1 Minetest Lua Client Modding API Reference 5.2.0
2 ================================================
3 * More information at <http://www.minetest.net/>
4 * Developer Wiki: <http://dev.minetest.net/>
9 ** WARNING: The client API is currently unstable, and may break/change without warning. **
11 Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
12 scripting in run-time loaded mods.
14 A mod is a self-contained bunch of scripts, textures and other related
15 things that is loaded by and interfaces with Minetest.
17 Transferring client-sided mods from the server to the client is planned, but not implemented yet.
19 If you see a deficiency in the API, feel free to attempt to add the
20 functionality in the engine and API. You can send such improvements as
21 source code patches on GitHub (https://github.com/minetest/minetest).
25 If you have any difficulty in understanding this, please read
26 [Programming in Lua](http://www.lua.org/pil/).
30 Mods are loaded during client startup from the mod load paths by running
31 the `init.lua` scripts in a shared environment.
33 In order to load client-side mods, the following conditions need to be satisfied:
35 1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
37 2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
38 `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
40 Note: Depending on the remote server's settings, client-side mods might not
41 be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
45 * `RUN_IN_PLACE=1` (Windows release, local build)
46 * `$path_user`: `<build directory>`
47 * `$path_share`: `<build directory>`
48 * `RUN_IN_PLACE=0`: (Linux release)
50 * Linux: `/usr/share/minetest`
51 * Windows: `<install directory>/minetest-0.4.x`
53 * Linux: `$HOME/.minetest`
54 * Windows: `C:/users/<user>/AppData/minetest` (maybe)
60 * `$path_share/clientmods/`
61 * `$path_user/clientmods/` (User-installed mods)
63 In a run-in-place version (e.g. the distributed windows version):
65 * `minetest-0.4.x/clientmods/` (User-installed mods)
67 On an installed version on Linux:
69 * `/usr/share/minetest/clientmods/`
70 * `$HOME/.minetest/clientmods/` (User-installed mods)
75 Mods can be put in a subdirectory, if the parent directory, which otherwise
76 should be a mod, contains a file named `modpack.conf`.
77 The file is a key-value store of modpack details.
79 * `name`: The modpack name.
80 * `description`: Description of mod to be shown in the Mods tab of the main
83 Mod directory structure
84 ------------------------
94 The location of this directory.
98 An (optional) settings file that provides meta information about the mod.
100 * `name`: The mod name. Allows Minetest to determine the mod name even if the
101 folder is wrongly named.
102 * `description`: Description of mod to be shown in the Mods tab of the main
104 * `depends`: A comma separated list of dependencies. These are mods that must be
105 loaded before this mod.
106 * `optional_depends`: A comma separated list of optional dependencies.
107 Like a dependency, but no error if the mod doesn't exist.
111 The main Lua script. Running this script should register everything it
112 wants to register. Subsequent execution depends on minetest calling the
113 registered callbacks.
115 **NOTE**: Client mods currently can't provide and textures, sounds or models by
116 themselves. Any media referenced in function calls must already be loaded
117 (provided by mods that exist on the server).
119 Naming convention for registered textual names
120 ----------------------------------------------
121 Registered names should generally be in this format:
123 "modname:<whatever>" (<whatever> can have characters a-zA-Z0-9_)
125 This is to prevent conflicting names from corrupting maps and is
126 enforced by the mod loader.
129 In the mod `experimental`, there is the ideal item/node/entity name `tnt`.
130 So the name should be `experimental:tnt`.
132 Enforcement can be overridden by prefixing the name with `:`. This can
133 be used for overriding the registrations of some other mod.
135 Example: Any mod can redefine `experimental:tnt` by using the name
140 (also that mod is required to have `experimental` as a dependency)
142 The `:` prefix can also be used for maintaining backwards compatibility.
146 **NOTE: Connecting sounds to objects is not implemented.**
148 Only Ogg Vorbis files are supported.
150 For positional playing of sounds, only single-channel (mono) files are
151 supported. Otherwise OpenAL will play them non-positionally.
153 Mods should generally prefix their sounds with `modname_`, e.g. given
154 the mod name "`foomod`", a sound could be called:
158 Sounds are referred to by their name with a dot, a single digit and the
159 file extension stripped out. When a sound is played, the actual sound file
160 is chosen randomly from the matching sounds.
162 When playing the sound `foomod_foosound`, the sound is chosen randomly
163 from the available ones of the following files:
165 * `foomod_foosound.ogg`
166 * `foomod_foosound.0.ogg`
167 * `foomod_foosound.1.ogg`
169 * `foomod_foosound.9.ogg`
171 Examples of sound parameter tables:
175 gain = 1.0, -- default
177 -- Play locationless, looped
179 gain = 1.0, -- default
182 -- Play in a location
184 pos = {x = 1, y = 2, z = 3},
185 gain = 1.0, -- default
187 -- Play connected to an object, looped
189 object = <an ObjectRef>,
190 gain = 1.0, -- default
194 Looped sounds must either be connected to an object or played locationless.
198 * e.g. `"default_place_node"`
200 * e.g. `{name = "default_place_node"}`
201 * e.g. `{name = "default_place_node", gain = 1.0}`
203 Representations of simple things
204 --------------------------------
208 {x=num, y=num, z=num}
210 For helper functions see "Vector helpers".
214 * `{type="node", under=pos, above=pos}`
215 * `{type="object", id=ObjectID}`
217 Flag Specifier Format
218 ---------------------
219 Flags using the standardized flag specifier format can be specified in either of
220 two ways, by string or table.
222 The string format is a comma-delimited set of flag names; whitespace and
223 unrecognized flag fields are ignored. Specifying a flag in the string sets the
224 flag, and specifying a flag prefixed by the string `"no"` explicitly
225 clears the flag from whatever the default may be.
227 In addition to the standard string flag format, the schematic flags field can
228 also be a table of flag names to boolean values representing whether or not the
229 flag is set. Additionally, if a field with the flag name prefixed with `"no"`
230 is present, mapped to a boolean of any value, the specified flag is unset.
232 E.g. A flag field of value
234 {place_center_x = true, place_center_y=false, place_center_z=true}
238 {place_center_x = true, noplace_center_y=true, place_center_z=true}
240 which is equivalent to
242 "place_center_x, noplace_center_y, place_center_z"
246 "place_center_x, place_center_z"
248 since, by default, no schematic attributes are set.
