---Game object API documentation ---Functions, core hooks, messages and constants for manipulation of ---game objects. The "go" namespace is accessible from game object script ---files. ---@class go go = {} ---This is a callback-function, which is called by the engine when a script component is finalized (destroyed). It can ---be used to e.g. take some last action, report the finalization to other game object instances, delete spawned objects ---or release user input focus (see release_input_focus <>). ---@param self object # reference to the script state to be used for storing data function final(self) end ---in-back go.EASING_INBACK = nil ---in-bounce go.EASING_INBOUNCE = nil ---in-circlic go.EASING_INCIRC = nil ---in-cubic go.EASING_INCUBIC = nil ---in-elastic go.EASING_INELASTIC = nil ---in-exponential go.EASING_INEXPO = nil ---in-out-back go.EASING_INOUTBACK = nil ---in-out-bounce go.EASING_INOUTBOUNCE = nil ---in-out-circlic go.EASING_INOUTCIRC = nil ---in-out-cubic go.EASING_INOUTCUBIC = nil ---in-out-elastic go.EASING_INOUTELASTIC = nil ---in-out-exponential go.EASING_INOUTEXPO = nil ---in-out-quadratic go.EASING_INOUTQUAD = nil ---in-out-quartic go.EASING_INOUTQUART = nil ---in-out-quintic go.EASING_INOUTQUINT = nil ---in-out-sine go.EASING_INOUTSINE = nil ---in-quadratic go.EASING_INQUAD = nil ---in-quartic go.EASING_INQUART = nil ---in-quintic go.EASING_INQUINT = nil ---in-sine go.EASING_INSINE = nil ---linear interpolation go.EASING_LINEAR = nil ---out-back go.EASING_OUTBACK = nil ---out-bounce go.EASING_OUTBOUNCE = nil ---out-circlic go.EASING_OUTCIRC = nil ---out-cubic go.EASING_OUTCUBIC = nil ---out-elastic go.EASING_OUTELASTIC = nil ---out-exponential go.EASING_OUTEXPO = nil ---out-in-back go.EASING_OUTINBACK = nil ---out-in-bounce go.EASING_OUTINBOUNCE = nil ---out-in-circlic go.EASING_OUTINCIRC = nil ---out-in-cubic go.EASING_OUTINCUBIC = nil ---out-in-elastic go.EASING_OUTINELASTIC = nil ---out-in-exponential go.EASING_OUTINEXPO = nil ---out-in-quadratic go.EASING_OUTINQUAD = nil ---out-in-quartic go.EASING_OUTINQUART = nil ---out-in-quintic go.EASING_OUTINQUINT = nil ---out-in-sine go.EASING_OUTINSINE = nil ---out-quadratic go.EASING_OUTQUAD = nil ---out-quartic go.EASING_OUTQUART = nil ---out-quintic go.EASING_OUTQUINT = nil ---out-sine go.EASING_OUTSINE = nil ---loop backward go.PLAYBACK_LOOP_BACKWARD = nil ---loop forward go.PLAYBACK_LOOP_FORWARD = nil ---ping pong loop go.PLAYBACK_LOOP_PINGPONG = nil ---no playback go.PLAYBACK_NONE = nil ---once backward go.PLAYBACK_ONCE_BACKWARD = nil ---once forward go.PLAYBACK_ONCE_FORWARD = nil ---once ping pong go.PLAYBACK_ONCE_PINGPONG = nil ---This is only supported for numerical properties. If the node property is already being ---animated, that animation will be canceled and replaced by the new one. ---If a complete_function (lua function) is specified, that function will be called when the animation has completed. ---By starting a new animation in that function, several animations can be sequenced together. See the examples for more information. --- If you call go.animate() from a game object's final() function, ---any passed complete_function will be ignored and never called upon animation completion. ---See the properties guide <> for which properties can be animated and the animation guide <> for how ---them. ---@param url string|hash|url # url of the game object or component having the property ---@param property string|hash # id of the property to animate ---@param playback constant # playback mode of the animation ---@param to number|vector3|vector4|quaternion # target property value ---@param easing constant|vector # easing to use during animation. Either specify a constant, see the animation guide <> for a complete list, or a vmath.vector with a curve ---@param duration number # duration of the animation in seconds ---@param delay number? # delay before the animation starts in seconds ---@param complete_function (fun(self: object, url: url, property: hash))? # optional function to call when the animation has completed function go.animate(url, property, playback, to, easing, duration, delay, complete_function) end ---By calling this function, all or specified stored property animations of the game object or component will be canceled. ---See the properties guide <> for which properties can be animated and the animation guide <> for how to animate them. ---@param url string|hash|url # url of the game object or component ---@param property string|hash? # optional id of the property to cancel function go.cancel_animations(url, property) end ---Delete one or more game objects identified by id. Deletion is asynchronous meaning that ---the game object(s) are scheduled for deletion which will happen at the end of the current ---frame. Note that game objects scheduled for deletion will be counted against ---max_instances in "game.project" until they are actually removed. --- Deleting a game object containing a particle FX component emitting particles will not immediately stop the particle FX from emitting particles. You need to manually stop the particle FX using particlefx.stop(). --- Deleting a game object containing a sound component that is playing will not immediately stop the sound from playing. You need to manually stop the sound using sound.stop(). ---@param id string|hash|url|table? # optional id or table of id's of the instance(s) to delete, the instance of the calling script is deleted by default ---@param recursive boolean? # optional boolean, set to true to recursively delete child hiearchy in child to parent order function go.delete(id, recursive) end ---gets a named property of the specified game object or component ---@param url string|hash|url # url of the game object or component having the property ---@param property string|hash # id of the property to retrieve ---@param options table # (optional) options table - index integer index into array property (1 based) - key hash name of internal property ---@return any # the value of the specified property function go.get(url, property, options) end ---Returns or constructs an instance identifier. The instance id is a hash ---of the absolute path to the instance. --- --- --- * If path is specified, it can either be