Module eva
Custom Eva header setup
Copy this file to your project, comment/uncomment required libraries
and dynamic libraries and use it
You can use eva.eva module to use all eva modules (all modules will be included in your build)
Access for module is eva[module_name]
eva.hexgrid.get_map_params(tilewidth, tileheight, tileside, width, height, invert_y) |
Get map params data to work with it
You can pass directly params in every method or set is as default
with eva.hexgrid.set_default_map_params
Pass the map sizes to calculate correct coordinates |
eva.hexgrid.set_default_map_params(map_params) |
Set default map params
To dont pass it every time in transform functions |
eva.hexgrid.cell_to_pos(i, j, map_params) |
Transform hex to pixel position. |
eva.hexgrid.pos_to_cell(x, y, map_params) |
Transform pixel to hex. |
eva.hexgrid.cell_cube_to_pos(i, j, k[, map_params]) |
Transform hex to pixel position. |
eva.hexgrid.pos_to_cell_cube(x, y, map_params) |
Transform pixel to hex. |
eva.hexgrid.offset_to_cube(i, j[, map_params]) |
Transfrom offset coordinates to cube coordinates |
eva.hexgrid.cube_to_offset(i, j, k[, map_params]) |
Transfrom cube coordinates to offset coordinates |
eva.hexgrid.rotate_offset(i, j, k, N) |
Rotate offset coordinate by N * 60degree |
eva.hexgrid.get_z(y, z_layer) |
Get Z position from object Y position and his z_layer |
eva.hexgrid.get_object_pos() |
Get object position
Can pass the offset to calculate it correctly (+ z coordinate) |
eva.hexgrid.get_tiled_scene_pos() |
Convert tiled object position to scene position |
eva.hexgrid.get_tile_pos() |
Get tile position. |
eva.sound.play(sound_id[, gain=1[, speed=1]]) |
Play the sound in the game |
eva.sound.play_random(sound_ids[, gain=1[, speed=1]]) |
Play the random sound from sound names array |
eva.sound.stop(sound_id) |
Stop sound playing |
eva.sound.play_music(music_id[, gain=1[, callback]]) |
Start playing music |
eva.sound.stop_music() |
Stop any music in the game |
eva.sound.fade(sound_id, to[, time=1[, callback]]) |
Fade sound from one gain to another |
eva.sound.fade_music(to[, time=1], callback) |
Slowly fade music to another one or empty |
eva.sound.stop_all() |
Stop all sounds in the game |
eva.sound.set_music_gain() |
Set music gain |
eva.sound.set_sound_gain() |
Set sound gain |
eva.sound.get_music_gain() |
Get music gain |
eva.sound.get_sound_gain() |
Get sound gain |
eva.sound.is_music_enabled() |
Check music gain |
eva.sound.is_sound_enabled() |
Check sound gain |
eva.tiled.load_map(data, create_object_fn) |
Load map from tiled json data |
eva.tiled.add_tile(layer_name, tileset_name, mapping_id, i, j[, map_data]) |
Add tile to the map by tile index from tiled tileset |
eva.tiled.get_tile(layer_name, i, j[, map_data]) |
Get tile from the map by tile pos |
eva.tiled.delete_tile(layer, i, j[, map_data]) |
Delete tile from the map by tile pos |
eva.tiled.add_object(layer_name, object_full_id, x, y[, scale=1[, rotation=0[, props[, map_data]]]]) |
Add object to the map by object index from tiled tileset |
eva.tiled.get_object(game_object_id[, map_data]) |
Get object to the map by game_object id |
eva.tiled.get_object_data(object_name) |
Get mapping object info by name |
eva.tiled.get_object_data(object_name) |
Get mapping object info by mapping_id |
eva.tiled.get_property(object_info, object_name, script_name, property_name) |
Get object property |
eva.tiled.get_property_by_name(object_info, property_name) |
Get object property by name |
eva.tiled.set_object_id(object_info, scene_id) |
Set unique id for the object |
eva.tiled.set_scene_name(object_info, scene_name) |
Set scene name for the object |
eva.tiled.set_enabled(object_info, is_enabled) |
Set object enabled state |
eva.tiled.is_enabled(object_info) |
Return if object is enabled |
eva.tiled.delete_object(game_object_id[, map_data]) |
Delete object from the map by game_object id |
eva.token.is_exist_container(container_id) |
Check if token container exist |
eva.token.create_container(container_id, container_type) |
Create new token container |
eva.token.delete_container(container_id) |
Delete token container |
eva.token.clear_container(container_id) |
Clear all tokens from container |
eva.token.get_tokens(tokens) |
Return evadata.Tokens tokens format. |
eva.token.get_token_group(token_group_id) |
Return token group by id. |
eva.token.get_lot_reward(lot_id) |
Return lot reward by lot_id. |
eva.token.get_lot_price(lot_id) |
Return lot price by lot_id. |
eva.token.add() |
Add tokens to save |
eva.token.add_many() |
Add multiply tokens |
eva.token.add_group() |
Add multiply tokens by token_group_id |
eva.token.set() |
Set tokens to save |
eva.token.get() |
Get current token amount from save |
eva.token.get_many(container_id) |
Get all tokens from container |
eva.token.pay(token_id, amount, reason) |
Try to pay tokens from save |
eva.token.pay_many(tokens, reason) |
Pay multiply tokens |
eva.token.pay_group(token_group_id, reason) |
Pay multiply tokens by token_group_id |
eva.token.is_enough() |
Check is enough to pay token |
eva.token.is_enough_many(tokens) |
Check multiply tokens |
