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Lua API reference

Generated page

This list is extracted from the registerFunction(...) calls in source/psychlua/ by website/scripts/generate-script-api.mjs. If a function is missing here, it is missing from the engine too.

Every function below is callable from any .lua script loaded by the engine (song scripts, global scripts, stage scripts, custom notetypes and events). Arguments marked (optional) may be omitted; a shown default is the value the engine falls back to.

Lua is only available in builds compiled with LUA_ALLOWED (-DMODDING_LEVEL=1 or 2; desktop defaults to 2).

275 functions in 18 groups.

Index​

4th wall breaking​

Wallpaper, taskbar, volume and input effects for horror mods (require -DMETA_HORROR builds).

FunctionArgumentsNotes
duplicateImage(imageFile, finalFileName, fileType='png', location)imageFile: string
finalFileName: string
fileType: string = 'png'
location: string (optional)
source
getSysMute()nonesource
getSystemRAM()nonesource
getSysVolume()nonesource
hideAllWindows()nonesource
hideTaskbar()nonesource
isRecording()nonesource
killWallpaperApps()nonesource
moveMousePos(x, y)x: number
y: number
source
openFile(path)path: stringsource
removeWindowIcon()nonesource
resetWindowEffects()nonesource
restoreAllWindows()nonesource
restoreTaskbar()nonesource
restoreWallpaper()nonesource
setSysMute(mute)mute: booleansource
setSysVolume(percentage)percentage: number (int)source
setWallpaper(path, absolute=false)path: string
absolute: boolean = false
source
setWindowAlpha(alpha)alpha: numbersource
setWindowColorKey(color)color: number (int)source
typeText(text, delay=0.05)text: string
delay: number = 0.05
source

Cameras​

Creating, registering and removing extra FlxCameras from script.

FunctionArgumentsNotes
addCamera(cameraName, position=null, defaultDrawTarget=false)cameraName: string
position: number (int) = null
defaultDrawTarget: boolean = false
source
createCamera(cameraName, config)cameraName: string
config: any
camera funcs, just to help extend the Lua API reminder that is for creating them, you need to add them after · source
removeCamera(cameraName)cameraName: stringsource

Files​

Reading, writing and listing files relative to the mod folder.

FunctionArgumentsNotes
checkFileExists(filename, absolute=false)filename: string
absolute: boolean = false
source
deleteFile(path, ignoreModFolders=false)path: string
ignoreModFolders: boolean = false
source
directoryFileList(folder)folder: stringsource
getTextFromFile(path, ignoreModFolders=false)path: string
ignoreModFolders: boolean = false
source
saveFile(path, content, absolute=false)path: string
content: string
absolute: boolean = false
source

Game state​

Score, health, combo, song flow and the values shown on the HUD.

FunctionArgumentsNotes
addCharacterToList(name, type)name: string
type: string
source
addCombo(value=0)value: number (int) = 0source
addHealth(value=0)value: number = 0source
addHits(value=0)value: number (int) = 0source
addMisses(value=0)value: number (int) = 0source
addNPS(value=0)value: number (int) = 0source
addPlaybackSpeed(value=0)value: number = 0source
addScore(value=0)value: number = 0stupid bietch ass functions · source
cameraFade(camera, color, duration, forced, fadeOut=false)camera: string
color: string
duration: number
forced: boolean
fadeOut: boolean = false
source
cameraFlash(camera, color, duration, forced)camera: string
color: string
duration: number
forced: boolean
source
cameraSetTarget(target)target: stringsource
cameraShake(camera, intensity, duration)camera: string
intensity: number
duration: number
source
changeMaxHealth(value=0)value: number = 0source
characterDance(character)character: stringsource
endSong()nonesource
exitSong(skipTransition=false)skipTransition: boolean = falsesource
getCharacterX(type)type: stringsource
getCharacterY(type)type: stringsource
getColorFromHex(color)color: stringsource
getHealth()nonesource
getHits()nonesource
getMaxHealth()nonesource
getMisses()nonesource
getMouseX(camera)camera: stringsource
getMouseY(camera)camera: stringsource
getPlaybackSpeed()nonesource
getScore()nonesource
getSongPosition()nonesource
loadSong(name=null, difficultyNum=-1)name: string = null
difficultyNum: number (int) = -1
source
precacheImage(name)name: stringsource
precacheMusic(name)name: stringsource
precacheSound(name)name: stringsource
restartSong(skipTransition=false)skipTransition: boolean = falsesource
setCharacterX(type, value)type: string
value: number
source
setCharacterY(type, value)type: string
value: number
source
setHealth(value=0)value: number = 0source
setHits(value=0)value: number (int) = 0source
setMisses(value=0)value: number (int) = 0source
setPlaybackSpeed(value=0)value: number = 0source
setRatingFC(value)value: stringsource
setRatingName(value)value: stringsource
setRatingPercent(value)value: numbersource
setScore(value=0)value: number = 0source
startCountdown()nonesource
startDialogue(dialogueFile, music=null)dialogueFile: string
music: string = null
source
startVideo(videoFile)videoFile: stringsource
triggerEvent(name, arg1, arg2, strumTime)name: string
arg1: any
arg2: any
strumTime: number
source