252 Formspec defines a menu. It is a string, with a somewhat strange format.
254 Spaces and newlines can be inserted between the blocks, as is used in the
262 list[context;main;0,0;8,4;]
263 list[current_player;main;0,5;8,4;]
268 list[context;fuel;2,3;1,1;]
269 list[context;src;2,1;1,1;]
270 list[context;dst;5,1;2,2;]
271 list[current_player;main;0,5;8,4;]
273 #### Minecraft-like player inventory
276 image[1,0.6;1,2;player.png]
277 list[current_player;main;0,3.5;8,4;]
278 list[current_player;craft;3,0;3,3;]
279 list[current_player;craftpreview;7,1;1,1;]
283 #### `size[<W>,<H>,<fixed_size>]`
284 * Define the size of the menu in inventory slots
285 * `fixed_size`: `true`/`false` (optional)
286 * deprecated: `invsize[<W>,<H>;]`
288 #### `container[<X>,<Y>]`
289 * Start of a container block, moves all physical elements in the container by (X, Y)
290 * Must have matching container_end
291 * Containers can be nested, in which case the offsets are added
292 (child containers are relative to parent containers)
294 #### `container_end[]`
295 * End of a container, following elements are no longer relative to this container
297 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;]`
298 * Show an inventory list
300 #### `list[<inventory location>;<list name>;<X>,<Y>;<W>,<H>;<starting item index>]`
301 * Show an inventory list
303 #### `listring[<inventory location>;<list name>]`
304 * Allows to create a ring of inventory lists
305 * Shift-clicking on items in one element of the ring
306 will send them to the next inventory list inside the ring
307 * The first occurrence of an element inside the ring will
308 determine the inventory where items will be sent to
311 * Shorthand for doing `listring[<inventory location>;<list name>]`
312 for the last two inventory lists added by list[...]
314 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>]`
315 * Sets background color of slots as `ColorString`
316 * Sets background color of slots on mouse hovering
318 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>]`
319 * Sets background color of slots as `ColorString`
320 * Sets background color of slots on mouse hovering
321 * Sets color of slots border
323 #### `listcolors[<slot_bg_normal>;<slot_bg_hover>;<slot_border>;<tooltip_bgcolor>;<tooltip_fontcolor>]`
324 * Sets background color of slots as `ColorString`
325 * Sets background color of slots on mouse hovering
326 * Sets color of slots border
327 * Sets default background color of tooltips
328 * Sets default font color of tooltips
330 #### `tooltip[<gui_element_name>;<tooltip_text>;<bgcolor>,<fontcolor>]`
331 * Adds tooltip for an element
332 * `<bgcolor>` tooltip background color as `ColorString` (optional)
333 * `<fontcolor>` tooltip font color as `ColorString` (optional)
335 #### `image[<X>,<Y>;<W>,<H>;<texture name>]`
337 * Position and size units are inventory slots
339 #### `item_image[<X>,<Y>;<W>,<H>;<item name>]`
340 * Show an inventory image of registered item/node
341 * Position and size units are inventory slots
343 #### `bgcolor[<color>;<fullscreen>]`
344 * Sets background color of formspec as `ColorString`
345 * If `true`, the background color is drawn fullscreen (does not effect the size of the formspec)
347 #### `background[<X>,<Y>;<W>,<H>;<texture name>]`
348 * Use a background. Inventory rectangles are not drawn then.
349 * Position and size units are inventory slots
350 * Example for formspec 8x4 in 16x resolution: image shall be sized
351 8 times 16px times 4 times 16px.
353 #### `background[<X>,<Y>;<W>,<H>;<texture name>;<auto_clip>]`
354 * Use a background. Inventory rectangles are not drawn then.
355 * Position and size units are inventory slots
356 * Example for formspec 8x4 in 16x resolution:
357 image shall be sized 8 times 16px times 4 times 16px
358 * If `true` the background is clipped to formspec size
359 (`x` and `y` are used as offset values, `w` and `h` are ignored)
361 #### `pwdfield[<X>,<Y>;<W>,<H>;<name>;<label>]`
362 * Textual password style field; will be sent to server when a button is clicked
363 * When enter is pressed in field, fields.key_enter_field will be sent with the name
365 * `x` and `y` position the field relative to the top left of the menu
366 * `w` and `h` are the size of the field
367 * Fields are a set height, but will be vertically centred on `h`
368 * Position and size units are inventory slots
369 * `name` is the name of the field as returned in fields to `on_receive_fields`
370 * `label`, if not blank, will be text printed on the top left above the field
371 * See field_close_on_enter to stop enter closing the formspec
373 #### `field[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
374 * Textual field; will be sent to server when a button is clicked
375 * When enter is pressed in field, fields.key_enter_field will be sent with the name
377 * `x` and `y` position the field relative to the top left of the menu
378 * `w` and `h` are the size of the field
379 * Fields are a set height, but will be vertically centred on `h`
380 * Position and size units are inventory slots
381 * `name` is the name of the field as returned in fields to `on_receive_fields`
382 * `label`, if not blank, will be text printed on the top left above the field
383 * `default` is the default value of the field
384 * `default` may contain variable references such as `${text}'` which
385 will fill the value from the metadata value `text`
386 * **Note**: no extra text or more than a single variable is supported ATM.
387 * See field_close_on_enter to stop enter closing the formspec
389 #### `field[<name>;<label>;<default>]`
390 * As above, but without position/size units
391 * When enter is pressed in field, fields.key_enter_field will be sent with the name
393 * Special field for creating simple forms, such as sign text input
394 * Must be used without a `size[]` element
395 * A "Proceed" button will be added automatically
396 * See field_close_on_enter to stop enter closing the formspec
398 #### `field_close_on_enter[<name>;<close_on_enter>]`
399 * <name> is the name of the field
400 * if <close_on_enter> is false, pressing enter in the field will submit the form but not close it
401 * defaults to true when not specified (ie: no tag for a field)
403 #### `textarea[<X>,<Y>;<W>,<H>;<name>;<label>;<default>]`
404 * Same as fields above, but with multi-line input
406 #### `label[<X>,<Y>;<label>]`
407 * `x` and `y` work as per field
408 * `label` is the text on the label
409 * Position and size units are inventory slots
411 #### `vertlabel[<X>,<Y>;<label>]`
412 * Textual label drawn vertically
413 * `x` and `y` work as per field
414 * `label` is the text on the label
415 * Position and size units are inventory slots
417 #### `button[<X>,<Y>;<W>,<H>;<name>;<label>]`
418 * Clickable button. When clicked, fields will be sent.
