-Minetest Lua Client Modding API Reference 0.5.0
+Minetest Lua Client Modding API Reference 5.6.0
================================================
* More information at <http://www.minetest.net/>
* Developer Wiki: <http://dev.minetest.net/>
Introduction
------------
-**WARNING: The client API is currently unstable, and may break/change without warning.**
+** WARNING: The client API is currently unstable, and may break/change without warning. **
Content and functionality can be added to Minetest 0.4.15-dev+ by using Lua
scripting in run-time loaded mods.
A mod is a self-contained bunch of scripts, textures and other related
things that is loaded by and interfaces with Minetest.
-Transfering client-sided mods form the server to the client is planned, but not implemented yet.
+Transferring client-sided mods from the server to the client is planned, but not implemented yet.
If you see a deficiency in the API, feel free to attempt to add the
functionality in the engine and API. You can send such improvements as
Mods are loaded during client startup from the mod load paths by running
the `init.lua` scripts in a shared environment.
+In order to load client-side mods, the following conditions need to be satisfied:
+
+1) `$path_user/minetest.conf` contains the setting `enable_client_modding = true`
+
+2) The client-side mod located in `$path_user/clientmods/<modname>` is added to
+ `$path_user/clientmods/mods.conf` as `load_mod_<modname> = true`.
+
+Note: Depending on the remote server's settings, client-side mods might not
+be loaded or have limited functionality. See setting `csm_restriction_flags` for reference.
+
Paths
-----
* `RUN_IN_PLACE=1` (Windows release, local build)
- * `$path_user`:
- * Linux: `<build directory>`
- * Windows: `<build directory>`
- * `$path_share`
- * Linux: `<build directory>`
- * Windows: `<build directory>`
+ * `$path_user`: `<build directory>`
+ * `$path_share`: `<build directory>`
* `RUN_IN_PLACE=0`: (Linux release)
- * `$path_share`
+ * `$path_share`:
* Linux: `/usr/share/minetest`
* Windows: `<install directory>/minetest-0.4.x`
* `$path_user`:
Modpack support
----------------
-**NOTE: Not implemented yet.**
Mods can be put in a subdirectory, if the parent directory, which otherwise
-should be a mod, contains a file named `modpack.txt`. This file shall be
-empty, except for lines starting with `#`, which are comments.
+should be a mod, contains a file named `modpack.conf`.
+The file is a key-value store of modpack details.
+
+* `name`: The modpack name.
+* `description`: Description of mod to be shown in the Mods tab of the main
+ menu.
Mod directory structure
------------------------
clientmods
├── modname
- | ├── depends.txt
- | ├── init.lua
+ │ ├── mod.conf
+ │ ├── init.lua
└── another
### modname
+
The location of this directory.
-### depends.txt
-List of mods that have to be loaded before loading this mod.
+### mod.conf
-A single line contains a single modname.
+An (optional) settings file that provides meta information about the mod.
-Optional dependencies can be defined by appending a question mark
-to a single modname. Their meaning is that if the specified mod
-is missing, that does not prevent this mod from being loaded.
+* `name`: The mod name. Allows Minetest to determine the mod name even if the
+ folder is wrongly named.
+* `description`: Description of mod to be shown in the Mods tab of the main
+ menu.
+* `depends`: A comma separated list of dependencies. These are mods that must be
+ loaded before this mod.
+* `optional_depends`: A comma separated list of optional dependencies.
+ Like a dependency, but no error if the mod doesn't exist.
+
+### `init.lua`
-### init.lua
The main Lua script. Running this script should register everything it
wants to register. Subsequent execution depends on minetest calling the
registered callbacks.
-`minetest.setting_get(name)` and `minetest.setting_getbool(name)` can be used
-to read custom or existing settings at load time, if necessary.
-
-### `sounds`
-Media files (sounds) that will be transferred to the
-client and will be available for use by the mod.
