Difference between revisions of "Lua"

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(Game: Documented functions thoroughly.)
(Particles: Documented functions more thoroughlyt)
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===  tpt.reset_spark  ===
 
===  tpt.reset_spark  ===
Removes electrified wires from the simulation, resetting to the original material
 
  
 
<code>tpt.reset_spark()</code>
 
<code>tpt.reset_spark()</code>
 +
 +
Turns every SPRK back into its original metal, also resetting the original metal's life and ctype to 0.
 +
 +
  
 
===  tpt.set_property  ===
 
===  tpt.set_property  ===
Set various properties of particles for given criteria, 8 overloads
 
  
<code>
+
<code>tpt.set_property(string property, mixed value, number index, string type)</code>
tpt.set_property(string property, object value)
+
 
 +
<code>tpt.set_property(string property, mixed value, number x, number y, number width, number height, string type)</code>
 +
 
 +
Set various properties of particles. Or a rectangle of particles. Or a rectangle, except only applying for one type.
 +
 
 +
Since you've got here, you probably know what all of these goshdarned ''properties'' are for. If not however, visit [[http://boxmein.x10.mx/tptelements/lua-reference.html#particles]]. Shortly, the various properties you can set are: '''type, life, ctype, x, y, vx, vy, temp, pavg, flags, tmp, tmp2, dcolour'''.
 +
 
 +
The function signature depends on what you actually want to modify.
 +
 
 +
A type of particle: <br>
 +
<code>tpt.set_property(string property, mixed value, string type)</code>
 +
 
 +
A single particle at location (x, y): <br>
 +
<code>tpt.set_property(string property, mixed value, number x, number y)</code>
 +
 
 +
A rectangle starting from the top-left coordinate (x,y) with width and height: <br>
 +
<code>tpt.set_property(property, value, x, y, width, height)</code>
  
tpt.set_property(string property, object value, string type)
+
A rectangle starting from the top-left coordinate (x,y) with width and height, except only apply to a single type :<br><code>tpt.set_property(property, value, x, y, width, height, type)</code>
  
tpt.set_property(string property, object value, number index)
 
  
tpt.set_property(string property, object value, number index, string type)
+
'''Examples: '''
  
tpt.set_property(string property, object value, number x, number y)
+
Make all VIBR explode: <code>tpt.set_property("life", 5, "VIBR")</code>
  
tpt.set_property(string property, object value, number x, number y, string type)
+
Make the particle at (100, 100) become really hot: <code>tpt.set_property("temp", 1e5, 100, 100)</code>
  
tpt.set_property(string property, object value, number x, number y, number width, number height)
+
Make all VIBR explode in the rectangle (x 100, y 100, width 200, height 200):
  
tpt.set_property(string property, object value, number x, number y, number width, number height, string type)
+
<code>tpt.set_property("life", 5, 100, 100, 200, 200, "VIBR")</code>
</code>
 
  
===  object tpt.get_property  ===
+
===  tpt.get_property  ===
Get various properties of a particle. Returns an ''object''
 
  
<code>
+
<code>tpt.get_property(string property, number x, number y)</code>
tpt.get_property(string property, number index)
+
 
 +
<code>tpt.get_property(string property, number index)</code>
 +
 
 +
Get some property of a particle.
 +
 
 +
Since you've got here, you probably know what all of these are for. If not however, [[http://boxmein.x10.mx/tptelements/lua-reference.html#particles]]. The various properties you can have returned are: '''type, life, ctype, x, y, vx, vy, temp, pavg, flags, tmp, tmp2, dcolour'''.
 +
 
 +
'''Examples:'''
 +
 
 +
Get the type of a particle at (10, 10): <code>tpt.get_property("type", 10, 10)</code>
 +
 
 +
Get the deco colour of a particle at #5: <code>tpt.get_property("dcolour", 5)</code>
  
tpt.get_property(string property, number x, number y)
 
</code>
 
  
 
===  tpt.create  ===
 
===  tpt.create  ===
Create a particle at location.
 