Hardware​

GPU, GPU driver, CPU and operating system information.

FunctionArgumentsNotes
getAudioApi()noneReturns the audio backend, for example "OpenAL Soft | 1.23.1". · source
getCPUName()noneReturns the CPU model, for example "Intel(R) Core(TM) i7-9700K CPU @ 3.60GHz". · source
getCPUVendor()noneReturns the CPU vendor, for example "Intel". · source
getGPUDriverVersion()noneReturns the GPU driver version, for example "535.104.05". · source
getGPUName()noneReturns the GPU model, for example "NVIDIA GeForce RTX 3060". · source
getGPUVendor()noneReturns the GPU vendor, for example "NVIDIA". · source
getGraphicsApi()noneReturns the graphics API version, for example "OpenGL 4.6". · source
getOSName()noneReturns the operating system, for example "Windows". · source
getOSVersion()noneReturns the operating system version, for example "10.0.19045". · source
getSystemInfo()noneReturns a human readable report of the hardware the game runs on. · source
getSystemInfoTable()noneReturns the hardware information as a table with a field per value. · source

Input​

Keyboard, mouse and gamepad polling.

FunctionArgumentsNotes
anyGamepadJustPressed(name)name: stringsource
anyGamepadPressed(name)name: stringsource
anyGamepadReleased(name)name: stringsource
gamepadAnalogX(id, leftStick=true)id: number (int)
leftStick: boolean = true
source
gamepadAnalogY(id, leftStick=true)id: number (int)
leftStick: boolean = true
source
gamepadJustPressed(id, name)id: number (int)
name: string
source
gamepadPressed(id, name)id: number (int)
name: string
source
gamepadReleased(id, name)id: number (int)
name: string
source
keyboardJustPressed(name)name: stringsource
keyboardPressed(name)name: stringsource
keyboardReleased(name)name: stringsource
keyJustPressed(name)name: stringsource
keyPressed(name)name: stringsource
keyReleased(name)name: stringsource
mouseClicked(button)button: stringsource
mousePressed(button)button: stringsource
mouseReleased(button)button: stringsource

Misc​

String helpers, random numbers, debug printing and odds and ends.

FunctionArgumentsNotes
changeCursor(path, visible=true, loadDefault=false, scale=1, xOffset=0, yOffset=0)path: string
visible: boolean = true
loadDefault: boolean = false
scale: number = 1
xOffset: number (int) = 0
yOffset: number (int) = 0
source
changePresence(details, state, smallImageKey, hasStartTimestamp, endTimestamp)details: string
state: string
smallImageKey: string (optional)
hasStartTimestamp: boolean (optional)
endTimestamp: number (optional)
source
debugPrint(text1='', text2='', text3='', text4='', text5='')text1: any = ''
text2: any = ''
text3: any = ''
text4: any = ''
text5: any = ''
source
getRandomBool(chance=50)chance: number = 50source
getRandomFloat(min, max=1, exclude='')min: number
max: number = 1
exclude: string = ''
source
getRandomInt(min, max=FlxMath.MAX_VALUE_INT, exclude='')min: number (int)
max: number (int) = FlxMath.MAX_VALUE_INT
exclude: string = ''
source
stringEndsWith(str, end)str: string
end: string
source
stringSplit(str, split)str: string
split: string
source
stringStartsWith(str, start)str: string
start: string
Other stuff · source
stringTrim(str)str: stringsource

Properties​

Reflective get/set of fields on any object, class or group.

