Skip to content

Commit

Permalink
First version of LunaLua luadocs
Browse files Browse the repository at this point in the history
  • Loading branch information
KevinW1998 committed Apr 30, 2015
1 parent 052d1dc commit ef23130
Show file tree
Hide file tree
Showing 16 changed files with 1,041 additions and 0 deletions.
88 changes: 88 additions & 0 deletions luadoc/Animation.doclua
Original file line number Diff line number Diff line change
@@ -0,0 +1,88 @@
-------------------------------------------------------------------------------
-- @module Animation


-------------------------------------------------------------------------------
-- Gets or sets a value of the SMBX Memory by the offset of the SMBX effect struct.
-- If you write the third parameter, then you will set the value.<br>
-- Example of setting a field with mem:
--
-- myAnimation:mem(0x3C, FIELD_WORD, 4)
--
-- Example of getting the value of a field with mem:
--
-- local animationTimer = myAnimation:mem(0x3C, FIELD_WORD)
--
-- @function [parent=#Animation] mem
-- @param self
-- @param #number address The Memory offset of the struct to fetch or set.
-- @param #number fieldtype The field type of the value.
-- @param value If this value is passed, then the value of this memory offset will be set.
-- @return The value of the struct offset

-------------------------------------------------------------------------------
-- Returns the amount of running Effects in the level.
-- @function [parent=#Animation] count
-- @return #number The number of running Effects in the level.

-------------------------------------------------------------------------------
-- Returns running Effects of the level.
-- @function [parent=#Animation] get
-- @param ids [Optional] The ids to be filtered. Can be a single number or a table with numbers of ids to be filtered out.
-- @return #list<#Animation> Returns a table with all Effects in the level.

-------------------------------------------------------------------------------
-- Spawns/Runs a new Effect.
-- @function [parent=#Animation] spawn
-- @param #number effectID The id of the new Effect, which should be spawned.
-- @param #number x The x position of the new Effect.
-- @param #number y The y position of the new Effect.
-- @param #number animationFrame The selected animation frame of new effect.<br>This Animation frame (as parameter) is not the same as Animation.animationFrame!
-- @return #Animation The spawned Effect-Object. This can be used to modify additional behaviour.

-------------------------------------------------------------------------------
-- The id of the Effect.
-- @field [parent=#Animation] #number id

-------------------------------------------------------------------------------
-- The x coordinate of the Animation.
-- @field [parent=#Animation] #number x

-------------------------------------------------------------------------------
-- The y coordinate of the Animation.
-- @field [parent=#Animation] #number y

-------------------------------------------------------------------------------
-- The x-speed of the Animation.
-- @field [parent=#Animation] #number speedX

-------------------------------------------------------------------------------
-- The y-speed of the Animation.
-- @field [parent=#Animation] #number speedY

-------------------------------------------------------------------------------
-- The width of the Animation.
-- @field [parent=#Animation] #number width

-------------------------------------------------------------------------------
-- The height of the Animation.
-- @field [parent=#Animation] #number height

-------------------------------------------------------------------------------
-- The timer of the Animation. This value might be ignored, depending on the type of effect.
-- @field [parent=#Animation] #number timer

-------------------------------------------------------------------------------
-- The current animation frame. This might be used also as a timer.
-- @field [parent=#Animation] #number animationFrame

-------------------------------------------------------------------------------
-- The included npc id of the effect. This value is used for effects like yoshis egg.
-- @field [parent=#Animation] #number npcID

-------------------------------------------------------------------------------
-- A boolean flag if only the mask should be drawn. This value is used for the cheat 'shadowmario'.
-- @field [parent=#Animation] #boolean drawOnlyMask


return nil
74 changes: 74 additions & 0 deletions luadoc/BGO.doclua
Original file line number Diff line number Diff line change
@@ -0,0 +1,74 @@
-------------------------------------------------------------------------------
-- @module BGO

-------------------------------------------------------------------------------
-- Gets or sets a value of the SMBX Memory by the offset of the SMBX BGO struct.
-- If you write the third parameter, then you will set the value.<br>
-- Example of setting a field with mem:
--
-- myBGO:mem(0x04, FIELD_WORD, -1)
--
-- Example of getting the value of a field with mem:
--
-- local bgoIsHidden = myBGO:mem(0x04, FIELD_WORD)
--
-- @function [parent=#BGO] mem
-- @param self
-- @param #number address The Memory offset of the struct to fetch or set.
-- @param #number fieldtype The field type of the value.
-- @param value If this value is passed, then the value of this memory offset will be set.
-- @return The value of the struct offset

-------------------------------------------------------------------------------
-- Returns the amount of BGO in the level.
-- @function [parent=#BGO] count
-- @return #number The number of BGOs in the level.