  
 
<code>tpt.create(number x, number y, string type)</code>
 
<code>tpt.create(number x, number y, string type)</code>
  
Returns the index of the newly created particle.
+
Creates a particle at a given location.
 +
 
 +
Returns the index (#) of the particle it created. Things like BRAY should rather be created using tpt.create than with setting the "type" property, since this sets up some default properties, like what life or tmp it is created at. This ensures that the particle is created the same way it'd be created when drawing with the mouse.
 +
 
 +
 
  
 
===  tpt.delete  ===
 
===  tpt.delete  ===
Delete a specific particle, or location.
 
  
<code>
+
<code>tpt.delete(number index)</code>
tpt.delete(number index)
 
  
tpt.delete(number x, number y)
+
<code>tpt.delete(number x, number y)</code>
</code>
+
 
 +
Deletes a particle specified by either the index or the location.
 +
 
 +
 
 +
--------
  
 
===  tpt.start_getPartIndex  ===
 
===  tpt.start_getPartIndex  ===
Start the iterator for receiving all indices of the particles. (Used to help get particle indices, see tpt.next_getPartIndex)
 
  
 
<code>tpt.start_getPartIndex()</code>
 
<code>tpt.start_getPartIndex()</code>
  
===  boolean tpt.next_getPartIndex  ===
+
Prepares TPT to iterate in an odd way over every particle. See the code example below.
Jump to the next available particle index. Returns false if the iterator has reached the end of all particle indecies. Returns true if a new index was available. (Used to help get particle indecies, see tpt.getPartIndex)
+
 
 +
 
 +
 
 +
===  tpt.next_getPartIndex  ===
  
 
<code>tpt.next_getPartIndex()</code>
 
<code>tpt.next_getPartIndex()</code>
  
===  number tpt.getPartIndex  ===
+
Gets the next particle index, tells tpt.getPartIndex() what it is and then returns true if we can call it again. Perfect for use inside while loops.
Get the current index iterator.
+
 
 +
 
 +
 
 +
===  tpt.getPartIndex  ===
  
 
<code>tpt.getPartIndex()</code>
 
<code>tpt.getPartIndex()</code>
  
index code example:
+
Gets the next particle index which is guaranteed to be a valid particle.
 +
 
 +
For example, after a bit of playing, you might have two particles with indexes #0 and #2, but no particle with index #1, so combining the above three functions will get you valid particles all the time.
 +
 
 +
 
 +
 
 +
Example for how to use the above three functions:  
 
<pre>
 
<pre>
 
     tpt.start_getPartIndex()
 
     tpt.start_getPartIndex()
Line 515: Line 555:
 
     end
 
     end
 
</pre>
 
</pre>
 +
 +
  
 
===  number tpt.get_numOfParts  ===
 
===  number tpt.get_numOfParts  ===
*Returns the number of particles currently on the screen.
+
 
 +
Returns the number of particles currently on the screen.
  
 
<code>tpt.get_numOfParts()</code>
 
<code>tpt.get_numOfParts()</code>
 
  
 
==  Drawing  ==
 
==  Drawing  ==

Revision as of 17:25, 30 January 2014

You may open the Lua Console by hitting the [`] key. (Also known as the tilde [~] key, or the [¬] key) click here to view key


BEFORE YOU FRET, YOU CAN STILL USE OLD COMMANDS. JUST PLACE AN '!' (without quotes) BEFORE THE COMMAND IN THE CONSOLE

!set type dust metl

The equivalent command in TPT's Lua is tpt.set_property("type", "metl", "dust") (see lua#tpt.set_property )

But, try to learn the Lua interface. It may be a lot more useful to you than you think. This wiki does not teach you the Lua language. This is simply an API. But, you may research Lua on your own. If you're a beginner, look at this: http://www.lua.org/pil/ . If more advanced, a list of all the functions is here: http://www.lua.org/manual/5.1/


The new Lua Console now provides the ability to create scripts using Lua, a very simple scripting language.

