diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/lua_api.txt | 18 |
1 files changed, 14 insertions, 4 deletions
diff --git a/doc/lua_api.txt b/doc/lua_api.txt index e1ee42b94..9249703f6 100644 --- a/doc/lua_api.txt +++ b/doc/lua_api.txt @@ -1607,6 +1607,16 @@ To specify the value of the alpha channel, append `#AA` to the end of the color (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha value must (always) be two hexadecimal digits. +`ColorSpec` +----------- +A ColorSpec specifies a 32-bit color. It can be written in either: +table form, each element ranging from 0..255 (a, if absent, defaults to 255): + `colorspec = {a=255, r=0, g=255, b=0}` +numerical form, the raw integer value of an ARGB8 quad: + `colorspec = 0xFF00FF00` +or string form, a ColorString (defined above): + `colorspec = "green"` + Vector helpers -------------- @@ -2481,7 +2491,7 @@ This is basically a reference to a C++ `ServerActiveObject` * `name`: `"breath"` or `"health"` * `hud_definition`: definition to replace builtin definition * `set_sky(bgcolor, type, {texture names})` - * `bgcolor`: `{r=0...255, g=0...255, b=0...255}` or `nil`, defaults to white + * `bgcolor`: ColorSpec, defaults to white * Available types: * `"regular"`: Uses 0 textures, `bgcolor` ignored * `"skybox"`: Uses 6 textures, `bgcolor` used @@ -2507,13 +2517,13 @@ This is basically a reference to a C++ `ServerActiveObject` * `get_nametag_attributes()` * returns a table with the attributes of the nametag of the player * { - color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 } + color = {a=0..255, r=0..255, g=0..255, b=0..255}, } * `set_nametag_attributes(attributes)` * sets the attributes of the nametag of the player * `attributes`: { - color = { a = 0...255, r = 0...255, g = 0...255, b = 0...255 } + color = ColorSpec, } ### `InvRef` @@ -3023,7 +3033,7 @@ Definition tables ^ List can be shortened to needed length ]] alpha = 255, use_texture_alpha = false, -- Use texture's alpha channel - post_effect_color = {a=0, r=0, g=0, b=0}, -- If player is inside node + post_effect_color = "green#0F", -- If player is inside node, see "ColorSpec" paramtype = "none", -- See "Nodes" --[[ ^ paramtype = "light" allows light to propagate from or through the node with light value ^ falling by 1 per node. This line is essential for a light source node to spread its light. ]] |