eva.token.is_enough_group(token_group_id) |
Check multiply tokens by token_group_id |
eva.token.is_contains(tokens, token_id) |
Check if tokens contains the token_id |
eva.token.is_max(container_id, token_id) |
Return is token is maximum |
eva.token.get_max(container_id, token_id) |
Return token maximum value |
eva.token.is_empty(container_id, token_id) |
Return is tokens equals to 0 |
eva.token.add_infinity_time() |
Add to tokens infinity time usage |
eva.token.is_infinity() |
Return is token is infinity now |
eva.token.get_infinity_seconds() |
Get amount of seconds till end of infinity time |
eva.token.get_seconds_to_restore() |
Get current time to next restore point |
eva.token.sync_visual() |
Reset visual debt of tokens |
eva.token.add_visual() |
Add visual debt to token |
eva.token.get_visual() |
Get current visual debt of token |
eva.token.get_total_sum(container_id, token_id) |
Get total amount of acquired tokens for container |
-
init(settings_path, module_settings)
-
Call this to init Eva module
Parameters:
- settings_path
string
path to eva_settings.json
- module_settings
table
Settings to modules. See description on eva.lua
-
update(dt)
-
Call this on main update loop
Parameters:
-
get_logger(logger_name)
-
Return logger from eva.log module
Parameters:
Returns:
logger
The logger instance
-
eva.ads.is_ready(ad_id)
-
Check is ads are ready to show now
Parameters:
- ad_id
string
The Ad placement id
-
eva.ads.is_blocked(ad_id)
-
Check is ads are blocked with network or tokens for player
Parameters:
- ad_id
string
The Ad placement id
-
eva.ads.get_time_to_ready(ad_id, The)
-
Return seconds when placement will be ready
Parameters:
- ad_id
string
The Ad placement id
- The
number
amount in seconds
Returns:
number
The seconds amount until ads available
-
eva.ads.show(ad_id, success_callback, finish_callback)
-
Show ad by placement id
Parameters:
- ad_id
string
The Ad placement id
- success_callback
function
The success callback
- finish_callback
function
The ads finish callback
-
eva.ads.set_enabled(state)
-
Set enabled ads state
Parameters:
-
eva.ads.is_enabled()
-
Check ads is enabled
Returns:
bool
is ads enabled
-
eva.ads.get_watched(Total)
-
Get total ads watched
Parameters:
- Total
number
watched ads count
-
eva.ads.get_adapter_name()
-
Return current ads adapter name
Returns:
string
The adapter name
-
eva.callbacks.create(callback)
-
Wrap callback
It return index for callback, You can call it now
via eva.callbacks.call(index, ...)
Parameters:
- callback
function
Callback to wrap
Returns:
number
index New index of wrapped callback
-
eva.callbacks.call(index, ...)
-
Call wrapped callback
Parameters:
- index
number
Index of wrapped callback
- ...
args
Args of calling callback
-
eva.callbacks.clear(index)
-
Clear callback
Parameters:
- index
number
Index of wrapped callback
-
eva.camera.set_camera(cam_id, camera_box)
-
Set the camera game object and size of the camera
Parameters:
- cam_id
string
url of camera game object
- camera_box
vector3
size of the camera at zoom=1
-
eva.camera.set_control(enabled)
-
Enable or disable camera user control
Parameters:
-
eva.camera.set_borders(border_soft, border_hard)
-
Set the borders of the camera zone
Parameters:
- border_soft
vector4
Soft zones of camera. Order is: left-top-right-bot.
- border_hard
vector4
Hard zones of camera. Order is: left-top-right-bot.
-
eva.camera.set_position(x, y)
-
Set the camera position
Parameters:
- x
number
X position
- y
number
Y position
-
eva.camera.get_position()
-
Get the camera position
Returns:
-
number
x X position
-
number
y Y position
-
eva.camera.set_target_position(x, y, callback)
-
Set target camera position
Parameters:
- x
number
X position
- y
number
Y position
- callback
function
Callback function
-
eva.camera.set_zoom_borders(zoom_soft, zoom_hard)
-
Set the camera game object and size of the camera
Parameters:
- zoom_soft
vector3
Setup zoom soft values. vector3(min_value, max_value, 0)
- zoom_hard
vector3
Setup zoom hard values. vector3(min_value, max_value, 0)
-
eva.camera.set_zoom(zoom)
-
Set the camera zoom
Parameters:
-
eva.camera.set_target_zoom(zoom)
-
Set the camera target zoom
Parameters:
-
eva.camera.get_zoom()
-
Get the camera zoom
Returns:
number
zoom
-
eva.camera.update(dt)
-
Eva camera update should be called manually
Due the it uses context go.set_position
Parameters:
-
eva.daily.is_active()
-
Return is active now daily system
-
eva.daily.set_active()
-
Set active daily system
It will reset last pick time
-
eva.daily.pick()
-
Pick current prize
-
eva.daily.get_time()
-
Return time until you can pickup prize
-
eva.daily.get_wait_time()
-
Return time until you can lose the unpicked reward
-
eva.daily.get_current_state()
-
Return current state
Returns:
table
Array with booleans to show picked rewards
-
eva.db.get(config_name)
-
Return config by config_name
Parameters:
- config_name
string
Config name from eva settings
Returns:
table
Config table
-
eva.db.set_settings(settings)
-
Can override db with custom tables (useful for tests)
Parameters:
- settings
table
Custom db settings
-
eva.device.get_device_id()
-
Return device id.