With the ability to script with Lua, users are now able to create simple modifications to the game without editing source code easily.

This tutorial shows how to run a script

Variable Types

The different variable types are:


  • 'string'

Represents a word, character, or phrase. 'string' variables must begin and end with double-quotes. (")

Example: local str = "This is a string variable."


  • 'number'

Represents a number. Numbers may be floating-point or fixed-point types (meaning they may have decimals [floating-point] or may be numbers with no fraction [fixed-point].)

Example: local num = 1234


  • 'boolean'

Represents a switch that is either on (true) or off (false).

Example: local bool = true


  • 'function'

Represents a method or function in lua.

Example: function func(arguments)

NOTE: Functions that use a 'function' as an argument do not include the () at the end. Only the name must be given.


  • 'table'

Tables are a group of variables. Tables can also act as an array. Tables can carry any type of variables, and can even mix different types of variables.

Example: local tbl = {}

This creates a blank table.


Example: local tbl = {1, 2, 3, "string"}

Creates a table with the elements 1, 2, 3 and "string".

You can call these variables in this manner:


 tbl[1] --returns 1
 tbl[2] --returns 2
 tbl[3] --returns 3
 tbl[4] --returns "string"


Example:

 local tbl = {}
 tbl.x = 7
 tbl.y = 5
 tbl.str = "this is a string"
 tbl.sqr = function(v) return v * v end

Creates a table with the variables x, y, str, and the function sqr.

You can call these variables in this manner:

 tbl.x --returns 7
 tbl.y --returns 5
 tbl.str --returns "this is a string"
 tbl.sqr(2) --returns 4 (remember this is a function that takes 'v' and squares it. )


  • 'object'

Acts as a wildcard. It can be represented as any of the above, but this does not mean it can be any type, it depends on the function.

General Arguments

The arguments given here are general, here are some examples:


'string property

This is to specify what property of a particle to change. REMINDER: This is a 'string' variable, meaning it is a word that must begin and end with double-quotes. (") The different available properties are:

 "type"
 "life"
 "ctype"
 "temp"
 "tmp"
 "tmp2"
 "vx"
 "vy"
 "x"
 "y"
 "dcolour"

Any other given strings will result with an invalid property error.


'object value

What you are setting the current property to. Since this is an object variable, it's type will depend on the function.


'string type

A 'string' which is the code-name of an element "dust" "watr" "spng".


'number index

A specific particle number by it's index.


'number state

0 or 1, 0 for off, 1 for on.


'number Width and 'number Height

Represent a rectangle.


'number x and 'number y

Represents a 2-Dimensional coordinate.


'string text

Represents text


'number toggle

Represents either 1 for on or 0 for off


'number menu

Represents a menu, eg 1 = Walls, 2 = Electronics


'number display

Represents a display mode, eg 4 = Fire, 6 = Heat


Lua API

The Powder Toy exposes the following methods to the Lua API:

Game

tpt.set_pause

tpt.set_pause(number state)

Sets the paused state of the game.

The number argument can be -1, 0 or 1, where 1 means the game will be paused, 0 will unpause the game and -1 means that the command will return an integer, either 0 or 1, about whether the game is currently paused.

Examples:

Pause the game: tpt.set_pause(1)

Get if the game is paused currently: tpt.set_pause(-1) == 1


tpt.set_console

tpt.set_console(number state)

Set the visibility state of the console.

The number argument can be -1, 0 or 1, where 1 means the console will be opened, 0 will close the console and -1 means that the command will return an integer, either 0 or 1, about whether the console is currently opened.

Examples:

Open the console: tpt.set_console(1)

Get if the console is currently open: tpt.set_console(-1) == 1


tpt.set_shortcuts

tpt.set_shortcuts(number state)

Set whether one can use keyboard shortcuts such as making a stamp or opening the console or changing view modes.

