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## FUNCTIONS
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- `is_button_pressed(button: string): boolean`
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- `is_button_just_pressed(button: string): boolean`
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- `is_button_just_released(button: string): boolean`
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## PROPERTIES
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- `cursor_pos: v2f` (read_only)
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- `scroll_delta: v2f` (read_only)
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- `is_any_button_pressed: boolean` (read_only)
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- `is_any_button_just_pressed: boolean` (read_only)
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- `is_any_button_just_released: boolean` (read_only)
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- `pressed_buttons: [string]` (read_only)
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- `just_pressed_buttons: [string]` (read_only)
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- `just_released_buttons: [string]` (read_only)
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## EXAMPLE
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```lua
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the_debug:trace("cursor position: " .. tostring(the_mouse.cursor_pos))
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if the_mouse:is_button_just_pressed("left") then
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the_debug:trace("mouse button was pressed")
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end
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```
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@@ -1,42 +0,0 @@
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# WINDOW
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## FUNCTIONS
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- `hide(): void`
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- `show(): void`
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- `restore(): void`
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- `minimize(): void`
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## PROPERTIES
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- `enabled: boolean` (read_only)
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- `visible: boolean` (read_only)
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- `focused: boolean` (read_only)
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- `minimized: boolean` (read_only)
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- `fullscreen: boolean` (read/write)
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- `cursor_hidden: boolean` (read/write)
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- `real_size: v2f` (read_only)
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- `virtual_size: v2f` (read_only)
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- `framebuffer_size: v2f` (read_only)
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- `title: string` (read/write)
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- `should_close: boolean` (read/write)
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## EXAMPLE
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```lua
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local close_window =
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the_keyboard:is_key_just_pressed("f12")
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local toggle_fullscreen =
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the_keyboard:is_key_pressed("lsuper") and
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the_keyboard:is_key_just_released("enter")
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if close_window then
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the_window.should_close = true
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elseif toggle_fullscreen then
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the_window.fullscreen = not the_window.fullscreen
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end
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```
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@@ -1 +0,0 @@
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# WORLD
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@@ -1,44 +0,0 @@
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# Node
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## Properties
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- `owner: gobject, RO`
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- `transform: t3f, RW`
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- `translation: v3f, RW`
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- `rotation: q4f, RW`
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- `scale: v3f, RW`
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- `local_matrix: m4f, RO`
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- `world_matrix: m4f, RO`
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- `root: node, RO`
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- `parent: node, RO`
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- `child_count: number, RO`
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- `child_count_recursive: number, RO`
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- `first_child: node, RO`
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- `last_child: node, RO`
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- `prev_sibling: node, RO`
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- `next_sibling: node, RO`
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## Functions
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- `remove_from_parent() -> boolean`
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- `remove_all_children() -> number`
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- `add_child(child: node) -> boolean`
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- `add_child_to_back(child: node) -> boolean`
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- `add_child_to_front(child: node) -> boolean`
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- `add_child_before(before: node, child: node) -> boolean`
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- `add_child_after(after: node, child: node) -> boolean`
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- `add_sibling_before(sibling: node) -> boolean`
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- `add_sibling_after(sibling: node) -> boolean`
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- `remove_child(child: node) -> boolean`
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- `send_backward() -> boolean`
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- `bring_to_back() -> boolean`
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- `send_forward() -> boolean`
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- `bring_to_front() -> boolean`
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