If device_id is empty, it will generate device_id with
uuid library. And store it on file
Returns:
string
device_id
-
eva.device.get_uuid(except)
-
Generate uuid
Parameters:
- except
table
list of uuid, what not need to be generated
Returns:
string
the uuid
-
eva.device.get_region()
-
Return device region.
If region is unknown, it will return "UN".
Returns:
string
region
-
eva.device.get_device_info()
-
Return device_info
-
eva.device.is_android()
-
Check if device on android
-
eva.device.is_ios()
-
Check if device on iOS
-
eva.device.is_mobile()
-
Check if device is native mobile (Android or iOS)
-
eva.device.is_desktop()
-
Check if device is desktop (Windows/MacOS)
-
eva.device.is_web()
-
Check if device is HTML5
-
eva.device.is_web_mobile()
-
Check if device is HTML5 mobile
-
eva.events.event(event[, params={}])
-
Throws the game event
Parameters:
- event
string
name of event
- params
table
params
(default {})
-
eva.events.screen(screen_id)
-
Setup current game screen
Parameters:
-
eva.events.subscribe(event_name, callback, callback_context)
-
Subscribe the callback on event
Parameters:
- event_name
string
Event name
- callback
function
Event callback
- callback_context
table
The first param for callback on fire
-
eva.events.subscribe_map(map)
-
Subscribe the pack of events by map
Parameters:
- map
table
{Event = Callback} map
-
eva.events.unsubscribe(event_name, callback)
-
Unsubscribe the event from events flow
Parameters:
- event_name
string
Event name
- callback
function
Event callback
-
eva.events.unsubscribe_map(map)
-
Unsubscribe the pack of events by map
Parameters:
- map
table
{Event = Callback} map
-
eva.events.is_subscribed(event_name, callback)
-
Check if callback is already subscribed
Parameters:
- event_name
string
Event name
- callback
function
Event callback
-
eva.feature.toggle(feature_name, state)
-
Toggle manually feature
Parameters:
- feature_name
string
Feature name
- state
bool
Feature state
-
eva.feature.start()
-
Start eva feature system.
Need to call, when game is prepared for features
-
eva.festivals.is_active(festival_id)
-
Return is festival is active now
Parameters:
- festival_id
string
Festival id from Festivals json
Returns:
bool
Current festival state
-
eva.festivals.is_completed(festival_id)
-
Return is festival is completed
Return true for repeated festivals, is they are completed now
Parameters:
- festival_id
string
Festival id from Festivals json
Returns:
number
Festival completed counter (For repeat festivals can be > 1)
-
eva.festivals.get_start_time(festival_id)
-
Return next start time for festival_id
Parameters:
- festival_id
string
Festival id from Festivals json
Returns:
number
Time in seconds since epoch
-
eva.festivals.get_end_time(festival_id)
-
Return next end time for festival_id
Parameters:
- festival_id
string
Festival id from Festivals json
Returns:
number
Time in seconds since epoch
-
eva.festivals.get_current()
-
Return current festivals
Returns:
table
array of current festivals
-
eva.festivals.get_completed()
-
Return completed festivals
Returns:
table
array of completed festivals
-
eva.festivals.debug_start_festival(festival_id)
-
Start festival without check any condition
Parameters:
- festival_id
string
Festival id from Festivals json
-
eva.festivals.debug_end_festival(festival_id)
-
End festival without check any condition
Parameters:
- festival_id
string
Festival id from Festivals json
-
eva.festivals.set_settings()
-
Set game festivals settings.