+**NOTE**: Client mods currently can't provide textures, sounds, or models by
+themselves. Any media referenced in function calls must already be loaded
+(provided by mods that exist on the server).
Naming convention for registered textual names
----------------------------------------------
Sounds
------
-**NOTE: max_hear_distance and connecting to objects is not implemented.**
+**NOTE: Connecting sounds to objects is not implemented.**
Only Ogg Vorbis files are supported.
{
pos = {x = 1, y = 2, z = 3},
gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
}
-- Play connected to an object, looped
{
object = <an ObjectRef>,
gain = 1.0, -- default
- max_hear_distance = 32, -- default, uses an euclidean metric
loop = true,
}
* Converts a string representing an area box into two positions
* `minetest.is_yes(arg)`
* returns whether `arg` can be interpreted as yes
+* `minetest.is_nan(arg)`
+ * returns true when the passed number represents NaN.
* `table.copy(table)`: returns a table
* returns a deep copy of `table`
### Utilities
* `minetest.get_current_modname()`: returns the currently loading mod's name, when we are loading a mod
-* `minetest.get_language()`: returns the currently set gettext language.
+* `minetest.get_modpath(modname)`: returns virtual path of given mod including
+ the trailing separator. This is useful to load additional Lua files
+ contained in your mod:
+ e.g. `dofile(minetest.get_modpath(minetest.get_current_modname()) .. "stuff.lua")`
+* `minetest.get_language()`: returns two strings
+ * the current gettext locale
+ * the current language code (the same as used for client-side translations)
* `minetest.get_version()`: returns a table containing components of the
engine version. Components:
* `project`: Name of the project, eg, "Minetest"
* `hash`: Full git version (only set if available), eg, "1.2.3-dev-01234567-dirty"
Use this for informational purposes only. The information in the returned
table does not represent the capabilities of the engine, nor is it
- reliable or verifyable. Compatible forks will have a different name and
+ reliable or verifiable. Compatible forks will have a different name and
version entirely. To check for the presence of engine features, test
whether the functions exported by the wanted features exist. For example:
`if minetest.check_for_falling then ... end`.
* `minetest.sha1(data, [raw])`: returns the sha1 hash of data
* `data`: string of data to hash
* `raw`: return raw bytes instead of hex digits, default: false
+* `minetest.colorspec_to_colorstring(colorspec)`: Converts a ColorSpec to a
+ ColorString. If the ColorSpec is invalid, returns `nil`.
+ * `colorspec`: The ColorSpec to convert
+* `minetest.get_csm_restrictions()`: returns a table of `Flags` indicating the
+ restrictions applied to the current mod.
+ * If a flag in this table is set to true, the feature is RESTRICTED.
+ * Possible flags: `load_client_mods`, `chat_messages`, `read_itemdefs`,
+ `read_nodedefs`, `lookup_nodes`, `read_playerinfo`
### Logging
* `minetest.debug(...)`
### Global callback registration functions
Call these functions only at load time!
-* `minetest.register_globalstep(func(dtime))`
+* `minetest.register_globalstep(function(dtime))`
* Called every client environment step, usually interval of 0.1s
-* `minetest.register_on_shutdown(func())`
+* `minetest.register_on_mods_loaded(function())`
+ * Called just after mods have finished loading.
+* `minetest.register_on_shutdown(function())`
* Called before client shutdown
* **Warning**: If the client terminates abnormally (i.e. crashes), the registered
callbacks **will likely not be run**. Data should be saved at
semi-frequent intervals as well as on server shutdown.