absolute or relative to the instance of the calling script. --- --- * If path is not specified, the id of the game object instance the script is attached to will be returned. ---@param path string? # path of the instance for which to return the id ---@return hash # instance id function go.get_id(path) end ---Get the parent for a game object instance. ---@param id string|hash|url? # optional id of the game object instance to get parent for, defaults to the instance containing the calling script ---@return hash # parent instance or nil function go.get_parent(id) end ---The position is relative the parent (if any). Use go.get_world_position <> to retrieve the global world position. ---@param id string|hash|url? # optional id of the game object instance to get the position for, by default the instance of the calling script ---@return vector3 # instance position function go.get_position(id) end ---The rotation is relative to the parent (if any). Use go.get_world_rotation <> to retrieve the global world rotation. ---@param id string|hash|url? # optional id of the game object instance to get the rotation for, by default the instance of the calling script ---@return quaternion # instance rotation function go.get_rotation(id) end ---The scale is relative the parent (if any). Use go.get_world_scale <> to retrieve the global world 3D scale factor. ---@param id string|hash|url? # optional id of the game object instance to get the scale for, by default the instance of the calling script ---@return vector3 # instance scale factor function go.get_scale(id) end ---The uniform scale is relative the parent (if any). If the underlying scale vector is non-uniform the min element of the vector is returned as the uniform scale factor. ---@param id string|hash|url? # optional id of the game object instance to get the uniform scale for, by default the instance of the calling script ---@return number # uniform instance scale factor function go.get_scale_uniform(id) end ---The function will return the world position calculated at the end of the previous frame. ---Use go.get_position <> to retrieve the position relative to the parent. ---@param id string|hash|url? # optional id of the game object instance to get the world position for, by default the instance of the calling script ---@return vector3 # instance world position function go.get_world_position(id) end ---The function will return the world rotation calculated at the end of the previous frame. ---Use go.get_rotation <> to retrieve the rotation relative to the parent. ---@param id string|hash|url? # optional id of the game object instance to get the world rotation for, by default the instance of the calling script ---@return quaternion # instance world rotation function go.get_world_rotation(id) end ---The function will return the world 3D scale factor calculated at the end of the previous frame. ---Use go.get_scale <> to retrieve the 3D scale factor relative to the parent. ---This vector is derived by decomposing the transformation matrix and should be used with care. ---For most cases it should be fine to use go.get_world_scale_uniform <> instead. ---@param id string|hash|url? # optional id of the game object instance to get the world scale for, by default the instance of the calling script ---@return vector3 # instance world 3D scale factor function go.get_world_scale(id) end ---The function will return the world scale factor calculated at the end of the previous frame. ---Use go.get_scale_uniform <> to retrieve the scale factor relative to the parent. ---@param id string|hash|url? # optional id of the game object instance to get the world scale for, by default the instance of the calling script ---@return number # instance world scale factor function go.get_world_scale_uniform(id) end ---The function will return the world transform matrix calculated at the end of the previous frame. ---@param id string|hash|url? # optional id of the game object instance to get the world transform for, by default the instance of the calling script ---@return matrix4 # instance world transform function go.get_world_transform(id) end ---This function defines a property which can then be used in the script through the self-reference. ---The properties defined this way are automatically exposed in the editor in game objects and collections which use the script. ---Note that you can only use this function outside any callback-functions like init and update. ---@param name string # the id of the property ---@param value number|hash|url|vector3|vector4|quaternion|resource # default value of the property. In the case of a url, only the empty constructor msg.url() is allowed. In the case of a resource one of the resource constructors (eg resource.atlas(), resource.font() etc) is expected. function go.property(name, value) end ---sets a named property of the specified game object or component, or a material constant ---@param url string|hash|url # url of the game object or component having the property ---@param property string|hash # id of the property to set ---@param value any # the value to set ---@param options table # (optional) options table - index integer index into array property (1 based) - key hash name of internal property function go.set(url, property, value, options) end ---Sets the parent for a game object instance. This means that the instance will exist in the geometrical space of its parent, ---like a basic transformation hierarchy or scene graph. If no parent is specified, the instance will be detached from any parent and exist in world ---space. ---This function will generate a set_parent message. It is not until the message has been processed that the change actually takes effect. This ---typically happens later in the same frame or the beginning of the next frame. Refer to the manual to learn how messages are processed by the ---engine. ---@param id string|hash|url? # optional id of the game object instance to set parent for, defaults to the instance containing the calling script ---@param parent_id string|hash|url? # optional id of the new parent game object, defaults to detaching game object from its parent ---@param keep_world_transform boolean? # optional boolean, set to true to maintain the world transform