FunctionArgumentsNotes
getObjectOrder(obj)obj: stringshitass stuff for epic coders like me B) image of obama giving himself a medal · source
getProperty(variable)variable: stringsource
getPropertyFromClass(classVar, variable)classVar: string
variable: string
source
getPropertyFromGroup(obj, index, variable)obj: string
index: number (int)
variable: any
source
loadFrames(variable, image, spriteType="sparrow")variable: string
image: string
spriteType: string = "sparrow"
source
loadGraphic(variable, image, gridX=0, gridY=0)variable: string
image: string
gridX: number (int) = 0
gridY: number (int) = 0
source
removeFromGroup(obj, index, dontDestroy=false)obj: string
index: number (int)
dontDestroy: boolean = false
source
setObjectOrder(obj, position)obj: string
position: number (int)
source
setProperty(variable, value)variable: string
value: any
source
setPropertyFromClass(classVar, variable, value)classVar: string
variable: string
value: any
source
setPropertyFromGroup(obj, index, variable, value)obj: string
index: number (int)
variable: any
value: any
source

Save data​

Per-mod persistent key/value storage.

FunctionArgumentsNotes
flushSaveData(name)name: stringsource
getDataFromSave(name, field, defaultValue=null)name: string
field: string
defaultValue: any = null
source
initSaveData(name, folder='psychenginemods')name: string
folder: string = 'psychenginemods'
source
setDataFromSave(name, field, value)name: string
field: string
value: any
source

Screen effects​

Post-processing effects applied to cameras (glitch, bloom, VCR, grain, …).

FunctionArgumentsNotes
add3DEffect(camera, xrotation=0, yrotation=0, zrotation=0, depth=0)camera: string
xrotation: number = 0
yrotation: number = 0
zrotation: number = 0
depth: number = 0
source
addBlockedGlitchEffect(camera, res=1280, time=1, colorMult=1, colorTransform=true)camera: string
res: number = 1280
time: number = 1
colorMult: number = 1
colorTransform: boolean = true
source
addBloomEffect(camera, intensity=0.35, blurSize=1.0)camera: string
intensity: number = 0.35
blurSize: number = 1.0
source
addChromaticAbberationEffect(camera, chromeOffset=0.005)camera: string
chromeOffset: number = 0.005
source
addDistortionEffect(camera, waveSpeed=0.1, waveFrq=0.1, waveAmp=0.1)camera: string
waveSpeed: number = 0.1
waveFrq: number = 0.1
waveAmp: number = 0.1
source
addGlitchEffect(camera, waveSpeed=0.1, waveFrq=0.1, waveAmp=0.1)camera: string
waveSpeed: number = 0.1
waveFrq: number = 0.1
waveAmp: number = 0.1
source
addGlitchShader(camera, waveAmp=0.1, waveFrq=0.1, waveSpeed=0.1)camera: string
waveAmp: number = 0.1
waveFrq: number = 0.1
waveSpeed: number = 0.1
source
addGrainEffect(camera, grainSize, lumAmount, lockAlpha=false)camera: string
grainSize: number
lumAmount: number
lockAlpha: boolean = false
source
addGrayscaleEffect(camera)camera: stringsource
addGreyscaleEffect(camera)camera: stringsource
addInvertEffect(camera, lockAlpha=false)camera: string
lockAlpha: boolean = false
source
addPulseEffect(camera, waveSpeed=0.1, waveFrq=0.1, waveAmp=0.1)camera: string
waveSpeed: number = 0.1
waveFrq: number = 0.1
waveAmp: number = 0.1
source
addScanlineEffect(camera, lockAlpha=false)camera: string
lockAlpha: boolean = false
source
addTiltshiftEffect(camera, blurAmount, center)camera: string
blurAmount: number
center: number
source
addVCREffect(camera, glitchFactor=0.0, distortion=true, perspectiveOn=true, vignetteMoving=true)camera: string
glitchFactor: number = 0.0
distortion: boolean = true
perspectiveOn: boolean = true
vignetteMoving: boolean = true
source
addWiggleEffect(camera, effectType, waveSpeed=0.1, waveFrq=0.1, waveAmp=0.1, verticalStrength=1, horizontalStrength=1)camera: string
effectType: string
waveSpeed: number = 0.1
waveFrq: number = 0.1
waveAmp: number = 0.1
verticalStrength: number = 1
horizontalStrength: number = 1
source
clearEffects(camera)camera: stringsource
clearShadersFromCamera(cameraName)cameraName: anyshader clear · source

Scripts​

Loading other scripts, calling across scripts and sharing globals.