The number argument can be -1, 0 or 1, where 1 means keys will be enabled, 0 will disable key shortcuts and -1 means that the command will return an integer, either 0 or 1, about whether key shortcuts are enabled right now.

When you want to make a key command which uses some other key, don't use this, rather disable default behavior for that one key only by returning false from inside your callback.

Examples:

Disable keyboard shortcuts: tpt.set_shortcuts(0)

Get if keyboard shortcuts are currently disabled: tpt.set_shortcuts(-1) == 1


tpt.set_gravity

tpt.set_gravity(number x, number y, number width, number height, number value)

Sets Newtonian Gravity at a position or area to some value.

Default values:

x = 0
y = 0
width = XRES/CELL = 612 / 4 = 153
height = YRES/CELL = 384 / 4 = 96
value = 0

Examples:

Reset gravity at point (150, 150): tpt.set_gravity(150, 150)

Reset gravity from (100,100) to (300,300): tpt.set_gravity(100, 100, 200, 200)

Set the entire stage's gravity to 1000: tpt.set_gravity(nil, nil, nil, nil, 1000)


tpt.reset_gravity_field

tpt.reset_gravity_field(number x, number y, number width, number height)

Thoroughly resets Newtonian gravity on a given point.

Instead of tpt.set_gravity which only modifies sim->gravmap, this code modifies sim->gravp,sim->gravx and sim->gravy. Mmm, gravy.

Default values:

x = 0
y = 0
width = XRES/CELL = 612 / 4 = 153
height = YRES/CELL = 384 / 4 = 96

Examples:

Thoroughly reset gravity at point (150, 150): tpt.reset_gravity_field(150, 150)

Reset gravity from (100,100) to (300,300): tpt.reset_gravity_field(100, 100, 200, 200)


tpt.set_pressure

tpt.set_pressure(number x, number y, number width, number height, number value)

Sets or resets pressure in the pressure map to some pressure. I sometimes imagine how much I can repeat the word "pressure" inside a sentence before it becomes gibberish.

Default values:

x = 0
y = 0
width = XRES/CELL = 612 / 4 = 153
height = YRES/CELL = 384 / 4 = 96
value = 0

Examples:

Reset pressure everywhere: tpt.set_pressure()

Set pressure at (100,100) (for a 1x1 rectangle to only use one wallpixel) to 200: tpt.set_pressure(100,100,1,1,200)

Set pressure everywhere to 200: tpt.set_pressure(nil,nil,nil,nil,200)


tpt.reset_velocity

tpt.reset_velocity(number x, number y, number width, number height)

Sets velocity (both x and y) in a given region or point to 0.

Default values:

x = 0
y = 0
width = XRES/CELL = 612 / 4 = 153
height = YRES/CELL = 384 / 4 = 96

Examples:

Reset velocity everywhere: tpt.reset_velocity()

Reset velocity in the point (100,100): tpt.reset_velocity(100,100,1,1)


tpt.hud

tpt.hud(number state)

Set HUD visibility.

Does the same thing as pressing the H key normally. The number argument can be -1, 0 or 1, where 1 will show the HUD, 0 will hide the HUD and -1 means that the command will return an integer, either 0 or 1, about whether the HUD is visible right now.


tpt.newtonian_gravity

tpt.newtonian_gravity(number state)

Sets Newtonian Gravity on and off.

Does the same thing as Ctrl+N in normal gameplay.

The number argument can be -1, 0 or 1, where 1 will enable Newtonian Gravity, 0 will disable Newtonian Gravity and -1 means that the command will return an integer, either 0 or 1, about whether Newtonian Gravity is turned on at the given moment.


tpt.ambient_heat

tpt.ambient_heat(number state)

Toggles Ambient Heat state.

The number argument can be -1, 0 or 1, where 1 will enable Ambient Heat, 0 will disable it and -1 means that the command will return an integer, either 0 or 1, about whether Ambient Heat is turned on at the given moment.


tpt.decorations_enable

tpt.decorations_enable(number state)

Toggle drawing decorations.