419 * `x`, `y` and `name` work as per field
420 * `w` and `h` are the size of the button
421 * Fixed button height. It will be vertically centred on `h`
422 * `label` is the text on the button
423 * Position and size units are inventory slots
425 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
426 * `x`, `y`, `w`, `h`, and `name` work as per button
427 * `texture name` is the filename of an image
428 * Position and size units are inventory slots
430 #### `image_button[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>;<noclip>;<drawborder>;<pressed texture name>]`
431 * `x`, `y`, `w`, `h`, and `name` work as per button
432 * `texture name` is the filename of an image
433 * Position and size units are inventory slots
434 * `noclip=true` means the image button doesn't need to be within specified formsize
435 * `drawborder`: draw button border or not
436 * `pressed texture name` is the filename of an image on pressed state
438 #### `item_image_button[<X>,<Y>;<W>,<H>;<item name>;<name>;<label>]`
439 * `x`, `y`, `w`, `h`, `name` and `label` work as per button
440 * `item name` is the registered name of an item/node,
441 tooltip will be made out of its description
442 to override it use tooltip element
443 * Position and size units are inventory slots
445 #### `button_exit[<X>,<Y>;<W>,<H>;<name>;<label>]`
446 * When clicked, fields will be sent and the form will quit.
448 #### `image_button_exit[<X>,<Y>;<W>,<H>;<texture name>;<name>;<label>]`
449 * When clicked, fields will be sent and the form will quit.
451 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>]`
452 * Scrollable item list showing arbitrary text elements
453 * `x` and `y` position the itemlist relative to the top left of the menu
454 * `w` and `h` are the size of the itemlist
455 * `name` fieldname sent to server on doubleclick value is current selected element
456 * `listelements` can be prepended by #color in hexadecimal format RRGGBB (only),
457 * if you want a listelement to start with "#" write "##".
459 #### `textlist[<X>,<Y>;<W>,<H>;<name>;<listelem 1>,<listelem 2>,...,<listelem n>;<selected idx>;<transparent>]`
460 * Scrollable itemlist showing arbitrary text elements
461 * `x` and `y` position the item list relative to the top left of the menu
462 * `w` and `h` are the size of the item list
463 * `name` fieldname sent to server on doubleclick value is current selected element
464 * `listelements` can be prepended by #RRGGBB (only) in hexadecimal format
465 * if you want a listelement to start with "#" write "##"
466 * Index to be selected within textlist
467 * `true`/`false`: draw transparent background
468 * See also `minetest.explode_textlist_event` (main menu: `engine.explode_textlist_event`)
470 #### `tabheader[<X>,<Y>;<name>;<caption 1>,<caption 2>,...,<caption n>;<current_tab>;<transparent>;<draw_border>]`
471 * Show a tab**header** at specific position (ignores formsize)
472 * `x` and `y` position the itemlist relative to the top left of the menu
473 * `name` fieldname data is transferred to Lua
474 * `caption 1`...: name shown on top of tab
475 * `current_tab`: index of selected tab 1...
476 * `transparent` (optional): show transparent
477 * `draw_border` (optional): draw border
479 #### `box[<X>,<Y>;<W>,<H>;<color>]`
480 * Simple colored semitransparent box
481 * `x` and `y` position the box relative to the top left of the menu
482 * `w` and `h` are the size of box
483 * `color` is color specified as a `ColorString`
485 #### `dropdown[<X>,<Y>;<W>;<name>;<item 1>,<item 2>, ...,<item n>;<selected idx>]`
486 * Show a dropdown field
487 * **Important note**: There are two different operation modes:
488 1. handle directly on change (only changed dropdown is submitted)
489 2. read the value on pressing a button (all dropdown values are available)
490 * `x` and `y` position of dropdown
492 * Fieldname data is transferred to Lua
493 * Items to be shown in dropdown
494 * Index of currently selected dropdown item
496 #### `checkbox[<X>,<Y>;<name>;<label>;<selected>]`
498 * `x` and `y`: position of checkbox
499 * `name` fieldname data is transferred to Lua
500 * `label` to be shown left of checkbox
501 * `selected` (optional): `true`/`false`
503 #### `scrollbar[<X>,<Y>;<W>,<H>;<orientation>;<name>;<value>]`
505 * There are two ways to use it:
506 1. handle the changed event (only changed scrollbar is available)
507 2. read the value on pressing a button (all scrollbars are available)
508 * `x` and `y`: position of trackbar
509 * `w` and `h`: width and height
510 * `orientation`: `vertical`/`horizontal`
511 * Fieldname data is transferred to Lua
512 * Value this trackbar is set to (`0`-`1000`)
513 * See also `minetest.explode_scrollbar_event` (main menu: `engine.explode_scrollbar_event`)
515 #### `table[<X>,<Y>;<W>,<H>;<name>;<cell 1>,<cell 2>,...,<cell n>;<selected idx>]`
516 * Show scrollable table using options defined by the previous `tableoptions[]`
517 * Displays cells as defined by the previous `tablecolumns[]`
518 * `x` and `y`: position the itemlist relative to the top left of the menu
519 * `w` and `h` are the size of the itemlist
520 * `name`: fieldname sent to server on row select or doubleclick
521 * `cell 1`...`cell n`: cell contents given in row-major order
522 * `selected idx`: index of row to be selected within table (first row = `1`)
523 * See also `minetest.explode_table_event` (main menu: `engine.explode_table_event`)
525 #### `tableoptions[<opt 1>;<opt 2>;...]`
526 * Sets options for `table[]`
528 * default text color (`ColorString`), defaults to `#FFFFFF`
529 * `background=#RRGGBB`
530 * table background color (`ColorString`), defaults to `#000000`
531 * `border=<true/false>`
532 * should the table be drawn with a border? (default: `true`)
533 * `highlight=#RRGGBB`
534 * highlight background color (`ColorString`), defaults to `#466432`
535 * `highlight_text=#RRGGBB`
536 * highlight text color (`ColorString`), defaults to `#FFFFFF`
537 * `opendepth=<value>`
538 * all subtrees up to `depth < value` are open (default value = `0`)
539 * only useful when there is a column of type "tree"
541 #### `tablecolumns[<type 1>,<opt 1a>,<opt 1b>,...;<type 2>,<opt 2a>,<opt 2b>;...]`
542 * Sets columns for `table[]`
543 * Types: `text`, `image`, `color`, `indent`, `tree`
544 * `text`: show cell contents as text
545 * `image`: cell contents are an image index, use column options to define images
546 * `color`: cell contents are a ColorString and define color of following cell
547 * `indent`: cell contents are a number and define indentation of following cell
548 * `tree`: same as indent, but user can open and close subtrees (treeview-like)
551 * for `text` and `image`: content alignment within cells.