-* `minetest.register_on_connect(func())`
- * Called at the end of client connection (when player is loaded onto map)
-* `minetest.register_on_receiving_chat_message(func(message))`
+* `minetest.register_on_receiving_chat_message(function(message))`
* Called always when a client receive a message
* Return `true` to mark the message as handled, which means that it will not be shown to chat
-* `minetest.register_on_sending_chat_message(func(message))`
+* `minetest.register_on_sending_chat_message(function(message))`
* Called always when a client send a message from chat
* Return `true` to mark the message as handled, which means that it will not be sent to server
* `minetest.register_chatcommand(cmd, chatcommand definition)`
* Adds definition to minetest.registered_chatcommands
* `minetest.unregister_chatcommand(name)`
* Unregisters a chatcommands registered with register_chatcommand.
-* `minetest.register_on_death(func())`
+* `minetest.register_on_chatcommand(function(command, params))`
+ * Called always when a chatcommand is triggered, before `minetest.registered_chatcommands`
+ is checked to see if that the command exists, but after the input is parsed.
+ * Return `true` to mark the command as handled, which means that the default
+ handlers will be prevented.
+* `minetest.register_on_death(function())`
* Called when the local player dies
-* `minetest.register_on_hp_modification(func(hp))`
+* `minetest.register_on_hp_modification(function(hp))`
* Called when server modified player's HP
-* `minetest.register_on_damage_taken(func(hp))`
+* `minetest.register_on_damage_taken(function(hp))`
* Called when the local player take damages
-* `minetest.register_on_formspec_input(func(formname, fields))`
+* `minetest.register_on_formspec_input(function(formname, fields))`
* Called when a button is pressed in the local player's inventory form
* Newest functions are called first
* If function returns `true`, remaining functions are not called
-* `minetest.register_on_dignode(func(pos, node))`
+* `minetest.register_on_dignode(function(pos, node))`
* Called when the local player digs a node
* Newest functions are called first
* If any function returns true, the node isn't dug
-* `minetest.register_on_punchnode(func(pos, node))`
+* `minetest.register_on_punchnode(function(pos, node))`
* Called when the local player punches a node
* Newest functions are called first
* If any function returns true, the punch is ignored
* `minetest.register_on_placenode(function(pointed_thing, node))`
* Called when a node has been placed
-* `minetest.register_on_item_use(func(item, pointed_thing))`
+* `minetest.register_on_item_use(function(item, pointed_thing))`
* Called when the local player uses an item.
* Newest functions are called first.
* If any function returns true, the item use is not sent to server.
-* `minetest.register_on_modchannel_message(func(channel_name, sender, message))`
+* `minetest.register_on_modchannel_message(function(channel_name, sender, message))`
* Called when an incoming mod channel message is received
* You must have joined some channels before, and server must acknowledge the
join request.
* If message comes from a server mod, `sender` field is an empty string.
-* `minetest.register_on_modchannel_signal(func(channel_name, signal))`
+* `minetest.register_on_modchannel_signal(function(channel_name, signal))`
* Called when a valid incoming mod channel signal is received
* Signal id permit to react to server mod channel events
* Possible values are:
3: leave_failed
4: event_on_not_joined_channel
5: state_changed
-* `minetest.register_on_inventory_open(func(inventory))`
+* `minetest.register_on_inventory_open(function(inventory))`
* Called when the local player open inventory
* Newest functions are called first
* If any function returns true, inventory doesn't open
* `spec` is a `SimpleSoundSpec`
* `parameters` is a sound parameter table
* `minetest.sound_stop(handle)`
+ * `handle` is a handle returned by `minetest.sound_play`
+* `minetest.sound_fade(handle, step, gain)`
+ * `handle` is a handle returned by `minetest.sound_play`
+ * `step` determines how fast a sound will fade.
+ Negative step will lower the sound volume, positive step will increase
+ the sound volume.
+ * `gain` the target gain for the fade.
### Timing
* `minetest.after(time, func, ...)`
* Optional: Variable number of arguments that are passed to `func`
* `minetest.get_us_time()`
* Returns time with microsecond precision. May not return wall time.
-* `minetest.get_day_count()`
- * Returns number days elapsed since world was created, accounting for time changes.