The number argument can be -1, 0 or 1, where 1 will enable decorations, 0 will disable them and -1 means that the command will return an integer, either 0 or 1, about whether decorations are turned on at the given moment.


tpt.heat

tpt.heat(number state)

Toggles Heat Simulation.

The number argument can be -1, 0 or 1, where 1 will enable heat, 0 will disable it and -1 means that the command will return an integer, either 0 or 1, about whether heat is turned on at the given moment.

It's usually wise not to disable this, as there are practically no saves left that need the compatibility mode in order to work. Nevertheless this option exists.


tpt.active_menu

tpt.active_menu(number menu)

Changes activated menu.

The menu IDs are detailed in the quick Lua reference [[1]], but otherwise range from 0 (SC_WALL) to 14 (SC_DECO) from the top downward, so the walls menu will be 0 and the decorations menu will be 14.


tpt.display_mode

tpt.display_mode(number display)

Changes activated display mode.

There's 11 display modes, detailed here [[2]], but I'll provide a reference below:

Display Modes

0 = Alternate Velocity
1 = Velocity
2 = Pressure
3 = Persistent
4 = Fire
5 = Blob
6 = Heat
7 = Fancy
8 = Nothing
9 = Heat Gradient
10 = Life Gradient



tpt.setfpscap

tpt.setfpscap(number fpscap)

Changes the upper FPS limit the program will run at. This value is 60 by default.

Don't set it too high, it'll eat all your CPU speed and make the game too responsive! Don't also set it too low, since UI and everything related to it uses the same FPS, so you'll find buttons and stuff not working.


tpt.setfire

Changes the strength of the games glowing effects. tpt.setfire(1) is default.

tpt.setfire(number strength)


tpt.setwindowsize

tpt.setwindowsize(number scale, number fullscreen)

Changes a few special properties as to what size the game renders at.

Scale is a multiplier by which every pixel shall get multiplied at, currently it can either be 1 (612x384) or 2 (1224x768).

Full screen is a toggle (0 or 1) that enables "kiosk mode", which basically loses the frame around the game and kinda scales the game up to fill the screen, but only kinda.

Particles

tpt.reset_spark

tpt.reset_spark()

Turns every SPRK back into its original metal, also resetting the original metal's life and ctype to 0.


tpt.set_property

tpt.set_property(string property, mixed value, number index, string type)

tpt.set_property(string property, mixed value, number x, number y, number width, number height, string type)

Set various properties of particles. Or a rectangle of particles. Or a rectangle, except only applying for one type.

Since you've got here, you probably know what all of these goshdarned properties are for. If not however, visit [[3]]. Shortly, the various properties you can set are: type, life, ctype, x, y, vx, vy, temp, pavg, flags, tmp, tmp2, dcolour.

The function signature depends on what you actually want to modify.

A type of particle:
tpt.set_property(string property, mixed value, string type)

A single particle at location (x, y):
tpt.set_property(string property, mixed value, number x, number y)

A rectangle starting from the top-left coordinate (x,y) with width and height:
tpt.set_property(property, value, x, y, width, height)

A rectangle starting from the top-left coordinate (x,y) with width and height, except only apply to a single type :
tpt.set_property(property, value, x, y, width, height, type)


Examples:

Make all VIBR explode: tpt.set_property("life", 5, "VIBR")

Make the particle at (100, 100) become really hot: tpt.set_property("temp", 1e5, 100, 100)

Make all VIBR explode in the rectangle (x 100, y 100, width 200, height 200):

tpt.set_property("life", 5, 100, 100, 200, 200, "VIBR")

tpt.get_property

tpt.get_property(string property, number x, number y)

tpt.get_property(string property, number index)

Get some property of a particle.

Since you've got here, you probably know what all of these are for. If not however, [[4]]. The various properties you can have returned are: type, life, ctype, x, y, vx, vy, temp, pavg, flags, tmp, tmp2, dcolour.