See festivals_settings_example.lua
-
eva.game.open_store_page()
-
Open store page in store application
-
eva.game.reboot(delay)
-
Reboot the game
Parameters:
- delay
number
Delay before reboot, in seconds
-
eva.game.exit(code)
-
Exit from the game
Parameters:
-
eva.game.is_debug()
-
Check game on debug mode
-
eva.game.get_time()
-
Get game time
Returns:
number
Return game time in seconds
-
eva.game.get_session_uid()
-
Return unique id for local session
Returns:
number
Unique id in this game session
-
eva.game.get_uid()
-
Return unique id for player profile
Returns:
number
Unique id in player profile
-
eva.game.get_current_time_string()
-
Get current time in string format
Returns:
string
Time format in iso e.g. "2019-09-25T01:48:19Z"
-
eva.game.get_current_date_code()
-
Get current date in format: YYYYMMDD
Returns:
number
Current day in format YYYYMMDD
-
eva.game.get_seconds_until_new_day()
-
Get time in seconds until next day from current time
Returns:
number
Seconds until next day
-
eva.game.get_days_played()
-
Get days since first game launch
Returns:
number
Days since first game launch
-
eva.game.is_first_launch()
-
Return true, if game launched first time
Returns:
bool
True, if game first time launch
-
eva.gdpr.apply_gdpr()
-
Apply the GDPR to the game profile
-
eva.gdpr.is_accepted()
-
Return if GDPR is accepted
-
eva.gdpr.open_policy_url()
-
Open the policy URL
-
eva.grid.get_map_params()
-
Get map params data to work with it
You can pass directly params in every method or set is as default
with eva.grid.set_default_map_params
Pass the map sizes to calculate correct coordinates
Returns:
map_params
Map params data
-
eva.grid.set_default_map_params(map_params)
-
Set default map params
To don`t pass it every time in transform functions
Parameters:
- map_params
map_params
Params from eva.grid.get_map_params
-
eva.grid.cell_to_pos()
-
Transform hex to pixel position
-
eva.grid.pos_to_cell()
-
Transform pixel to hex
-
eva.grid.get_z(y, z_layer)
-
Get Z position from object Y position and his z_layer
Parameters:
- y
number
Object Y position
- z_layer
number
Object Z layer index
Returns:
map_params
Map params data
-
eva.grid.get_object_pos()
-
Get object position
Can pass the offset to calculate it correctly (+ z coordinate)
Returns:
number,
number, number Object position
-
eva.grid.get_tiled_scene_pos()
-
Convert tiled object position to scene position
Returns:
number,number
x,y Object scene position
-
eva.grid.get_tile_pos()
-
Get tile position. Convert from i, j to map position
Returns:
number,
number, number Tile position
-
eva.hexgrid.get_map_params(tilewidth, tileheight, tileside, width, height, invert_y)
-
Get map params data to work with it
You can pass directly params in every method or set is as default
with eva.hexgrid.set_default_map_params
Pass the map sizes to calculate correct coordinates
Parameters:
- tilewidth
number
Hexagon width
- tileheight
number
Hexagon height
- tileside
number
Hexagon side length (flat side)
- width
number
Map width in tiles count
- height
number
Map height in tiles count
- invert_y
boolean
If true, zero pos will be at top, else on bot
Returns:
map_params
Map params data
-
eva.hexgrid.set_default_map_params(map_params)
-
Set default map params
To dont pass it every time in transform functions
Parameters:
- map_params
map_params
Params from eva.hexgrid.get_map_params
-
eva.hexgrid.cell_to_pos(i, j, map_params)
-
Transform hex to pixel position. Offset coordinates
Parameters:
- i
number
Cell i coordinate
- j
number
Cell j coordinate
- map_params
map_params
Params from eva.hexgrid.get_map_params
-
eva.hexgrid.pos_to_cell(x, y, map_params)
-
Transform pixel to hex. Offset coordinates
Parameters:
- x
number
World x position
- y
number
World y position
- map_params
map_params
Params from eva.hexgrid.get_map_params
-
eva.hexgrid.cell_cube_to_pos(i, j, k[, map_params])
-
Transform hex to pixel position. Offset coordinates
Parameters:
- i
number
Cell i coordinate
- j
number
Cell j coordinate
- k
number
Cell k coordinate
- map_params
map_params
Params from eva.hexgrid.get_map_params
(optional)
-
eva.hexgrid.pos_to_cell_cube(x, y, map_params)
-
Transform pixel to hex. Cube coordinates
Parameters:
- x
number
World x position
- y
number
World y position
- map_params
map_params
Params from eva.hexgrid.get_map_params
-
eva.hexgrid.offset_to_cube(i, j[, map_params])
-
Transfrom offset coordinates to cube coordinates
Parameters:
- i
number
I coordinate
- j
number
J coordinate
- map_params
map_params
Params from eva.hexgrid.get_map_params
(optional)
-
eva.hexgrid.cube_to_offset(i, j, k[, map_params])
-
Transfrom cube coordinates to offset coordinates
Parameters:
- i
number
I coordinate
- j
number
J coordinate
- k
number
K coordinate
- map_params
map_params
Params from eva.hexgrid.get_map_params
(optional)
-
eva.hexgrid.rotate_offset(i, j, k, N)
-
Rotate offset coordinate by N * 60degree
Parameters:
- i
number
I coordinate
- j
number
J coordinate
- k
number
K coordinate
- N
number
Number, how much rotate on 60 degrees. Positive - rotate right, Negative - left
Returns:
number,
number, number Offset coordinate
-
eva.hexgrid.get_z(y, z_layer)
-
Get Z position from object Y position and his z_layer
Parameters:
- y
number
Object Y position
- z_layer
number
Object Z layer index
Returns:
map_params
Map params data
-
eva.hexgrid.get_object_pos()
-
Get object position
Can pass the offset to calculate it correctly (+ z coordinate)
Returns:
number,
number, number Object position
-
eva.hexgrid.get_tiled_scene_pos()
-
Convert tiled object position to scene position
Returns:
number,number
x,y Object scene position
-
eva.hexgrid.get_tile_pos()
-
Get tile position. Convert from i, j to map position
Returns:
number,
number, number Tile position
-
eva.iaps.buy(iap_id)
-
Buy the inapp
Parameters:
- iap_id
string
In-game inapp ID from iaps settings
-
eva.iaps.get_reward(iap_id)
-
Get reward from iap_id
Parameters:
-
eva.iaps.get_iap(iap_id)
-
Get iap info by iap_id
Parameters:
-
eva.iaps.get_iaps(category)
-
Get all iaps. Can be selected by category
Parameters:
- category
string
Category of iap
Returns:
list
of iap products
-
eva.iaps.is_available(iap_id)
-
Check is iap is available
Parameters:
Returns:
bool
Is available
-
eva.iaps.get_price(iap_id)
-
Get price from iap_id
Parameters:
Returns:
number
Price of iap
-
eva.iaps.get_price_string(iap_id)
-
Get price_string from iap_id
Parameters:
Returns:
string
The iap price string
-
eva.iaps.refresh_iap_list()
-
Refresh iap list.