* `minetest.get_timeofday()`
* Returns the time of day: `0` for midnight, `0.5` for midday
* `minetest.get_node_or_nil(pos)`
* Returns the node at the given position as table in the format
`{name="node_name", param1=0, param2=0}`, returns `nil`
- for unloaded areas or flavour limited areas.
+ for unloaded areas or flavor limited areas.
+* `minetest.get_node_light(pos, timeofday)`
+ * Gets the light value at the given position. Note that the light value
+ "inside" the node at the given position is returned, so you usually want
+ to get the light value of a neighbor.
+ * `pos`: The position where to measure the light.
+ * `timeofday`: `nil` for current time, `0` for night, `0.5` for day
+ * Returns a number between `0` and `15` or `nil`
* `minetest.find_node_near(pos, radius, nodenames, [search_center])`: returns pos or `nil`
* `radius`: using a maximum metric
* `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
* `search_center` is an optional boolean (default: `false`)
If true `pos` is also checked for the nodes
+* `minetest.find_nodes_in_area(pos1, pos2, nodenames, [grouped])`
+ * `pos1` and `pos2` are the min and max positions of the area to search.
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+ * If `grouped` is true the return value is a table indexed by node name
+ which contains lists of positions.
+ * If `grouped` is false or absent the return values are as follows:
+ first value: Table with all node positions
+ second value: Table with the count of each node with the node name
+ as index
+ * Area volume is limited to 4,096,000 nodes
+* `minetest.find_nodes_in_area_under_air(pos1, pos2, nodenames)`: returns a
+ list of positions.
+ * `nodenames`: e.g. `{"ignore", "group:tree"}` or `"default:dirt"`
+ * Return value: Table with all node positions with a node air above
+ * Area volume is limited to 4,096,000 nodes
+* `minetest.line_of_sight(pos1, pos2)`: returns `boolean, pos`
+ * Checks if there is anything other than air between pos1 and pos2.
+ * Returns false if something is blocking the sight.
+ * Returns the position of the blocking node when `false`
+ * `pos1`: First position
+ * `pos2`: Second position
+* `minetest.raycast(pos1, pos2, objects, liquids)`: returns `Raycast`
+ * Creates a `Raycast` object.
+ * `pos1`: start of the ray
+ * `pos2`: end of the ray
+ * `objects`: if false, only nodes will be returned. Default is `true`.
+ * `liquids`: if false, liquid nodes won't be returned. Default is `false`.
+
+* `minetest.find_nodes_with_meta(pos1, pos2)`
+ * Get a table of positions of nodes that have metadata within a region
+ {pos1, pos2}.
* `minetest.get_meta(pos)`
* Get a `NodeMetaRef` at that position
* `minetest.get_node_level(pos)`
* get max available level for leveled node
### Player
-* `minetest.get_wielded_item()`
- * Returns the itemstack the local player is holding
* `minetest.send_chat_message(message)`
* Act as if `message` was typed by the player into the terminal.
* `minetest.run_server_chatcommand(cmd, param)`
### Privileges
* `minetest.get_privilege_list()`
- * Returns a list of privileges the currect player has in the format `{priv1=true,...}`
+ * Returns a list of privileges the current player has in the format `{priv1=true,...}`
* `minetest.string_to_privs(str)`: returns `{priv1=true,...}`
* `minetest.privs_to_string(privs)`: returns `"priv1,priv2,..."`
* Convert between two privilege representations
### Client Environment
* `minetest.get_player_names()`
- * Returns list of player names on server
+ * Returns list of player names on server (nil if CSM_RF_READ_PLAYERINFO is enabled by server)
* `minetest.disconnect()`
* Disconnect from the server and exit to main menu.
* Returns `false` if the client is already disconnecting otherwise returns `true`.
-* `minetest.take_screenshot()`
- * Take a screenshot.
* `minetest.get_server_info()`
* Returns [server info](#server-info).