552 Available values: `left` (default), `center`, `right`, `inline`
554 * for `text` and `image`: minimum width in em (default: `0`)
555 * for `indent` and `tree`: indent width in em (default: `1.5`)
556 * `padding=<value>`: padding left of the column, in em (default `0.5`).
557 Exception: defaults to 0 for indent columns
558 * `tooltip=<value>`: tooltip text (default: empty)
559 * `image` column options:
560 * `0=<value>` sets image for image index 0
561 * `1=<value>` sets image for image index 1
562 * `2=<value>` sets image for image index 2
563 * and so on; defined indices need not be contiguous empty or
564 non-numeric cells are treated as `0`.
565 * `color` column options:
566 * `span=<value>`: number of following columns to affect (default: infinite)
568 **Note**: do _not_ use a element name starting with `key_`; those names are reserved to
569 pass key press events to formspec!
573 * `vector.new(a[, b, c])`: returns a vector:
574 * A copy of `a` if `a` is a vector.
575 * `{x = a, y = b, z = c}`, if all `a, b, c` are defined
576 * `vector.direction(p1, p2)`: returns a vector
577 * `vector.distance(p1, p2)`: returns a number
578 * `vector.length(v)`: returns a number
579 * `vector.normalize(v)`: returns a vector
580 * `vector.floor(v)`: returns a vector, each dimension rounded down
581 * `vector.round(v)`: returns a vector, each dimension rounded to nearest int
582 * `vector.apply(v, func)`: returns a vector
583 * `vector.equals(v1, v2)`: returns a boolean
585 For the following functions `x` can be either a vector or a number:
587 * `vector.add(v, x)`: returns a vector
588 * `vector.subtract(v, x)`: returns a vector
589 * `vector.multiply(v, x)`: returns a scaled vector or Schur product
590 * `vector.divide(v, x)`: returns a scaled vector or Schur quotient
594 * `dump2(obj, name="_", dumped={})`
595 * Return object serialized as a string, handles reference loops
596 * `dump(obj, dumped={})`
597 * Return object serialized as a string
599 * Get the hypotenuse of a triangle with legs x and y.
600 Useful for distance calculation.
601 * `math.sign(x, tolerance)`
602 * Get the sign of a number.
603 Optional: Also returns `0` when the absolute value is within the tolerance (default: `0`)
604 * `string.split(str, separator=",", include_empty=false, max_splits=-1, sep_is_pattern=false)`
605 * If `max_splits` is negative, do not limit splits.
606 * `sep_is_pattern` specifies if separator is a plain string or a pattern (regex).
607 * e.g. `string:split("a,b", ",") == {"a","b"}`
609 * e.g. `string.trim("\n \t\tfoo bar\t ") == "foo bar"`
610 * `minetest.wrap_text(str, limit)`: returns a string
611 * Adds new lines to the string to keep it within the specified character limit
612 * limit: Maximal amount of characters in one line
613 * `minetest.pos_to_string({x=X,y=Y,z=Z}, decimal_places))`: returns string `"(X,Y,Z)"`
614 * Convert position to a printable string
615 Optional: 'decimal_places' will round the x, y and z of the pos to the given decimal place.
616 * `minetest.string_to_pos(string)`: returns a position
617 * Same but in reverse. Returns `nil` if the string can't be parsed to a position.
618 * `minetest.string_to_area("(X1, Y1, Z1) (X2, Y2, Z2)")`: returns two positions
619 * Converts a string representing an area box into two positions
620 * `minetest.is_yes(arg)`
621 * returns whether `arg` can be interpreted as yes
622 * `minetest.is_nan(arg)`
623 * returns true true when the passed number represents NaN.
624 * `table.copy(table)`: returns a table
625 * returns a deep copy of `table`
627 Minetest namespace reference
628 ------------------------------
632 * `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
633 * `minetest.get_modpath(modname)`: returns virtual path of given mod including
634 the trailing separator. This is useful to load additional Lua files
635 contained in your mod:
636 e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
637 * `minetest.get_language()`: returns the currently set gettext language.
638 * `minetest.get_version()`: returns a table containing components of the
639 engine version. Components:
640 * `project`: Name of the project, eg, "Minetest"
641 * `string`: Simple version, eg, "1.2.3-dev"
642 * `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
643 Use this for informational purposes only. The information in the returned
644 table does not represent the capabilities of the engine, nor is it
645 reliable or verifiable. Compatible forks will have a different name and
646 version entirely. To check for the presence of engine features, test
647 whether the functions exported by the wanted features exist. For example:
648 `if minetest.check_for_falling then ... end`.
649 * `minetest.sha1(data, [raw])`: returns the sha1 hash of data
650 * `data`: string of data to hash
651 * `raw`: return raw bytes instead of hex digits, default: false
652 * `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
653 restrictions applied to the current mod.
654 * If a flag in this table is set to true, the feature is RESTRICTED.
655 * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
656 `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
659 * `minetest.debug(...)`
660 * Equivalent to `minetest.log(table.concat({...}, "\t"))`
661 * `minetest.log([level,] text)`
662 * `level` is one of `"none"`, `"error"`, `"warning"`, `"action"`,
663 `"info"`, or `"verbose"`. Default is `"none"`.
665 ### Global callback registration functions
666 Call these functions only at load time!
668 * `minetest.register_globalstep(function(dtime))`
669 * Called every client environment step, usually interval of 0.1s
670 * `minetest.register_on_mods_loaded(function())`
671 * Called just after mods have finished loading.
672 * `minetest.register_on_shutdown(function())`
673 * Called before client shutdown
674 * **Warning**: If the client terminates abnormally (i.e. crashes), the registered
675 callbacks **will likely not be run**. Data should be saved at
676 semi-frequent intervals as well as on server shutdown.
677 * `minetest.register_on_receiving_chat_message(function(message))`
678 * Called always when a client receive a message
679 * Return `true` to mark the message as handled, which means that it will not be shown to chat
680 * `minetest.register_on_sending_chat_message(function(message))`
681 * Called always when a client send a message from chat
682 * Return `true` to mark the message as handled, which means that it will not be sent to server
683 * `minetest.register_chatcommand(cmd, chatcommand definition)`
684 * Adds definition to minetest.registered_chatcommands
685 * `minetest.unregister_chatcommand(name)`
686 * Unregisters a chatcommands registered with register_chatcommand.