It make request to stores to get new info
Throw EVENT.IAP_UPDATE at end
-
eva.iaps.get_ltv()
-
Get total lifetime value (from iaps)
Returns:
number
Player's LTV
-
eva.iaps.get_max_payment()
-
Get player max payment
Returns:
number
Max player payment
-
eva.input.register(name, callback, priority)
-
Register the input to handle user actions
If callback return true it will stop handle next input
Parameters:
- name
string
Name of input system
- callback
function
The input callback
- priority
number
Priority of input. Lower first
-
eva.input.unregister(name)
-
Unregister prev. registered input
Parameters:
- name
string
Name of input system
-
eva.input.set_enabled(name, is_enabled)
-
Set enabled state for input
Parameters:
- name
string
Name of input system
- is_enabled
bool
Enabled state
-
eva.invoices.add(category, reward[, time[, life_time[, title[, text]]]])
-
Add invoice to game profile
If time is not provided, add invoice instantly
If time is provided, add invoice in this time
Invoice should be consumed to get reward
Parameters:
- category
string
Category param of the invoice
- reward
evadata.Tokens
Tokens reward list
- time
number
Game time to add invoice
(optional)
- life_time
number
Time in seconds of invoice available
(optional)
- title
string
Text invoice title
(optional)
- text
string
Text invoice desc
(optional)
-
eva.invoices.get_invoices()
-
Return current list of invoices
-
eva.invoices.get_invoce()
-
Get invoice data by id
Returns:
eva.InvoiceInfo
Invoice data
-
eva.invoices.can_consume()
-
Check is invoice can be consumed
Returns:
bool
Can consume invoice
-
eva.invoices.consume(invoice_id)
-
Consume the invoice to the game profile
Parameters:
- invoice_id
number
The id of invoice
-
eva.isogrid.get_map_params()
-
Get map params data to work with it
You can pass directly params in every method or set is as default
with eva.isogrid.set_default_map_params
Pass the map sizes to calculate correct coordinates
Returns:
map_params
Map params data
-
eva.isogrid.set_default_map_params(map_params)
-
Set default map params
To don`t pass it every time in transform functions
Parameters:
- map_params
map_params
Params from eva.isogrid.get_map_params
-
eva.isogrid.cell_to_pos()
-
Transform hex to pixel position
-
eva.isogrid.pos_to_cell()
-
Transform pixel to hex
-
eva.isogrid.get_z(y, z_layer)
-
Get Z position from object Y position and his z_layer
Parameters:
- y
number
Object Y position
- z_layer
number
Object Z layer index
Returns:
map_params
Map params data
-
eva.isogrid.get_object_pos()
-
Get object position
Can pass the offset to calculate it correctly (+ z coordinate)
Returns:
number,
number, number Object position
-
eva.isogrid.get_tiled_scene_pos()
-
Convert tiled object position to scene position
Returns:
number,number
x,y Object scene position
-
eva.isogrid.get_tile_pos()
-
Get tile position. Convert from i, j to map position
Returns:
number,
number, number Tile position
-
eva.labels.is_exist(label)
-
Check label is exist in player profile
Parameters:
Returns:
bool
True, if label in player profile
-
eva.lang.time_format()
-
Return localized time format from seconds
-
eva.lang.set_lang(lang)
-
Set current language
Parameters:
- lang
string
current language code from eva-settings
-
eva.lang.get_lang()
-
Get current language
Returns:
string
return current language code
-
eva.lang.txt(lang_id)
-
Get translation for locale id
Parameters:
- lang_id
string
locale id from your localization
Returns:
string
translated locale
-
eva.lang.txr(lang_id)
-
Get random translation for locale id, split by \n symbol
Parameters:
- lang_id
string
locale id from your localization
Returns:
string
translated locale
-
eva.lang.txp(lang_id, ...)