when changing spaces. Defaults to false. function go.set_parent(id, parent_id, keep_world_transform) end ---The position is relative to the parent (if any). The global world position cannot be manually set. ---@param position vector3 # position to set ---@param id string|hash|url? # optional id of the game object instance to set the position for, by default the instance of the calling script function go.set_position(position, id) end ---The rotation is relative to the parent (if any). The global world rotation cannot be manually set. ---@param rotation quaternion # rotation to set ---@param id string|hash|url? # optional id of the game object instance to get the rotation for, by default the instance of the calling script function go.set_rotation(rotation, id) end ---The scale factor is relative to the parent (if any). The global world scale factor cannot be manually set. --- Physics are currently not affected when setting scale from this function. ---@param scale number|vector3 # vector or uniform scale factor, must be greater than 0 ---@param id string|hash|url? # optional id of the game object instance to get the scale for, by default the instance of the calling script function go.set_scale(scale, id) end ---This is a callback-function, which is called by the engine when a script component is initialized. It can be used ---to set the initial state of the script. ---@param self object # reference to the script state to be used for storing data function init(self) end ---This is a callback-function, which is called by the engine when user input is sent to the game object instance of the script. ---It can be used to take action on the input, e.g. move the instance according to the input. ---For an instance to obtain user input, it must first acquire input focus ---through the message acquire_input_focus. ---Any instance that has obtained input will be put on top of an ---input stack. Input is sent to all listeners on the stack until the ---end of stack is reached, or a listener returns true ---to signal that it wants input to be consumed. ---See the documentation of acquire_input_focus <> for more ---information. ---The action parameter is a table containing data about the input mapped to the ---action_id. ---For mapped actions it specifies the value of the input and if it was just pressed or released. ---Actions are mapped to input in an input_binding-file. ---Mouse movement is specifically handled and uses nil as its action_id. ---The action only contains positional parameters in this case, such as x and y of the pointer. ---Here is a brief description of the available table fields: --- ---Field Description ---value The amount of input given by the user. This is usually 1 for buttons and 0-1 for analogue inputs. This is not present for mouse movement. ---pressed If the input was pressed this frame. This is not present for mouse movement. ---released If the input was released this frame. This is not present for mouse movement. ---repeated If the input was repeated this frame. This is similar to how a key on a keyboard is repeated when you hold it down. This is not present for mouse movement. ---x The x value of a pointer device, if present. ---y The y value of a pointer device, if present. ---screen_x The screen space x value of a pointer device, if present. ---screen_y The screen space y value of a pointer device, if present. ---dx The change in x value of a pointer device, if present. ---dy The change in y value of a pointer device, if present. ---screen_dx The change in screen space x value of a pointer device, if present. ---screen_dy The change in screen space y value of a pointer device, if present. ---gamepad The index of the gamepad device that provided the input. ---touch List of touch input, one element per finger, if present. See table below about touch input ---Touch input table: --- ---Field Description ---id A number identifying the touch input during its duration. ---pressed True if the finger was pressed this frame. ---released True if the finger was released this frame. ---tap_count Number of taps, one for single, two for double-tap, etc ---x The x touch location. ---y The y touch location. ---dx The change in x value. ---dy The change in y value. ---acc_x Accelerometer x value (if present). ---acc_y Accelerometer y value (if present). ---acc_z Accelerometer z value (if present). ---@param self object # reference to the script state to be used for storing data ---@param action_id hash # id of the received input action, as mapped in the input_binding-file ---@param action table # a table containing the input data, see above for a description ---@return boolean? # optional boolean to signal if the input should be consumed (not passed on to others) or not, default is false function on_input(self, action_id, action) end ---This is a callback-function, which is called by the engine whenever a message has been sent to the script component. ---It can be used to take action on the message, e.g. send a response back to the sender of the message. ---The message parameter is a table containing the message data. If the message is sent from the engine, the ---documentation of the message specifies which data is supplied. ---@param self object # reference to the script state to be used for storing data ---@param message_id hash # id of the received message ---@param message table # a table containing the message data ---@param sender url # address of the sender function on_message(self, message_id, message, sender) end ---This is a callback-function, which is called by the engine when the script component is reloaded, e.g. from the editor. ---It can be used for live development, e.g. to tweak constants or set up the state properly for the instance. ---@param self object # reference to the script state to be used for storing data function on_reload(self) end ---This is a callback-function, which is called by the engine every frame to update the state of a script component. ---It can be used to perform any kind of game related tasks, e.g. moving the game object instance. ---@param self object # reference to the script state to be used for storing data ---@param dt number # the time-step of the frame update function update(self, dt) end return go