687 * `minetest.register_on_death(function())`
688 * Called when the local player dies
689 * `minetest.register_on_hp_modification(function(hp))`
690 * Called when server modified player's HP
691 * `minetest.register_on_damage_taken(function(hp))`
692 * Called when the local player take damages
693 * `minetest.register_on_formspec_input(function(formname, fields))`
694 * Called when a button is pressed in the local player's inventory form
695 * Newest functions are called first
696 * If function returns `true`, remaining functions are not called
697 * `minetest.register_on_dignode(function(pos, node))`
698 * Called when the local player digs a node
699 * Newest functions are called first
700 * If any function returns true, the node isn't dug
701 * `minetest.register_on_punchnode(function(pos, node))`
702 * Called when the local player punches a node
703 * Newest functions are called first
704 * If any function returns true, the punch is ignored
705 * `minetest.register_on_placenode(function(pointed_thing, node))`
706 * Called when a node has been placed
707 * `minetest.register_on_item_use(function(item, pointed_thing))`
708 * Called when the local player uses an item.
709 * Newest functions are called first.
710 * If any function returns true, the item use is not sent to server.
711 * `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
712 * Called when an incoming mod channel message is received
713 * You must have joined some channels before, and server must acknowledge the
715 * If message comes from a server mod, `sender` field is an empty string.
716 * `minetest.register_on_modchannel_signal(function(channel_name, signal))`
717 * Called when a valid incoming mod channel signal is received
718 * Signal id permit to react to server mod channel events
719 * Possible values are:
724 4: event_on_not_joined_channel
726 * `minetest.register_on_inventory_open(function(inventory))`
727 * Called when the local player open inventory
728 * Newest functions are called first
729 * If any function returns true, inventory doesn't open
731 * `minetest.sound_play(spec, parameters)`: returns a handle
732 * `spec` is a `SimpleSoundSpec`
733 * `parameters` is a sound parameter table
734 * `minetest.sound_stop(handle)`
737 * `minetest.after(time, func, ...)`
738 * Call the function `func` after `time` seconds, may be fractional
739 * Optional: Variable number of arguments that are passed to `func`
740 * `minetest.get_us_time()`
741 * Returns time with microsecond precision. May not return wall time.
742 * `minetest.get_timeofday()`
743 * Returns the time of day: `0` for midnight, `0.5` for midday
746 * `minetest.get_node_or_nil(pos)`
747 * Returns the node at the given position as table in the format
748 `{name="node_name", param1=0, param2=0}`, returns `nil`
749 for unloaded areas or flavor limited areas.
750 * `minetest.get_node_light(pos, timeofday)`
751 * Gets the light value at the given position. Note that the light value
752 "inside" the node at the given position is returned, so you usually want
753 to get the light value of a neighbor.
754 * `pos`: The position where to measure the light.
755 * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
756 * Returns a number between `0` and `15` or `nil`
757 * `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
758 * `radius`: using a maximum metric
759 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
760 * `search_center` is an optional boolean (default: `false`)
761 If true `pos` is also checked for the nodes
762 * `minetest.find_nodes_in_area(pos1, pos2, nodenames)`: returns a list of
764 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
765 * First return value: Table with all node positions
766 * Second return value: Table with the count of each node with the node name
768 * Area volume is limited to 4,096,000 nodes
769 * `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
771 * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
772 * Return value: Table with all node positions with a node air above
773 * Area volume is limited to 4,096,000 nodes
774 * `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
775 * Checks if there is anything other than air between pos1 and pos2.
776 * Returns false if something is blocking the sight.
777 * Returns the position of the blocking node when `false`
778 * `pos1`: First position
779 * `pos2`: Second position
780 * `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
781 * Creates a `Raycast` object.
782 * `pos1`: start of the ray
783 * `pos2`: end of the ray
784 * `objects`: if false, only nodes will be returned. Default is `true`.
785 * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
787 * `minetest.find_nodes_with_meta(pos1, pos2)`
788 * Get a table of positions of nodes that have metadata within a region
790 * `minetest.get_meta(pos)`
791 * Get a `NodeMetaRef` at that position
792 * `minetest.get_node_level(pos)`
793 * get level of leveled node (water, snow)
794 * `minetest.get_node_max_level(pos)`
795 * get max available level for leveled node
798 * `minetest.get_wielded_item()`
799 * Returns the itemstack the local player is holding
800 * `minetest.send_chat_message(message)`
801 * Act as if `message` was typed by the player into the terminal.
802 * `minetest.run_server_chatcommand(cmd, param)`
803 * Alias for `minetest.send_chat_message("/" .. cmd .. " " .. param)`
804 * `minetest.clear_out_chat_queue()`
805 * Clears the out chat queue
806 * `minetest.localplayer`
807 * Reference to the LocalPlayer object. See [`LocalPlayer`](#localplayer) class reference for methods.
810 * `minetest.get_privilege_list()`
811 * Returns a list of privileges the current player has in the format `{priv1=true,...}`
812 * `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
813 * `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
814 * Convert between two privilege representations
816 ### Client Environment
817 * `minetest.get_player_names()`
818 * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
819 * `minetest.disconnect()`
820 * Disconnect from the server and exit to main menu.
821 * Returns `false` if the client is already disconnecting otherwise returns `true`.
822 * `minetest.get_server_info()`
823 * Returns [server info](#server-info).
824 * `minetest.send_respawn()`
825 * Sends a respawn request to the server.
828 * `minetest.get_mod_storage()`:
829 * returns reference to mod private `StorageRef`
830 * must be called during mod load time
833 ![Mod channels communication scheme](docs/mod channels.png)
835 * `minetest.mod_channel_join(channel_name)`
836 * Client joins channel `channel_name`, and creates it, if necessary. You
837 should listen from incoming messages with `minetest.register_on_modchannel_message`
838 call to receive incoming messages. Warning, this function is asynchronous.
841 * `minetest.add_particle(particle definition)`
843 * `minetest.add_particlespawner(particlespawner definition)`
844 * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
845 * Returns an `id`, and -1 if adding didn't succeed
847 * `minetest.delete_particlespawner(id)`
848 * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
851 * `minetest.parse_json(string[, nullvalue])`: returns something
852 * Convert a string containing JSON data into the Lua equivalent
853 * `nullvalue`: returned in place of the JSON null; defaults to `nil`
854 * On success returns a table, a string, a number, a boolean or `nullvalue`
855 * On failure outputs an error message and returns `nil`
856 * Example: `parse_json("[10, {\"a\":false}]")`, returns `{10, {a = false}}`
857 * `minetest.write_json(data[, styled])`: returns a string or `nil` and an error message
858 * Convert a Lua table into a JSON string
859 * styled: Outputs in a human-readable format if this is set, defaults to false
860 * Unserializable things like functions and userdata are saved as null.