-
Get translation for locale id with params
Parameters:
- lang_id
string
Locale id from your localization
- ...
string
Params for string.format for lang_id
Returns:
string
Translated locale
-
eva.lang.is_exist(lang_id)
-
Check is translation with lang_id exist
Parameters:
- lang_id
strng
Locale id from your localization
Returns:
bool
Is translation exist
-
eva.lang.get_langs()
-
Return list of available languages
Returns:
table
List of available languages
-
eva.migrations.set_migrations()
-
Add migration to the eva system
Pass the migrations list in eva.init
You should directly point the migration version
in migration list (array from 1 to N)
-
eva.migrations.get_count()
-
Return amount of migrations
-
eva.migrations.apply()
-
Apply the migrations
-
eva.offers.add(offer_id)
-
Start new offer
Every offer is unique. You got error, if offer_id
is already started. Data pickups from Offers DB.
Parameters:
- offer_id
string
offer id from db
Returns:
eva.Offer
new offer
-
eva.offers.remove(offer_id)
-
Remove offers from active list
Parameters:
- offer_id
string
offer id from db
-
eva.offers.get_time(offer_id)
-
Return time till offer end.
If offer is no exist now, print the error
Parameters:
- offer_id
string
offer id from db
Returns:
number
time in seconds
-
eva.offers.is_active(offer_id)
-
Check is offer active not
Parameters:
- offer_id
string
offer id from db
Returns:
bool
is offer active
-
eva.offers.get_reward(offer_id)
-
Get token group of offer reward.
Parameters:
- offer_id
string
offer id from db
Returns:
evadata.Tokens
token list
-
eva.offers.get_price(offer_id)
-
Get token group of offer price.
Parameters:
- offer_id
string
offer id from db
Returns:
evadata.Tokens
token list
-
eva.offers.is_iap(offer_id)
-
Check is offer for inapp
Parameters:
- offer_id
string
offer id from db
Returns:
bool
is offer inapp
-
eva.pathfinder.init_astar(map_data, get_node_fn, options)
-
Init astar for map, init get_tile callback
get_node_fn - function to get tile: function(i, j)
should return cost of node. Nil if cell is unpassable
Parameters:
- map_data
map_data
Map data from eva.tiled.load_map
- get_node_fn
function
Get node cost function from map
- options
table
Options for map handlers:
- diagonal boolean, to grid and isogrid pathfinding
Returns:
map_handler
Handler for astar work
-
eva.pathfinder.path(from_x, from_y, to_x, to_y[, map_handler])
-
Return path between two points for map.
Call init_astar, to make map_handler param optional
Parameters:
- from_x
Cell X from map
- from_y
Cell Y from map
- to_x
Cell X from map
- to_y
Cell Y from map
- map_handler
map_handler
Map handler to handle map for astar
(optional)
Returns:
table or nil
Table of points. See eva.libs.astar.path. Nil if path is not exist
-
eva.promocode.get_applied_codes()
-
Get list of all redeemed codes
Returns:
string[]
List of applied codes
-
eva.promocode.is_applied(code)
-
Check if promocode is already applied
Parameters:
- code
string
The promocode itself
Returns:
bool
True if code is already redeemed
-
eva.promocode.redeem_code(code)
-
Try redeem the code and get rewards
Parameters:
- code
string
The promocode itself
Returns:
bool
Result of success
-
eva.promocode.is_can_redeem(code)
-
Check if promocode can be redeem
Parameters:
- code
string
The promocode itself
Returns:
bool
True of false
-
eva.promocode.set_settings()
-
Set promocode settings.
Pass settings in eva.init function
-
eva.proto.get(proto_type)
-
Get empty template from proto type
Parameters:
- proto_type
string
name of proto message e.g. 'eva.Token'
Returns:
table
empty table with default values from proto
-
eva.proto.encode()
-
Encode protobuf
-
eva.proto.decode()
-
Decode protobuf
-
eva.proto.verify(proto_type, data)
-
Check data to match the proto_type
Return data with default values according to proto_type
Parameters:
- proto_type
string
The prototype name
- data
table
The user data
-
eva.push.clear_old_pushes()
-
Clear all pushes, what already
should be invoked.