-------------------------------------------------------------------------------
-- Returns BGO of the level.
-- @function [parent=#BGO] get
-- @param ids [Optional] The ids to be filtered. Can be a single number or a table with numbers of ids to be filtered out.
-- @return #list<#BGO> Returns a table with all BGOs in the level.

-------------------------------------------------------------------------------
-- The id of the BGO.
-- @field [parent=#BGO] #number id

-------------------------------------------------------------------------------
-- Boolean flag if the BGO is invisible.
-- @field [parent=#BGO] #number isHidden

-------------------------------------------------------------------------------
-- The x coordinate of the BGO.
-- @field [parent=#BGO] #number x

-------------------------------------------------------------------------------
-- The y coordinate of the BGO.
-- @field [parent=#BGO] #number y

-------------------------------------------------------------------------------
-- The x-speed of the BGO.
-- @field [parent=#BGO] #number speedX

-------------------------------------------------------------------------------
-- The y-speed of the BGO.
-- @field [parent=#BGO] #number speedY

-------------------------------------------------------------------------------
-- The width of the BGO.
-- @field [parent=#BGO] #number width

-------------------------------------------------------------------------------
-- The height of the BGO.
-- @field [parent=#BGO] #number height

-------------------------------------------------------------------------------
-- The layer object of the BGO.
-- @field [parent=#BGO] #Layer layer

-------------------------------------------------------------------------------
-- The layer name of the BGO.
-- @field [parent=#BGO] #string layerName


return nil
77 changes: 77 additions & 0 deletions luadoc/Block.doclua
Original file line number Diff line number Diff line change
@@ -0,0 +1,77 @@
-------------------------------------------------------------------------------
-- @module Block

-------------------------------------------------------------------------------
-- Gets or sets a value of the SMBX Memory by the offset of the SMBX Block struct.
-- If you write the third parameter, then you will set the value.<br>
-- Example of setting a field with mem:
--
-- myBlock:mem(0x1C, FIELD_WORD, -1)
--
-- Example of getting the value of a field with mem:
--
-- local bgoIsHidden = myBlock:mem(0x1C, FIELD_WORD)
--
-- @function [parent=#Block] mem
-- @param self
-- @param #number address The Memory offset of the struct to fetch or set.
-- @param #number fieldtype The field type of the value.
-- @param value If this value is passed, then the value of this memory offset will be set.
-- @return The value of the struct offset

-------------------------------------------------------------------------------
-- Returns the amount of blocks in the level.
-- @function [parent=#Block] count
-- @return #number The number of blocks in the level.

-------------------------------------------------------------------------------
-- Returns blocks of the level.
-- @function [parent=#Block] get
-- @param ids [Optional] The ids to be filtered. Can be a single number or a table with numbers of ids to be filtered out.
-- @return #list<#Block> Returns a table with all blocks in the level.

-------------------------------------------------------------------------------
-- Makes a collision check and returns the side of the collision.
-- @function [parent=#Block] collidesWith
-- @param self
-- @param #Player player The player where the collison check should be done.
-- @return #number The side of the collision.<br>0 = no collision<br>1 = Player on top of block<br>2 = Player touching right side<br>3 = Player touching bottom<br>4 = Player touching left side

-------------------------------------------------------------------------------
-- The x coordinate of the block.
-- @field [parent=#Block] #number x

-------------------------------------------------------------------------------
-- The y coordinate of the block.
-- @field [parent=#Block] #number y

-------------------------------------------------------------------------------
-- The x-speed of the block.
-- @field [parent=#Block] #number speedX

-------------------------------------------------------------------------------
-- The y-speed of the block.
-- @field [parent=#Block] #number speedY

-------------------------------------------------------------------------------
-- The id of the block.
-- @field [parent=#Block] #number id

-------------------------------------------------------------------------------
-- Boolean flag if the block is invisible.
-- @field [parent=#Block] #number invisible

-------------------------------------------------------------------------------
-- Boolean flag if the block is slippery.
-- @field [parent=#Block] #number slippery