Examples:

Get the type of a particle at (10, 10): tpt.get_property("type", 10, 10)

Get the deco colour of a particle at #5: tpt.get_property("dcolour", 5)


tpt.create

tpt.create(number x, number y, string type)

Creates a particle at a given location.

Returns the index (#) of the particle it created. Things like BRAY should rather be created using tpt.create than with setting the "type" property, since this sets up some default properties, like what life or tmp it is created at. This ensures that the particle is created the same way it'd be created when drawing with the mouse.


tpt.delete

tpt.delete(number index)

tpt.delete(number x, number y)

Deletes a particle specified by either the index or the location.



tpt.start_getPartIndex

tpt.start_getPartIndex()

Prepares TPT to iterate in an odd way over every particle. See the code example below.


tpt.next_getPartIndex

tpt.next_getPartIndex()

Gets the next particle index, tells tpt.getPartIndex() what it is and then returns true if we can call it again. Perfect for use inside while loops.


tpt.getPartIndex

tpt.getPartIndex()

Gets the next particle index which is guaranteed to be a valid particle.

For example, after a bit of playing, you might have two particles with indexes #0 and #2, but no particle with index #1, so combining the above three functions will get you valid particles all the time.


Example for how to use the above three functions:

     tpt.start_getPartIndex()
     while tpt.next_getPartIndex() do
        local index = tpt.getPartIndex()
        if tpt.get_property("ctype",index) == 21 then
           tpt.set_property("ctype","sing",index)
        end
     end


number tpt.get_numOfParts

Returns the number of particles currently on the screen.

tpt.get_numOfParts()

Drawing

number tpt.textwidth

Measures (in pixels) the width of a given string. Returns a number

tpt.textwidth(string text)

tpt.drawtext

Draw text to the screen (for one frame, only useful in scripts), 3 overloads

tpt.drawtext(number x, number y, string text)

tpt.drawtext(number x, number y, string text, number red, number green, number blue)

tpt.drawtext(number x, number y, string text, number red, number green, number blue, number alpha)

tpt.drawpixel

Draws a pixel on the screen (for one frame, only useful in scripts), 3 overloads

tpt.drawpixel(number x, number y)

tpt.drawpixel(number x, number y, number red, number green, number blue)

tpt.drawpixel(number x, number y, number red, number green, number blue, number alpha)

tpt.drawline

Draws a line on the screen (for one frame, only useful in scripts), 3 overloads. The line starts at point (x1, y1) and ends at point (x2,y2).

tpt.drawpixel(number x1, number y1, number x2, number y2)

tpt.drawpixel(number x1, number y1, number x2, number y2, number red, number green, number blue)

tpt.drawpixel(number x1, number y1, number x2, number y2, number red, number green, number blue, number alpha)

tpt.drawrect

Draws a rectangle on the screen (for one frame, only useful in scripts), 3 overloads

tpt.drawrect(number x, number y, number width, number height)

tpt.drawrect(number x, number y, number width, number height, number red, number green, number blue)

tpt.drawrect(number x, number y, number width, number height, number red, number green, number blue, number alpha)

tpt.fillrect

Draws a filled in rectangle on the screen (for one frame, only useful in scripts), 3 overloads

tpt.fillrect(number x, number y, number width, number height)

tpt.fillrect(number x, number y, number width, number height, number red, number green, number blue)

tpt.fillrect(number x, number y, number width, number height, number red, number green, number blue, number alpha)

Because tpt.fillrect is slightly broken in tpt, the coordinates will be off. It fills the rectangle from (x+1, y+1) to (x+w-1, y+h-1)

Input/Output

tpt.log

Log a message to the console

tpt.log(string text)

tpt.message_box

Display an OK-Only message box with a title and message.

tpt.message_box(string title, string message)

string tpt.input

Ask the user to input some text. Returns a string of what ever the user says. The argument "text" is pre-entered text (optional).