-
eva.push.schedule()
-
Schedule notification
-
eva.push.schedule_list()
-
Schedule by list
Every notifications have: after, title, text, category, payload
-
eva.push.unschedule()
-
Unschedule the push notification
-
eva.push.unschedule_all(category)
-
Cancel all pushes with category
If category is not provided, cancel all pushes
Parameters:
- category
string
Push category to cancel
-
eva.push.is_enabled()
-
Get push enabled status
-
eva.push.set_enabled(is_enabled)
-
Set push enabled status
Parameters:
-
eva.quests.get_progress(quest_id)
-
Get current progress on quest
Parameters:
Returns:
table
List of progress of quest tasks in task order
-
eva.quests.get_current(category)
-
Get current active quests
Parameters:
- category
string[opt]
Quest category, if nil return all current quests
Returns:
table
List of active quests
-
eva.quests.get_completed()
-
Get completed quests list
Returns:
table
List of active quests
-
eva.quests.is_current_with_task(action[, object])
-
Check if there is quests in current with
pointer action and object
Parameters:
- action
string
Task action
- object
string
Task object
(optional)
Returns:
bool
True, if there is quest with similar tasks
-
eva.quests.is_active()
-
Check quest is active
Returns:
bool
Quest active state
-
eva.quests.is_completed()
-
Check quest is completed
Returns:
bool
Quest completed state
-
eva.quests.is_can_start_quest()
-
Check quest is can be started now
Returns:
bool
Quest is can start state
-
eva.quests.start_quest(quest_id)
-
Start quest, if it can be started
Parameters:
-
eva.quests.is_can_complete_quest()
-
Check quest is can be completed now
Returns:
bool
Quest is can complete quest state
-
eva.quests.complete_quest(quest_id)
-
Complete quest, if it can be completed
Parameters:
-
eva.quests.force_complete_quest(quest_id)
-
Force complete quest
Parameters:
-
eva.quests.reset_progress(quest_id)
-
Reset quets progress, only on current quests
Parameters:
-
eva.quests.quest_event(action, object, amount)
-
Apply quest event to all current quests
Parameters:
- action
string
Type of event
- object
string
Object of event
- amount
number
Amount of event
-
eva.quests.start_quests()
-
Start eva quests system.
Need to call, when game is prepared for quests
Call it to activate quests
-
eva.quests.update_quests()
-
Update quests list
It will start and end quests, by checking quests condition
-
eva.quests.add_update_quest_event()
-
Add event, to trigger quest list update.
Example: you have a condition to start quest only if festival is enabled
So add event FESTIVAL_START to update quests on this update
-
eva.quests.set_settings()
-
Set game quests settings.
Pass settings in eva.init function
-
eva.rate.set_never_show()
-
Set never promt rate again
-
eva.rate.set_accepted()
-
Set rate as accepted. It will no show more
-
eva.rate.promt_rate()
-
Try to promt rate game to the player
-
eva.rate.open_rate()
-
Open store or native rating if available
-
eva.rating.elo(rating_a, rating_b, game_koef)
-
Call elo rating
Parameters:
- rating_a
number
Player rating
- rating_b
number
Opponent rating
- game_koef
number
Result of game. 1 is win, 0 on loose, 0.5 is draw
-
eva.render.set_blur()
-
Change render
-
eva.render.set_light()
-
Change render
-
eva.render.set_vignette()
-
Change render
-
eva.saver.load()
-
Load the file from save directory
-
eva.saver.save()
-
Save the game file in save directory
-
eva.saver.save_data(data, filename)
-
Save the data in save directory
Parameters:
- data
table
The save data table
- filename
string
The save filename
-
eva.saver.get_save_data()
-
Return save table
Returns:
table
-
eva.saver.delete([filename])
-
Delete the save
Parameters:
- filename
string
The save filename. Can be default by settings
(optional)
-
eva.saver.reset()
-
Reset the game profile
-
eva.saver.add_save_part()
-
Add save part to the save table
-
eva.saver.set_autosave_timer(seconds)
-
Set autosave timer for game. Pass 0 to disable autosave
Parameters:
- seconds
number
The time in seconds
-
eva.saver.get_save_version()
-
Return current save version. Useful for check which save data is newer
Returns:
number
-
eva.server.connect(callback)
-
Login at nakama server
Parameters:
- callback
function
Callback after login
-
eva.server.is_connected()
-
Return is currently server connected
Returns:
boolean
If server connected
-
eva.server.get_client()
-
Return nakama client
Returns:
table
-
eva.server.get_socket()
-
Return nakama socket
Returns:
table
-
eva.share.screen(text)
-
Share screenshot of the game
Parameters:
- text
string
The optional text to share with screenshot
-
eva.skill.use()
-
Use skill
-
eva.skill.end_use()
-
End use of channeling spell or end effect of skill
with duration
-
eva.skill.skil_cooldown_time()
-
Skill cooldown
-
eva.skill.is_active()
-
Time between use and end_use
-
eva.skill.get_active_time()
-
Return skill active time (duration)
-
eva.skill.get_active_time_left()
-
Return skill active left time (until end of duration)
-
eva.skill.get_active_progress()
-
Return current skill progress time
-
eva.skill.is_on_cooldown()
-
Return true if skill on the cooldown
-
eva.skill.get_cooldown_time()
-
Return skill cooldown time
-
eva.skill.get_cooldown_time_left()
-
Return skill cooldown time left
-
eva.skill.get_cooldown_progress()
-
Get cooldown progress
-
eva.skill.get_stack_amount()
-
Get current skill stack amount
-
eva.skill.add_stack()
-
Add amount to skill stacks
-
eva.skill.is_full_stack()
-
Return true if skill on full stack
-
eva.skill.is_empty_stack()
-
Return true if skill is empty now
-
eva.skill.is_can_use()
-
Return true if skill can be used now
-
eva.skill.restore_all()
-
Restore all skills in containers
-
eva.sound.play(sound_id[, gain=1[, speed=1]])
-
Play the sound in the game
Parameters:
- sound_id
string
- gain
number
(default 1)
- speed
number
(default 1)
-
eva.sound.play_random(sound_ids[, gain=1[, speed=1]])
-
Play the random sound from sound names array
Parameters:
- sound_ids
string[]
- gain
number
(default 1)
- speed
number
(default 1)
-
eva.sound.stop(sound_id)
-
Stop sound playing
Parameters:
-
eva.sound.play_music(music_id[, gain=1[, callback]])
-
Start playing music
Parameters:
- music_id
string
- gain
number
(default 1)
- callback
function
(optional)
-
eva.sound.stop_music()
-
Stop any music in the game
-
eva.sound.fade(sound_id, to[, time=1[, callback]])
-
Fade sound from one gain to another
Parameters:
- sound_id
string
- to
number
- time
number
(default 1)
- callback
function
(optional)
-
eva.sound.fade_music(to[, time=1], callback)
-
Slowly fade music to another one or empty
Parameters:
- to
number
- time
number
(default 1)
- callback
function
-
eva.sound.stop_all()
-
Stop all sounds in the game
-
eva.sound.set_music_gain()
-
Set music gain
-
eva.sound.set_sound_gain()
-
Set sound gain
-
eva.sound.get_music_gain()
-
Get music gain
-
eva.sound.get_sound_gain()
-
Get sound gain
-
eva.sound.is_music_enabled()
-
Check music gain
-
eva.sound.is_sound_enabled()
-
Check sound gain
-
eva.storage.get(id)
-
Get the value from the storage.