* `minetest.send_respawn()`
* Client joins channel `channel_name`, and creates it, if necessary. You
should listen from incoming messages with `minetest.register_on_modchannel_message`
call to receive incoming messages. Warning, this function is asynchronous.
- * You should use a minetest.register_on_connect(function() ... end) to perform
- a successful channel join on client startup.
+
+### Particles
+* `minetest.add_particle(particle definition)`
+
+* `minetest.add_particlespawner(particlespawner definition)`
+ * Add a `ParticleSpawner`, an object that spawns an amount of particles over `time` seconds
+ * Returns an `id`, and -1 if adding didn't succeed
+
+* `minetest.delete_particlespawner(id)`
+ * Delete `ParticleSpawner` with `id` (return value from `minetest.add_particlespawner`)
### Misc.
* `minetest.parse_json(string[, nullvalue])`: returns something
* Example: `minetest.rgba(10, 20, 30, 40)`, returns `"#0A141E28"`
* `minetest.encode_base64(string)`: returns string encoded in base64
* Encodes a string in base64.
-* `minetest.decode_base64(string)`: returns string
+* `minetest.decode_base64(string)`: returns string or nil on failure
+ * Padding characters are only supported starting at version 5.4.0, where
+ 5.5.0 and newer perform proper checks.
* Decodes a string encoded in base64.
* `minetest.gettext(string)` : returns string
* look up the translation of a string in the gettext message catalog
* No more incoming or outgoing messages can be sent to this channel from client mods.
* This invalidate all future object usage
* Ensure your set mod_channel to nil after that to free Lua resources
-* `is_writeable()`: returns true if channel is writeable and mod can send over it.
+* `is_writeable()`: returns true if channel is writable and mod can send over it.
* `send_all(message)`: Send `message` though the mod channel.
- * If mod channel is not writeable or invalid, message will be dropped.
+ * If mod channel is not writable or invalid, message will be dropped.
* Message size is limited to 65535 characters by protocol.
### Minimap
* `get_shape()`: Gets the minimap shape. (0 = square, 1 = round)
### Camera
-An interface to get or set information about the camera and cameranode.
+An interface to get or set information about the camera and camera-node.
Please do not try to access the reference until the camera is initialized, otherwise the reference will be nil.
#### Methods
* `set_camera_mode(mode)`
* Pass `0` for first-person, `1` for third person, and `2` for third person front
* `get_camera_mode()`
- * Returns with same syntax as above
+ * Returns 0, 1, or 2 as described above
* `get_fov()`
- * Returns:
+ * Returns a table with X, Y, maximum and actual FOV in degrees:
```lua
{
* Returns aspect ratio of screen
### LocalPlayer
-An interface to retrieve information about the player. The player is
-not accessible until the client is fully done loading and therefore
-not at module init time.
-
-To get the localplayer handle correctly, use `on_connect()` as follows:
-
-```lua
-local localplayer
-minetest.register_on_connect(function()
- localplayer = minetest.localplayer
-end)
-```
+An interface to retrieve information about the player.
+This object will only be available after the client is initialized. Earlier accesses will yield a `nil` value.