tpt.input(string title, string message)

tpt.input(string title, string message, string text)

Events

tpt.register_step

Register a function to be run on every frame You may only have 6 step functions registered at once

tpt.register_step(function func)

tpt.unregister_step

Unregister a previously registered function

tpt.unregister_step(function func)

tpt.register_mouseclick

Register a function to be run every time the mouse clicks. You may only have 6 mouseclick functions registered at once

Your function will also be called when the mouse is released or held, or when the mouse wheel is used. Event equals 1 when the mouse gets pressed, 2 when the mouse gets released, and 3 if it is held. If your function returns false, mouse events in the normal Powder Toy will be ignored.

Passes: (number mousex, number mousey, number button, number event)

tpt.register_mouseclick(function func)

tpt.unregister_mouseclick

Unregister a previously registered function

tpt.unregister_mouseclick(function func)

tpt.register_keypress

Register a function to be run every time a key is pressed. You may only have 6 keypress functions registered at once

Your function will also be called when a key is released. Event equals 1 when a key is pressed, and 2 when it gets released. If your function returns false, key presses in the normal Powder Toy will be ignored.

Passes: (string key, number key, number modifier, number event)

tpt.register_keypress(function func)

tpt.unregister_keypress

Unregister a previously registered function

tpt.unregister_keypress(function func)


Misc

string tpt.get_name

Get the current username, returns a string

tpt.get_name()

tpt.throw_error

Displays an error message

tpt.throw_error(string text)

tpt.setdebug

Sets the "debug mode". Setting it to 1, or an odd number, will display info on the number of particles on the screen. Setting it to 4 or 5 will display useful information when you draw lines using shift. This function is depreciated in tpt++ (and has no replacement yet)

tpt.setdebug(number mode)

tpt.element

returns an element's number. For example, it would return 28 for dmnd

tpt.element(string elementname)

tpt.element_func

allows you to replace or add on to an element's update function. Write a function like normal, and then put its name into this command. Use tpt.element("...") or tpt.el.dust.id for el_number, and make replace true if you want to overwrite the previous function, or false instead.

Passes: (number index, number partx, number party, number surround_space, number nt)

Returns: return 1 from your function if the particle is killed.

tpt.element_func(function newfunction, number el_number)

tpt.element_func(function newfunction, number el_number, boolean replace)

tpt.graphics_func

allows you to replace an element's graphics function. Write a function like normal, and then put its name into this command. Use tpt.el.(name of element to change).id for el_number.

Passes: (number index, number colr, number colg, number colb)

Returns: cache, pixel_mode, cola, colr, colg, colb, firea, firer, fireg, and fireb.

set cache to 1 if you don't want the function to ever be called again, preventing lag. Don't do this if you need the way your element looks to change depending on its properties.

colr/g/b are the red, green, and blue colors of your element. firea/r/g/b set the fire colors, but pixel_mode needs to be set to 0x00022000 for them to work.

There is currently a glitch with this, it may crash the game if the function has an error.

tpt.graphics_func(function newfunction, number el_number)

The pixel mode values you can use are:

PMODE_NONE	0x00000000 --prevents anything from being drawn
PMODE_FLAT	0x00000001 --draw a basic pixel, overwriting the color under it. Doesn't support cola.
PMODE_BLOB	0x00000002 --adds a blobby effect, like you were using blob (5) display mode
PMODE_BLUR	0x00000004 --used in liquids in fancy display mode
PMODE_GLOW	0x00000008 --Glow effect, used in elements like DEUT and TRON in fancy display mode
PMODE_SPARK	0x00000010 -- used for things such as GBMB at first, dimmer than other modes
PMODE_FLARE	0x00000020 --BOMB and other similar elements, brighter than PMODE_SPARK
PMODE_LFLARE	0x00000040 --brightest spark mode, used when DEST hits something
PMODE_ADD	0x00000080 --like PMODE_FLAT, but adds color to a pixel, instead of overwriting it.
PMODE_BLEND	0x00000100 --basically the same thing as PMODE_ADD, but has better OpenGL support
PSPEC_STICKMAN	0x00000200 --does nothing, because the stickmen won't get drawn unless it actually is one