861 * **Warning**: JSON is more strict than the Lua table format.
862 1. You can only use strings and positive integers of at least one as keys.
863 2. You can not mix string and integer keys.
864 This is due to the fact that JSON has two distinct array and object values.
865 * Example: `write_json({10, {a = false}})`, returns `"[10, {\"a\": false}]"`
866 * `minetest.serialize(table)`: returns a string
867 * Convert a table containing tables, strings, numbers, booleans and `nil`s
868 into string form readable by `minetest.deserialize`
869 * Example: `serialize({foo='bar'})`, returns `'return { ["foo"] = "bar" }'`
870 * `minetest.deserialize(string)`: returns a table
871 * Convert a string returned by `minetest.deserialize` into a table
872 * `string` is loaded in an empty sandbox environment.
873 * Will load functions, but they cannot access the global environment.
874 * Example: `deserialize('return { ["foo"] = "bar" }')`, returns `{foo='bar'}`
875 * Example: `deserialize('print("foo")')`, returns `nil` (function call fails)
876 * `error:[string "print("foo")"]:1: attempt to call global 'print' (a nil value)`
877 * `minetest.compress(data, method, ...)`: returns `compressed_data`
878 * Compress a string of data.
879 * `method` is a string identifying the compression method to be used.
880 * Supported compression methods:
881 * Deflate (zlib): `"deflate"`
882 * `...` indicates method-specific arguments. Currently defined arguments are:
883 * Deflate: `level` - Compression level, `0`-`9` or `nil`.
884 * `minetest.decompress(compressed_data, method, ...)`: returns data
885 * Decompress a string of data (using ZLib).
886 * See documentation on `minetest.compress()` for supported compression methods.
887 * currently supported.
888 * `...` indicates method-specific arguments. Currently, no methods use this.
889 * `minetest.rgba(red, green, blue[, alpha])`: returns a string
890 * Each argument is a 8 Bit unsigned integer
891 * Returns the ColorString from rgb or rgba values
892 * Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
893 * `minetest.encode_base64(string)`: returns string encoded in base64
894 * Encodes a string in base64.
895 * `minetest.decode_base64(string)`: returns string
896 * Decodes a string encoded in base64.
897 * `minetest.gettext(string)` : returns string
898 * look up the translation of a string in the gettext message catalog
899 * `fgettext_ne(string, ...)`
900 * call minetest.gettext(string), replace "$1"..."$9" with the given
901 extra arguments and return the result
902 * `fgettext(string, ...)` : returns string
903 * same as fgettext_ne(), but calls minetest.formspec_escape before returning result
904 * `minetest.pointed_thing_to_face_pos(placer, pointed_thing)`: returns a position
905 * returns the exact position on the surface of a pointed node
906 * `minetest.global_exists(name)`
907 * Checks if a global variable has been set, without triggering a warning.
910 * `minetest.ui.minimap`
911 * Reference to the minimap object. See [`Minimap`](#minimap) class reference for methods.
912 * If client disabled minimap (using enable_minimap setting) this reference will be nil.
914 * Reference to the camera object. See [`Camera`](#camera) class reference for methods.
915 * `minetest.show_formspec(formname, formspec)` : returns true on success
916 * Shows a formspec to the player
917 * `minetest.display_chat_message(message)` returns true on success
918 * Shows a chat message to the current player.
925 An interface to use mod channels on client and server
928 * `leave()`: leave the mod channel.
929 * Client leaves channel `channel_name`.
930 * No more incoming or outgoing messages can be sent to this channel from client mods.
931 * This invalidate all future object usage
932 * Ensure your set mod_channel to nil after that to free Lua resources
933 * `is_writeable()`: returns true if channel is writable and mod can send over it.
934 * `send_all(message)`: Send `message` though the mod channel.
935 * If mod channel is not writable or invalid, message will be dropped.
936 * Message size is limited to 65535 characters by protocol.
939 An interface to manipulate minimap on client UI
942 * `show()`: shows the minimap (if not disabled by server)
943 * `hide()`: hides the minimap
944 * `set_pos(pos)`: sets the minimap position on screen
945 * `get_pos()`: returns the minimap current position
946 * `set_angle(deg)`: sets the minimap angle in degrees
947 * `get_angle()`: returns the current minimap angle in degrees
948 * `set_mode(mode)`: sets the minimap mode (0 to 6)
949 * `get_mode()`: returns the current minimap mode
950 * `set_shape(shape)`: Sets the minimap shape. (0 = square, 1 = round)
951 * `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
954 An interface to get or set information about the camera and camera-node.
955 Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
958 * `set_camera_mode(mode)`
959 * Pass `0` for first-person, `1` for third person, and `2` for third person front
960 * `get_camera_mode()`
961 * Returns 0, 1, or 2 as described above
975 * Returns position of camera with view bobbing
977 * Returns eye offset vector
979 * Returns eye direction unit vector
980 * `get_look_vertical()`
981 * Returns pitch in radians
982 * `get_look_horizontal()`
983 * Returns yaw in radians
984 * `get_aspect_ratio()`
985 * Returns aspect ratio of screen
988 An interface to retrieve information about the player.
993 * returns current player current position
995 * returns player speed vector
999 * returns player name
1001 * returns true if player is attached
1002 * `is_touching_ground()`
1003 * returns true if player touching ground
1005 * returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
1006 * `is_in_liquid_stable()`
1007 * returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
1008 * `get_liquid_viscosity()`
1009 * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
1011 * returns true if player is climbing
1012 * `swimming_vertical()`
1013 * returns true if player is swimming in vertical
1014 * `get_physics_override()`
1023 sneak_glitch = boolean
1027 * `get_override_pos()`
1028 * returns override position
1030 * returns last player position before the current client step
1031 * `get_last_velocity()`
1032 * returns last player speed
1034 * returns the player's breath
1035 * `get_movement_acceleration()`
1036 * returns acceleration of the player in different environments:
1046 * `get_movement_speed()`
1047 * returns player's speed in different environments:
1060 * returns player's movement in different environments:
1064 liquid_fluidity = float,
1065 liquid_sink = float,
1066 liquid_fluidity_smooth = float,
1071 * `get_last_look_horizontal()`:
1072 * returns last look horizontal angle
1073 * `get_last_look_vertical()`:
1074 * returns last look vertical angle
1075 * `get_key_pressed()`:
1076 * returns last key typed by the player
1077 * `hud_add(definition)`
1078 * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
1079 * See [`HUD definition`](#hud-definition-hud_add-hud_get)