Methods:
* returns player HP
* `get_name()`
* returns player name
+* `get_wield_index()`
+ * returns the index of the wielded item
+* `get_wielded_item()`
+ * returns the itemstack the player is holding
* `is_attached()`
* returns true if player is attached
* `is_touching_ground()`
* returns true if player is in a liquid (This oscillates so that the player jumps a bit above the surface)
* `is_in_liquid_stable()`
* returns true if player is in a stable liquid (This is more stable and defines the maximum speed of the player)
-* `get_liquid_viscosity()`
- * returns liquid viscosity (Gets the viscosity of liquid to calculate friction)
+* `get_move_resistance()`
+ * returns move resistance of current node, the higher the slower the player moves
* `is_climbing()`
* returns true if player is climbing
* `swimming_vertical()`
jump = float,
gravity = float,
sneak = boolean,
- sneak_glitch = boolean
+ sneak_glitch = boolean,
+ new_move = boolean,
}
```
* returns last look horizontal angle
* `get_last_look_vertical()`:
* returns last look vertical angle
-* `get_key_pressed()`:
- * returns last key typed by the player
+* `get_control()`:
+ * returns pressed player controls
+
+```lua
+ {
+ up = boolean,
+ down = boolean,
+ left = boolean,
+ right = boolean,
+ jump = boolean,
+ aux1 = boolean,
+ sneak = boolean,
+ zoom = boolean,
+ dig = boolean,
+ place = boolean,
+ }
+```
+
+* `get_armor_groups()`
+ * returns a table with the armor group ratings
+* `hud_add(definition)`
+ * add a HUD element described by HUD def, returns ID number on success and `nil` on failure.
+ * See [`HUD definition`](#hud-definition-hud_add-hud_get)
+* `hud_get(id)`
+ * returns the [`definition`](#hud-definition-hud_add-hud_get) of the HUD with that ID number or `nil`, if non-existent.
+* `hud_remove(id)`
+ * remove the HUD element of the specified id, returns `true` on success
+* `hud_change(id, stat, value)`
+ * change a value of a previously added HUD element
+ * element `stat` values: `position`, `name`, `scale`, `text`, `number`, `item`, `dir`
+ * Returns `true` on success, otherwise returns `nil`
### Settings
An interface to read config files in the format of `minetest.conf`.
* `fields`: key-value storage
* `inventory`: `{list1 = {}, ...}}`
+### `Raycast`
+
+A raycast on the map. It works with selection boxes.
+Can be used as an iterator in a for loop as:
+
+ local ray = Raycast(...)
+ for pointed_thing in ray do
+ ...
+ end
+
+The map is loaded as the ray advances. If the map is modified after the
+`Raycast` is created, the changes may or may not have an effect on the object.
+
+It can be created via `Raycast(pos1, pos2, objects, liquids)` or
+`minetest.raycast(pos1, pos2, objects, liquids)` where:
+
+* `pos1`: start of the ray
+* `pos2`: end of the ray
+* `objects`: if false, only nodes will be returned. Default is true.
+* `liquids`: if false, liquid nodes won't be returned. Default is false.
+
+#### Methods
+
+* `next()`: returns a `pointed_thing` with exact pointing location
+ * Returns the next thing pointed by the ray or nil.
+
-----------------
### Definitions
* `minetest.get_node_def(nodename)`
liquid_type = <string>, -- A string containing "none", "flowing", or "source" *May not exist*
liquid_alternative_flowing = <string>, -- Alternative node for liquid *May not exist*
liquid_alternative_source = <string>, -- Alternative node for liquid *May not exist*
- liquid_viscosity = <number>, -- How fast the liquid flows *May not exist*
+ liquid_viscosity = <number>, -- How slow the liquid flows *May not exist*
liquid_renewable = <boolean>, -- Whether the liquid makes an infinite source *May not exist*
liquid_range = <number>, -- How far the liquid flows *May not exist*
drowning = bool, -- Whether the player will drown in the node
},
legacy_facedir_simple = bool, -- Whether to use old facedir
legacy_wallmounted = bool -- Whether to use old wallmounted
+ move_resistance = <number>, -- How slow players can move through the node *May not exist*
}
```
stack_max = number, -- Number of items stackable together
usable = bool, -- Has on_use callback defined
liquids_pointable = bool, -- Whether you can point at liquids with the item
- tool_capabilities = <table>, -- If the item is a tool, tool capabiltites of the item
+ tool_capabilities = <table>, -- If the item is a tool, tool capabilities of the item
groups = table, -- Groups of the item
sound_place = SimpleSoundSpec, -- Sound played when placed
sound_place_failed = SimpleSoundSpec, -- Sound played when placement failed
}
```
+### HUD Definition (`hud_add`, `hud_get`)
+```lua
+ {
+ hud_elem_type = "image", -- see HUD element types, default "text"
+ -- ^ type of HUD element, can be either of "image", "text", "statbar", or "inventory"
+ position = {x=0.5, y=0.5},
+ -- ^ Left corner position of element, default `{x=0,y=0}`.