NO_DECO		0x00001000 --prevents decoration from showing on the element (used in LCRY)
DECO_FIRE	0x00002000 --Allow decoration to be drawn on using the fire effect (gasses have this set)

FIRE_ADD	0x00010000 --adds a weak fire effect around the element (ex. LAVA/LIGH)
FIRE_BLEND	0x00020000 --adds a stronger fire effect around the element, default for gasses

EFFECT_GRAVIN	0x01000000 --adds a PRTI effect. Might take some coding in an update function to get it to work properly, PRTI uses life and ctype to create the effects
EFFECT_GRAVOUT	0x02000000 --adds a PRTO effect. Might take some coding in an update function to get it to work properly, PRTI uses life and ctype to create the effects

You can combine them in any way you want, you probably need more than one anyway. Radioactive elements default to PMODE_FLAT+PMODE_GLOW, liquids to PMODE_FLAT+PMODE_BLUR, and gasses to FIRE_BLEND+DECO_FIRE, with a firea of 125 and firer/g/b of colr/g/b divided by 2

See this for a picture of what they look like: https://powdertoy.co.uk/Wiki/W/File:Particle_Drawing_Modes.png.html

tpt.screenshot

Takes a screenshot of the current screen, minus the menu and HUD.

tpt.screenshot()

tpt.screenshot(boolean fullscreen)

Mods with Lua Functions

Jacob1's Mod

Jacob1's Mod adds many new lua functions and features besides just new functions, like auto-completion with tab in the console. For a full list and descriptions, see This page

Me4502's Mod

NOTICE: THESE FUNCTIONS ARE AVAILABLE IN VERSION 3.0b11 OR LATER

String Property Additions

  • collision
  • airdrag
  • flammable
  • weight
  • falldown
  • gravity
  • explosive
  • meltable
  • hardness
  • name
  • airloss
  • loss
  • hotair
  • actas

New Functions

These are all in the official version now, except for tpt.set_glow was renamed tpt.set_fire

  • tpt.throw_error(string error)
  • tpt.getscript(string script)
  • tpt.hud(number state)
  • tpt.newtonian_gravity(number state)
  • tpt.ambient_heat(number state)
  • tpt.decorations_enable(number state)
  • tpt.heat(number state)
  • tpt.active_menu(number menu)
  • tpt.display_mode(number display)
  • tpt.set_glow(number fireintensity)

Simple Example Code

  -- This line is a comment. Anything written after the -- is considered a Comment and will not be read by Lua.
  -- Comment can be multiline, for this you should write it in --[[ and ]]--
  -- Set the console's state to 0. This will hide the console.
  tpt.set_console(0)
  
  -- Here we define our main function for the script
  function ClassicPowder()
     local ox = 125 -- This will be our offset for the different elements we will create.
     local y = 4 -- where on the y (vertical) axis where we will create our elements.
  
     local x = ox -- where on the x (horizontal) axis where we will create our elements. we will start the x value with what ever ox is above.
     for i=0, 10 do -- this is a for loop. everything between the do and end will loop until i hits 10. i increases by 1 every loop.
        tpt.create(x + i, y, "STNE") --create a dust particle
     end
  
     x = x + ox -- increase the x axis value by the offset x (ox) value above
     for i=0, 10 do
        tpt.create(x + i, y, "WATR") --create a water particle
     end
  
     x = x + ox
     for i=0, 10 do
        tpt.create(x + i, y, "SALT")
     end
  
     x = x + ox
     for i=0, 10 do
        tpt.create(x + i, y, "OIL")
     end
  
     return false
  end
  
  -- Register the step function ClassicPowder. This will make the ClassicPowder function run every tick of Powder Toy.
  tpt.register_step(ClassicPowder)