-------------------------------------------------------------------------------
-- [READONLY] The layer name of the npc.
-- @field [parent=#Block] #VBStr layerName

-------------------------------------------------------------------------------
-- [READONLY] The layer object of the npc.
-- @field [parent=#Block] #Layer layerObj


return nil
70 changes: 70 additions & 0 deletions luadoc/Data.doclua
Original file line number Diff line number Diff line change
@@ -0,0 +1,70 @@
-------------------------------------------------------------------------------
-- @module Data


-------------------------------------------------------------------------------
-- This data will be saved in the level custom folder and can be only accessed by the current level.
-- @field [parent=#Data] #number DATA_LEVEL

-------------------------------------------------------------------------------
-- This data will be saved in the episode folder and can be only accessed by the current world or level.
-- @field [parent=#Data] #number DATA_WORLD

-------------------------------------------------------------------------------
-- This data will be saved in the {SMBX-Path}/worlds folder and can be accessed from every world or level.
-- @field [parent=#Data] #number DATA_GLOBAL

-------------------------------------------------------------------------------
-- Constructs a new Data class.
-- @callof #Data
-- @param self
-- @param #number dataLocation This value can be Data.DATA_LEVEL, Data.DATA_WORLD or Data.DATA_GLOBAL
-- @param #string sectionName The sectionName of the data file.
-- @param #boolean useSaveSlot This boolean flags decides if the data file depends on the save slot.
-- @return #Data The new Data class.


-------------------------------------------------------------------------------
-- Will set a value in the dataset.
-- @function [parent=#Data] set
-- @param self
-- @param #string key The key for the value
-- @param #string value The value which should be set

-------------------------------------------------------------------------------
-- Will return one or all values.
-- If no argument is passed then a table with [key] = value is returned:
--
-- local allData = myData:get()
-- local aValue = allData["aKey"]
--
-- or if you pass an argument:
--
-- local aValue = myData:get("aKey")
--
-- @function [parent=#Data] get
-- @param self
-- @param #string key The key for the value
-- @return #string The value of the key.
-- @return #map<#string, #string> A table with [key] = value

-------------------------------------------------------------------------------
-- Saves the data.
-- @function [parent=#Data] save
-- @param self
-- @param #string sectionName [OPTIONAL] A new section name.

-------------------------------------------------------------------------------
-- The save location of the data.
-- @field [parent=#Data] #number dataType Can be Data.DATA_LEVEL, Data.DATA_WORLD or Data.DATA_GLOBAL

-------------------------------------------------------------------------------
-- The section name of the data.
-- @field [parent=#Data] #string sectionName

-------------------------------------------------------------------------------
-- If the save slot number should be used when saving.
-- @field [parent=#Data] #boolean useSaveSlot


return nil
29 changes: 29 additions & 0 deletions luadoc/Graphics.doclua
Original file line number Diff line number Diff line change
@@ -0,0 +1,29 @@
-------------------------------------------------------------------------------
-- @module Graphics

-------------------------------------------------------------------------------
-- Toggels the hud on/off
-- @function [parent=#Graphics] activate
-- @param #boolean showHud If true, then the hud will be shown.

-------------------------------------------------------------------------------
-- Loads a image in the resource memory at <i>resourceNumber</i>. You can also set the transparent Color.
-- @function [parent=#Graphics] loadImage
-- @param #string filename The filename of the image file relative to the custom folder. Can be also a absolute path.
-- @param #number resourceNumber The ID for the resource number. Can be selected freely.
-- @param #number transparentColor The color-code, which should be transparent.

-------------------------------------------------------------------------------
-- Places a sprite from the resource memory and places it at xPos, yPos
-- @function [parent=#Graphics] placeSprite
-- @param #number type If true, then the hud will be shown. <br>1 = Static / HUD sprite<br>2 = "In level" sprite<br>3 = Collectible item<br>4 = Progress bar<br>5 = Phanto
-- @param #number imgResource The resource number where the image is loaded.
-- @param #number xPos The x position the image should be placed on. (relative/absolute position depends on type)
-- @param #number yPos The y position the image should be placed on. (relative/absolute position depends on type)
-- @param #string extra [Optional] Extra value, depends on the given type.<br>On type 4 this value is used for the event when it is collected by the player.
-- @param #number time [Optional] The lifetime of the placed sprite. If not set then the sprite is placed forever.




return nil
Loading

0 comments on commit ef23130

Please sign in to comment.