FunctionArgumentsNotes
addHScript(hxFile, ignoreAlreadyRunning=false)hxFile: string
ignoreAlreadyRunning: boolean = false
Loads a standalone HScript (.hx/.hscript) mod; extension optional. · source
addLuaScript(luaFile, ignoreAlreadyRunning=false)luaFile: string
ignoreAlreadyRunning: boolean = false
source
callOnLuas(funcName, args, ignoreStops=false, ignoreSelf=true, exclusions)funcName: string (optional)
args: table (array) (optional)
ignoreStops: any = false
ignoreSelf: any = true
exclusions: table (array) (optional)
source
callScript(luaFile, funcName, args)luaFile: string (optional)
funcName: string (optional)
args: table (array) (optional)
source
getGlobalFromScript(luaFile, global)luaFile: string (optional)
global: string (optional)
source
getRunningScripts()nonesource
loopTheSong(startingPoint=0)startingPoint: number = 0source
removeHScript(hxFile, ignoreAlreadyRunning=false)hxFile: string
ignoreAlreadyRunning: boolean = false
Stops a standalone HScript mod previously loaded with addHScript. · source
removeLuaScript(luaFile, ignoreAlreadyRunning=false)luaFile: string
ignoreAlreadyRunning: boolean = false
source
setGlobalFromScript(luaFile, global, val)luaFile: string
global: string
val: any
source

Shaders​

Runtime GLSL shaders and their uniforms.

FunctionArgumentsNotes
getShaderBool(obj, prop)obj: string
prop: string
source
getShaderBoolArray(obj, prop)obj: string
prop: string
source
getShaderFloat(obj, prop)obj: string
prop: string
source
getShaderFloatArray(obj, prop)obj: string
prop: string
source
getShaderInt(obj, prop)obj: string
prop: string
source
getShaderIntArray(obj, prop)obj: string
prop: string
source
initLuaShader(name, glslVersion=120)name: string
glslVersion: number (int) = 120
source
removeCameraShader(cam, shader)cam: string
shader: string
source
removeSpriteShader(obj)obj: stringsource
setCameraShader(cam, shader, index)cam: string
shader: string
index: string (optional)
camera shaders · source
setShaderBool(obj, prop, value)obj: string
prop: string
value: boolean
source
setShaderBoolArray(obj, prop, values)obj: string
prop: string
values: any
source
setShaderFloat(obj, prop, value)obj: string
prop: string
value: number
source
setShaderFloatArray(obj, prop, values)obj: string
prop: string
values: any
source
setShaderInt(obj, prop, value)obj: string
prop: string
value: number (int)
source
setShaderIntArray(obj, prop, values)obj: string
prop: string
values: any
source
setShaderSampler2D(obj, prop, bitmapdataPath)obj: string
prop: string
bitmapdataPath: string
source
setSpriteShader(obj, shader)obj: string
shader: string
source

Sound​

Music and sound effect playback, fading and seeking.

FunctionArgumentsNotes
getSoundTime(tag)tag: stringsource
getSoundVolume(tag)tag: stringsource
pauseSound(tag)tag: stringsource
playMusic(sound, volume=1, loop=false)sound: string
volume: number = 1
loop: boolean = false
source
playSound(sound, volume=1, tag=null)sound: string
volume: number = 1
tag: string = null
source
resumeSound(tag)tag: stringsource
setSoundTime(tag, value)tag: string
value: number
source
setSoundVolume(tag, value)tag: string
value: number
source
soundFadeCancel(tag)tag: stringsource
soundFadeIn(tag, duration, fromValue=0, toValue=1)tag: string
duration: number
fromValue: number = 0
toValue: number = 1
source
soundFadeOut(tag, duration, toValue=0)tag: string
duration: number
toValue: number = 0
source
stopSound(tag)tag: stringsource

Sprites​

Creating and manipulating sprites, animations and groups.