1081 * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
1083 * remove the HUD element of the specified id, returns `true` on success
1084 * `hud_change(id, stat, value)`
1085 * change a value of a previously added HUD element
1086 * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
1087 * Returns `true` on success, otherwise returns `nil`
1090 An interface to read config files in the format of `minetest.conf`.
1092 It can be created via `Settings(filename)`.
1095 * `get(key)`: returns a value
1096 * `get_bool(key)`: returns a boolean
1098 * `remove(key)`: returns a boolean (`true` for success)
1099 * `get_names()`: returns `{key1,...}`
1100 * `write()`: returns a boolean (`true` for success)
1101 * write changes to file
1102 * `to_table()`: returns `{[key1]=value1,...}`
1105 Node metadata: reference extra data and functionality stored in a node.
1106 Can be obtained via `minetest.get_meta(pos)`.
1109 * `get_string(name)`
1112 * `to_table()`: returns `nil` or a table with keys:
1113 * `fields`: key-value storage
1114 * `inventory`: `{list1 = {}, ...}}`
1118 A raycast on the map. It works with selection boxes.
1119 Can be used as an iterator in a for loop as:
1121 local ray = Raycast(...)
1122 for pointed_thing in ray do
1126 The map is loaded as the ray advances. If the map is modified after the
1127 `Raycast` is created, the changes may or may not have an effect on the object.
1129 It can be created via `Raycast(pos1, pos2, objects, liquids)` or
1130 `minetest.raycast(pos1, pos2, objects, liquids)` where:
1132 * `pos1`: start of the ray
1133 * `pos2`: end of the ray
1134 * `objects`: if false, only nodes will be returned. Default is true.
1135 * `liquids`: if false, liquid nodes won't be returned. Default is false.
1139 * `next()`: returns a `pointed_thing` with exact pointing location
1140 * Returns the next thing pointed by the ray or nil.
1144 * `minetest.get_node_def(nodename)`
1145 * Returns [node definition](#node-definition) table of `nodename`
1146 * `minetest.get_item_def(itemstring)`
1147 * Returns item definition table of `itemstring`
1149 #### Node Definition
1153 has_on_construct = bool, -- Whether the node has the on_construct callback defined
1154 has_on_destruct = bool, -- Whether the node has the on_destruct callback defined
1155 has_after_destruct = bool, -- Whether the node has the after_destruct callback defined
1156 name = string, -- The name of the node e.g. "air", "default:dirt"
1157 groups = table, -- The groups of the node
1158 paramtype = string, -- Paramtype of the node
1159 paramtype2 = string, -- ParamType2 of the node
1160 drawtype = string, -- Drawtype of the node
1161 mesh = <string>, -- Mesh name if existant
1162 minimap_color = <Color>, -- Color of node on minimap *May not exist*
1163 visual_scale = number, -- Visual scale of node
1164 alpha = number, -- Alpha of the node. Only used for liquids
1165 color = <Color>, -- Color of node *May not exist*
1166 palette_name = <string>, -- Filename of palette *May not exist*
1167 palette = <{ -- List of colors
1171 waving = number, -- 0 of not waving, 1 if waving
1172 connect_sides = number, -- Used for connected nodes
1173 connects_to = { -- List of nodes to connect to
1177 post_effect_color = Color, -- Color overlayed on the screen when the player is in the node
1178 leveled = number, -- Max level for node
1179 sunlight_propogates = bool, -- Whether light passes through the block
1180 light_source = number, -- Light emitted by the block
1181 is_ground_content = bool, -- Whether caves should cut through the node
1182 walkable = bool, -- Whether the player collides with the node
1183 pointable = bool, -- Whether the player can select the node
1184 diggable = bool, -- Whether the player can dig the node
1185 climbable = bool, -- Whether the player can climb up the node
1186 buildable_to = bool, -- Whether the player can replace the node by placing a node on it
1187 rightclickable = bool, -- Whether the player can place nodes pointing at this node
1188 damage_per_second = number, -- HP of damage per second when the player is in the node
1189 liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
1190 liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
1191 liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
1192 liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
1193 liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
1194 liquid_range = <number>, -- How far the liquid flows *May not exist*
1195 drowning = bool, -- Whether the player will drown in the node
1196 floodable = bool, -- Whether nodes will be replaced by liquids (flooded)
1197 node_box = table, -- Nodebox to draw the node with
1198 collision_box = table, -- Nodebox to set the collision area
1199 selection_box = table, -- Nodebox to set the area selected by the player
1200 sounds = { -- Table of sounds that the block makes
1201 sound_footstep = SimpleSoundSpec,
1202 sound_dig = SimpleSoundSpec,
1203 sound_dug = SimpleSoundSpec
1205 legacy_facedir_simple = bool, -- Whether to use old facedir
1206 legacy_wallmounted = bool -- Whether to use old wallmounted
1210 #### Item Definition
1214 name = string, -- Name of the item e.g. "default:stone"
1215 description = string, -- Description of the item e.g. "Stone"
1216 type = string, -- Item type: "none", "node", "craftitem", "tool"
1217 inventory_image = string, -- Image in the inventory
1218 wield_image = string, -- Image in wieldmesh
1219 palette_image = string, -- Image for palette
1220 color = Color, -- Color for item
1221 wield_scale = Vector, -- Wieldmesh scale
1222 stack_max = number, -- Number of items stackable together
1223 usable = bool, -- Has on_use callback defined
1224 liquids_pointable = bool, -- Whether you can point at liquids with the item
1225 tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
1226 groups = table, -- Groups of the item
1227 sound_place = SimpleSoundSpec, -- Sound played when placed
1228 sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
1229 node_placement_prediction = string -- Node placed in client until server catches up
1234 ### Chat command definition (`register_chatcommand`)
1237 params = "<name> <privilege>", -- Short parameter description
1238 description = "Remove privilege from player", -- Full description
1239 func = function(param), -- Called when command is run.
1240 -- Returns boolean success and text output.
1245 address = "minetest.example.org", -- The domain name/IP address of a remote server or "" for a local server.
1246 ip = "203.0.113.156", -- The IP address of the server.
1247 port = 30000, -- The port the client is connected to.
1248 protocol_version = 30 -- Will not be accurate at start up as the client might not be connected to the server yet, in that case it will be 0.
1252 ### HUD Definition (`hud_add`, `hud_get`)
1255 hud_elem_type = "image", -- see HUD element types, default "text"
1256 -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
1257 position = {x=0.5, y=0.5},
1258 -- ^ Left corner position of element, default `{x=0,y=0}`.