+ name = "<name>", -- default ""
+ scale = {x=2, y=2}, -- default {x=0,y=0}
+ text = "<text>", -- default ""
+ number = 2, -- default 0
+ item = 3, -- default 0
+ -- ^ Selected item in inventory. 0 for no item selected.
+ direction = 0, -- default 0
+ -- ^ Direction: 0: left-right, 1: right-left, 2: top-bottom, 3: bottom-top
+ alignment = {x=0, y=0}, -- default {x=0, y=0}
+ -- ^ See "HUD Element Types"
+ offset = {x=0, y=0}, -- default {x=0, y=0}
+ -- ^ See "HUD Element Types"
+ size = { x=100, y=100 }, -- default {x=0, y=0}
+ -- ^ Size of element in pixels
+ style = 0,
+ -- ^ For "text" elements sets font style: bitfield with 1 = bold, 2 = italic, 4 = monospace
+ }
+```
+
Escape sequences
----------------
Most text can contain escape sequences, that can for example color the text.
Named colors are also supported and are equivalent to
[CSS Color Module Level 4](http://dev.w3.org/csswg/css-color/#named-colors).
-To specify the value of the alpha channel, append `#AA` to the end of the color name
-(e.g. `colorname#08`). For named colors the hexadecimal string representing the alpha
-value must (always) be two hexadecimal digits.
+To specify the value of the alpha channel, append `#A` or `#AA` to the end of
+the color name (e.g. `colorname#08`).
`Color`
-------------
`{a = alpha, r = red, g = green, b = blue}` defines an ARGB8 color.
+
+HUD element types
+-----------------
+The position field is used for all element types.
+
+To account for differing resolutions, the position coordinates are the percentage
+of the screen, ranging in value from `0` to `1`.
+
+The name field is not yet used, but should contain a description of what the
+HUD element represents. The direction field is the direction in which something
+is drawn.
+
+`0` draws from left to right, `1` draws from right to left, `2` draws from
+top to bottom, and `3` draws from bottom to top.
+
+The `alignment` field specifies how the item will be aligned. It ranges from `-1` to `1`,
+with `0` being the center, `-1` is moved to the left/up, and `1` is to the right/down.
+Fractional values can be used.
+
+The `offset` field specifies a pixel offset from the position. Contrary to position,
+the offset is not scaled to screen size. This allows for some precisely-positioned
+items in the HUD.
+
+**Note**: `offset` _will_ adapt to screen DPI as well as user defined scaling factor!
+
+Below are the specific uses for fields in each type; fields not listed for that type are ignored.
+
+**Note**: Future revisions to the HUD API may be incompatible; the HUD API is still
+in the experimental stages.
+
+### `image`
+Displays an image on the HUD.
+
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `offset`: offset in pixels from position.
+
+### `text`
+Displays text on the HUD.
+
+* `scale`: Defines the bounding rectangle of the text.
+ A value such as `{x=100, y=100}` should work.
+* `text`: The text to be displayed in the HUD element.
+* `number`: An integer containing the RGB value of the color used to draw the text.
+ Specify `0xFFFFFF` for white text, `0xFF0000` for red, and so on.
+* `alignment`: The alignment of the text.
+* `offset`: offset in pixels from position.
+
+### `statbar`
+Displays a horizontal bar made up of half-images.
+
+* `text`: The name of the texture that is used.
+* `number`: The number of half-textures that are displayed.
+ If odd, will end with a vertically center-split texture.
+* `direction`
+* `offset`: offset in pixels from position.