FunctionArgumentsNotes
addAnimation(obj, name, frames, framerate=24, loop=true)obj: string
name: string
frames: table (array)
framerate: number (int) = 24
loop: boolean = true
source
addAnimationByIndices(obj, name, prefix, indices, framerate=24)obj: string
name: string
prefix: string
indices: string
framerate: number (int) = 24
source
addAnimationByIndicesLoop(obj, name, prefix, indices, framerate=24)obj: string
name: string
prefix: string
indices: string
framerate: number (int) = 24
source
addAnimationByPrefix(obj, name, prefix, framerate=24, loop=true)obj: string
name: string
prefix: string
framerate: number (int) = 24
loop: boolean = true
source
addLuaSprite(tag, front=false)tag: string
front: boolean = false
source
addOffset(obj, anim, x, y)obj: string
anim: string
x: number
y: number
source
getGraphicMidpointX(variable)variable: stringsource
getGraphicMidpointY(variable)variable: stringsource
getMidpointX(variable)variable: stringsource
getMidpointY(variable)variable: stringsource
getPixelColor(obj, x, y)obj: string
x: number (int)
y: number (int)
source
getScreenPositionX(variable)variable: stringsource
getScreenPositionY(variable)variable: stringsource
luaSoundExists(tag)tag: stringsource
luaSpriteExists(tag)tag: stringsource
luaTextExists(tag)tag: stringsource
makeAnimatedLuaSprite(tag, image, x, y, spriteType="sparrow")tag: string
image: string
x: number
y: number
spriteType: string = "sparrow"
source
makeGraphic(obj, width, height, color)obj: string
width: number (int)
height: number (int)
color: string
source
makeLuaSprite(tag, image, x, y)tag: string
image: string
x: number
y: number
source
objectsOverlap(obj1, obj2)obj1: string
obj2: string
source
playAnim(obj, name, forced=false, reverse=false, startFrame=0)obj: string
name: string
forced: boolean = false
reverse: boolean = false
startFrame: number (int) = 0
source
removeLuaSprite(tag, destroy=true)tag: string
destroy: boolean = true
source
scaleObject(obj, x, y, updateHitbox=true)obj: string
x: number
y: number
updateHitbox: boolean = true
source
screenCenter(obj, pos='xy')obj: string
pos: string = 'xy'
source
setBlendMode(obj, blend='')obj: string
blend: string = ''
source
setGraphicSize(obj, x, y=0, updateHitbox=true)obj: string
x: number (int)
y: number (int) = 0
updateHitbox: boolean = true
source
setHealthBarColors(leftHex, rightHex)leftHex: string
rightHex: string
source
setObjectCamera(obj, camera='')obj: string
camera: string = ''
source
setScrollFactor(obj, scrollX, scrollY)obj: string
scrollX: number
scrollY: number
source
setTimeBarColors(leftHex, rightHex)leftHex: string
rightHex: string
source
updateHitbox(obj)obj: stringsource
updateHitboxFromGroup(group, index)group: string
index: number (int)
source

Text​

Creating and styling on-screen text objects.

FunctionArgumentsNotes
addLuaText(tag)tag: stringsource
getTextFont(tag)tag: stringsource
getTextSize(tag)tag: stringsource
getTextString(tag)tag: stringsource
getTextWidth(tag)tag: stringsource
makeLuaText(tag, text, width, x, y)tag: string
text: string
width: number (int)
x: number
y: number
LUA TEXTS · source
removeLuaText(tag, destroy=true)tag: string
destroy: boolean = true
source
setTextAlignment(tag, alignment='left')tag: string
alignment: string = 'left'
source
setTextBorder(tag, size, color)tag: string
size: number (int)
color: string
source
setTextColor(tag, color)tag: string
color: string
source
setTextFont(tag, newFont)tag: string
newFont: string
source
setTextItalic(tag, italic)tag: string
italic: boolean
source
setTextSize(tag, size)tag: string
size: number (int)
source
setTextString(tag, text)tag: string
text: string
source
setTextWidth(tag, width)tag: string
width: number
source

Tweens & timers​

Tweening object properties and scheduling timers.