1259 name = "<name>", -- default ""
1260 scale = {x=2, y=2}, -- default {x=0,y=0}
1261 text = "<text>", -- default ""
1262 number = 2, -- default 0
1263 item = 3, -- default 0
1264 -- ^ Selected item in inventory. 0 for no item selected.
1265 direction = 0, -- default 0
1266 -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
1267 alignment = {x=0, y=0}, -- default {x=0, y=0}
1268 -- ^ See "HUD Element Types"
1269 offset = {x=0, y=0}, -- default {x=0, y=0}
1270 -- ^ See "HUD Element Types"
1271 size = { x=100, y=100 }, -- default {x=0, y=0}
1272 -- ^ Size of element in pixels
1278 Most text can contain escape sequences, that can for example color the text.
1279 There are a few exceptions: tab headers, dropdowns and vertical labels can't.
1280 The following functions provide escape sequences:
1281 * `minetest.get_color_escape_sequence(color)`:
1282 * `color` is a [ColorString](#colorstring)
1283 * The escape sequence sets the text color to `color`
1284 * `minetest.colorize(color, message)`:
1286 `minetest.get_color_escape_sequence(color) ..
1288 minetest.get_color_escape_sequence("#ffffff")`
1289 * `minetest.get_background_escape_sequence(color)`
1290 * `color` is a [ColorString](#colorstring)
1291 * The escape sequence sets the background of the whole text element to
1292 `color`. Only defined for item descriptions and tooltips.
1293 * `minetest.strip_foreground_colors(str)`
1294 * Removes foreground colors added by `get_color_escape_sequence`.
1295 * `minetest.strip_background_colors(str)`
1296 * Removes background colors added by `get_background_escape_sequence`.
1297 * `minetest.strip_colors(str)`
1298 * Removes all color escape sequences.
1302 `#RGB` defines a color in hexadecimal format.
1304 `#RGBA` defines a color in hexadecimal format and alpha channel.
1306 `#RRGGBB` defines a color in hexadecimal format.
1308 `#RRGGBBAA` defines a color in hexadecimal format and alpha channel.
1310 Named colors are also supported and are equivalent to
1311 [CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
1312 To specify the value of the alpha channel, append `#AA` to the end of the color name
1313 (e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
1314 value must (always) be two hexadecimal digits.
1318 `{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
1322 The position field is used for all element types.
1324 To account for differing resolutions, the position coordinates are the percentage
1325 of the screen, ranging in value from `0` to `1`.
1327 The name field is not yet used, but should contain a description of what the
1328 HUD element represents. The direction field is the direction in which something
1331 `0` draws from left to right, `1` draws from right to left, `2` draws from
1332 top to bottom, and `3` draws from bottom to top.
1334 The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
1335 with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
1336 Fractional values can be used.
1338 The `offset` field specifies a pixel offset from the position. Contrary to position,
1339 the offset is not scaled to screen size. This allows for some precisely-positioned
1342 **Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
1344 Below are the specific uses for fields in each type; fields not listed for that type are ignored.
1346 **Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
1347 in the experimental stages.
1350 Displays an image on the HUD.
1352 * `scale`: The scale of the image, with 1 being the original texture size.
1353 Only the X coordinate scale is used (positive values).
1354 Negative values represent that percentage of the screen it
1355 should take; e.g. `x=-100` means 100% (width).
1356 * `text`: The name of the texture that is displayed.
1357 * `alignment`: The alignment of the image.
1358 * `offset`: offset in pixels from position.
1361 Displays text on the HUD.
1363 * `scale`: Defines the bounding rectangle of the text.
1364 A value such as `{x=100, y=100}` should work.
1365 * `text`: The text to be displayed in the HUD element.
1366 * `number`: An integer containing the RGB value of the color used to draw the text.
1367 Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
1368 * `alignment`: The alignment of the text.
1369 * `offset`: offset in pixels from position.
1372 Displays a horizontal bar made up of half-images.
1374 * `text`: The name of the texture that is used.
1375 * `number`: The number of half-textures that are displayed.
1376 If odd, will end with a vertically center-split texture.
1378 * `offset`: offset in pixels from position.
1379 * `size`: If used, will force full-image size to this value (override texture pack image size)
1382 * `text`: The name of the inventory list to be displayed.
1383 * `number`: Number of items in the inventory to be displayed.
1384 * `item`: Position of item that is selected.
1386 * `offset`: offset in pixels from position.
1389 Displays distance to selected world position.
1391 * `name`: The name of the waypoint.
1392 * `text`: Distance suffix. Can be blank.
1393 * `number:` An integer containing the RGB value of the color used to draw the text.
1394 * `world_pos`: World position of the waypoint.
1396 ### Particle definition (`add_particle`)
1399 pos = {x=0, y=0, z=0},
1400 velocity = {x=0, y=0, z=0},
1401 acceleration = {x=0, y=0, z=0},
1402 -- ^ Spawn particle at pos with velocity and acceleration
1404 -- ^ Disappears after expirationtime seconds
1406 collisiondetection = false,
1407 -- ^ collisiondetection: if true collides with physical objects
1408 collision_removal = false,
1409 -- ^ collision_removal: if true then particle is removed when it collides,
1410 -- ^ requires collisiondetection = true to have any effect
1412 -- ^ vertical: if true faces player using y axis only
1413 texture = "image.png",
1414 -- ^ Uses texture (string)
1415 animation = {Tile Animation definition},
1416 -- ^ optional, specifies how to animate the particle texture
1418 -- ^ optional, specify particle self-luminescence in darkness
1421 ### `ParticleSpawner` definition (`add_particlespawner`)
1426 -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
1427 minpos = {x=0, y=0, z=0},
1428 maxpos = {x=0, y=0, z=0},
1429 minvel = {x=0, y=0, z=0},
1430 maxvel = {x=0, y=0, z=0},
1431 minacc = {x=0, y=0, z=0},
1432 maxacc = {x=0, y=0, z=0},
1437 -- ^ The particle's properties are random values in between the bounds:
1438 -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
1439 -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
1440 collisiondetection = false,
1441 -- ^ collisiondetection: if true uses collision detection
1442 collision_removal = false,
1443 -- ^ collision_removal: if true then particle is removed when it collides,
1444 -- ^ requires collisiondetection = true to have any effect
1446 -- ^ vertical: if true faces player using y axis only
1447 texture = "image.png",
1448 -- ^ Uses texture (string)