+* `size`: If used, will force full-image size to this value (override texture pack image size)
+
+### `inventory`
+* `text`: The name of the inventory list to be displayed.
+* `number`: Number of items in the inventory to be displayed.
+* `item`: Position of item that is selected.
+* `direction`
+* `offset`: offset in pixels from position.
+
+### `waypoint`
+
+Displays distance to selected world position.
+
+* `name`: The name of the waypoint.
+* `text`: Distance suffix. Can be blank.
+* `precision`: Waypoint precision, integer >= 0. Defaults to 10.
+ If set to 0, distance is not shown. Shown value is `floor(distance*precision)/precision`.
+ When the precision is an integer multiple of 10, there will be `log_10(precision)` digits after the decimal point.
+ `precision = 1000`, for example, will show 3 decimal places (eg: `0.999`).
+ `precision = 2` will show multiples of `0.5`; precision = 5 will show multiples of `0.2` and so on:
+ `precision = n` will show multiples of `1/n`
+* `number:` An integer containing the RGB value of the color used to draw the
+ text.
+* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
+* `alignment`: The alignment of the waypoint.
+
+### `image_waypoint`
+
+Same as `image`, but does not accept a `position`; the position is instead determined by `world_pos`, the world position of the waypoint.
+
+* `scale`: The scale of the image, with 1 being the original texture size.
+ Only the X coordinate scale is used (positive values).
+ Negative values represent that percentage of the screen it
+ should take; e.g. `x=-100` means 100% (width).
+* `text`: The name of the texture that is displayed.
+* `alignment`: The alignment of the image.
+* `world_pos`: World position of the waypoint.
+* `offset`: offset in pixels from position.
+
+### Particle definition (`add_particle`)
+
+ {
+ pos = {x=0, y=0, z=0},
+ velocity = {x=0, y=0, z=0},
+ acceleration = {x=0, y=0, z=0},
+ -- ^ Spawn particle at pos with velocity and acceleration
+ expirationtime = 1,
+ -- ^ Disappears after expirationtime seconds
+ size = 1,
+ collisiondetection = false,
+ -- ^ collisiondetection: if true collides with physical objects
+ collision_removal = false,
+ -- ^ collision_removal: if true then particle is removed when it collides,
+ -- ^ requires collisiondetection = true to have any effect
+ vertical = false,
+ -- ^ vertical: if true faces player using y axis only
+ texture = "image.png",
+ -- ^ Uses texture (string)
+ animation = {Tile Animation definition},
+ -- ^ optional, specifies how to animate the particle texture
+ glow = 0
+ -- ^ optional, specify particle self-luminescence in darkness
+ }
+
+### `ParticleSpawner` definition (`add_particlespawner`)
+
+ {
+ amount = 1,
+ time = 1,
+ -- ^ If time is 0 has infinite lifespan and spawns the amount on a per-second base
+ minpos = {x=0, y=0, z=0},
+ maxpos = {x=0, y=0, z=0},
+ minvel = {x=0, y=0, z=0},
+ maxvel = {x=0, y=0, z=0},
+ minacc = {x=0, y=0, z=0},
+ maxacc = {x=0, y=0, z=0},
+ minexptime = 1,
+ maxexptime = 1,
+ minsize = 1,
+ maxsize = 1,
+ -- ^ The particle's properties are random values in between the bounds:
+ -- ^ minpos/maxpos, minvel/maxvel (velocity), minacc/maxacc (acceleration),
+ -- ^ minsize/maxsize, minexptime/maxexptime (expirationtime)
+ collisiondetection = false,
+ -- ^ collisiondetection: if true uses collision detection
+ collision_removal = false,
+ -- ^ collision_removal: if true then particle is removed when it collides,
+ -- ^ requires collisiondetection = true to have any effect
+ vertical = false,
+ -- ^ vertical: if true faces player using y axis only
+ texture = "image.png",
+ -- ^ Uses texture (string)
+ }