FunctionArgumentsNotes
cancelTimer(tag)tag: stringsource
cancelTween(tag)tag: stringsource
doTweenAlpha(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
doTweenAngle(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
doTweenColor(tag, vars, targetColor, duration, ease)tag: string
vars: string
targetColor: string
duration: number
ease: string
source
doTweenScale(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
doTweenX(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
doTweenY(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
doTweenZoom(tag, vars, value, duration, ease)tag: string
vars: string
value: any
duration: number
ease: string
source
getPropertyAdvanced(varsStr)varsStr: stringsource
noteTweenAlpha(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
noteTweenAngle(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
noteTweenDirection(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
noteTweenScaleX(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
noteTweenScaleY(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
noteTweenX(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
Tween shit, but for strums · source
noteTweenY(tag, note, value, duration, ease)tag: string
note: number (int)
value: any
duration: number
ease: string
source
runTimer(tag, time=1, loops=1)tag: string
time: number = 1
loops: number (int) = 1
source
setPropertyAdvanced(varsStr, value)varsStr: string
value: any
source
startTween(tag, vars, values=null, duration, options=null)tag: string
vars: string
values: Any = null
duration: number
options: Any = null
gay ass tweens · source

Window​

Window transparency, alpha and click-through (desktop overlay mods).

FunctionArgumentsNotes
applyWindowTransparency()noneRe-applies the stored settings, e.g. after the window was recreated. · source
getWindowAlpha()noneThe last opacity set through setWindowAlpha. · source
getWindowTransparent()noneReads back whether transparency is on (it may be suspended by fullscreen). · source
isWindowClickThrough()noneWhether the window is currently ignoring the mouse. · source
isWindowTransparencySupported()noneFalse on HTML5/Flash/mobile: every setter above is a no-op there. · source
setWindowClickThrough(enable=true)enable: boolean = trueLets clicks pass through the window. Windows only. · source
setWindowTransparencyColor(color)color: anyThe color that renders see-through. Takes a number (0xFF010101) or a string ('010101', '#010101', '0xFF010101'). Windows only. · source
setWindowTransparent(enable=true)enable: boolean = trueMakes the window see-through: every pixel painted with the transparency color (RGB 1,1,1 by default) disappears and shows the desktop behind it. Windows only; leaves fullscreen when the game is in it. · source

Deprecated​

Kept for Psych/JS Engine mod compatibility. Avoid in new scripts.

warning

These exist only so older Psych / JS Engine mods keep running. They may be removed in a future release — prefer the replacements noted in the engine source.

FunctionArgumentsNotes
characterPlayAnim(character, anim, forced=false)character: string
anim: string
forced: boolean = false
source
getPropertyLuaSprite(tag, variable)tag: string
variable: string
source
luaSpriteAddAnimationByIndices(tag, name, prefix, indices, framerate=24)tag: string
name: string
prefix: string
indices: string
framerate: number (int) = 24
source
luaSpriteAddAnimationByPrefix(tag, name, prefix, framerate=24, loop=true)tag: string
name: string
prefix: string
framerate: number (int) = 24
loop: boolean = true
source
luaSpriteMakeGraphic(tag, width, height, color)tag: string
width: number (int)
height: number (int)
color: string
source
luaSpritePlayAnimation(tag, name, forced=false)tag: string
name: string
forced: boolean = false
source
musicFadeIn(duration, fromValue=0, toValue=1)duration: number
fromValue: number = 0
toValue: number = 1
source
musicFadeOut(duration, toValue=0)duration: number
toValue: number = 0
source
objectPlayAnimation(obj, name, forced=false, startFrame=0)obj: string
name: string
forced: boolean = false
startFrame: number (int) = 0
DEPRECATED, DONT MESS WITH THESE SHITS, ITS JUST THERE FOR BACKWARD COMPATIBILITY · source
scaleLuaSprite(tag, x, y)tag: string
x: number
y: number
source
setLuaSpriteCamera(tag, camera='')tag: string
camera: string = ''
source
setLuaSpriteScrollFactor(tag, scrollX, scrollY)tag: string
scrollX: number
scrollY: number
source
setPropertyLuaSprite(tag, variable, value)tag: string
variable: string
value: any
source