Parameters:
-
eva.storage.set(id, value)
-
Set the value to eva storage
Parameters:
-
eva.tiled.load_map(data, create_object_fn)
-
Load map from tiled json data
Parameters:
- data
table
Json map data
- create_object_fn
callback
Module call this with param(object_layer, object_id, position)
-
eva.tiled.add_tile(layer_name, tileset_name, mapping_id, i, j[, map_data])
-
Add tile to the map by tile index from tiled tileset
Parameters:
- layer_name
string
Name of tiled layer
- tileset_name
string
Name of tileset
- mapping_id
number
Tile mapping_id from tileset
- i
number
Cell x position
- j
number
Cell y position
- map_data
map_data
Map_data returned by eva.tiled.load_map.
Last map by default
(optional)
-
eva.tiled.get_tile(layer_name, i, j[, map_data])
-
Get tile from the map by tile pos
Parameters:
- layer_name
string
Name of tiled layer
- i
number
Cell x position
- j
number
Cell y position
- map_data
map_data
Map_data returned by eva.tiled.load_map.
Last map by default
(optional)
-
eva.tiled.delete_tile(layer, i, j[, map_data])
-
Delete tile from the map by tile pos
Parameters:
- layer
string
Name of the tiled layer
- i
number
Cell i position
- j
number
Cell j position
- map_data
map_data
Map_data returned by eva.tiled.load_map.
Last map by default
(optional)
-
eva.tiled.add_object(layer_name, object_full_id, x, y[, scale=1[, rotation=0[, props[, map_data]]]])
-
Add object to the map by object index from tiled tileset
Parameters:
- layer_name
string
Name of tiled layer
- object_full_id
string
Object full id
- x
number
x position
- y
number
y position
- scale
number
Object scale
(default 1)
- rotation
number
Rotation in euler
(default 0)
- props
table
Object additional properties. Field, z_position, tiled_id, tiled_name
(optional)
- map_data
map_data
Map_data returned by eva.tiled.load_map.
Last map by default
(optional)
-
eva.tiled.get_object(game_object_id[, map_data])
-
Get object to the map by game_object id
Parameters:
- game_object_id
hash
Game object id
- map_data
map_data
Map_data returned by eva.tiled.load_map. Last loaded map by default
(optional)
Returns:
table
Object data
-
eva.tiled.get_object_data(object_name)
-
Get mapping object info by name
Parameters:
- object_name
string
The game object name
-
eva.tiled.get_object_data(object_name)
-
Get mapping object info by mapping_id
Parameters:
- object_name
string
The game object name
-
eva.tiled.get_property(object_info, object_name, script_name, property_name)
-
Get object property
Parameters:
- object_info
tiled.object_info
Object info
- object_name
string
Object name
- script_name
string
Script name
- property_name
string
Property name
Returns:
string, boolean, number or nil
-
eva.tiled.get_property_by_name(object_info, property_name)
-
Get object property by name
Parameters:
- object_info
tiled.object_info
Object info
- property_name
string
Property name
Returns:
string, boolean, number or nil
-
eva.tiled.set_object_id(object_info, scene_id)
-
Set unique id for the object
Parameters:
- object_info
tiled.object_info
Object info
- scene_id
string
Scene id
Returns:
tiled.object_info
-
eva.tiled.set_scene_name(object_info, scene_name)
-
Set scene name for the object
Parameters:
- object_info
tiled.object_info
Object info
- scene_name
string
Scene name
Returns:
tiled.object_info
-
eva.tiled.set_enabled(object_info, is_enabled)
-
Set object enabled state
Parameters:
- object_info
tiled.object_info
Object info
- is_enabled
boolean
Is object enabled
Returns:
tiled.object_info
-
eva.tiled.is_enabled(object_info)
-
Return if object is enabled
Parameters:
- object_info
tiled.object_info
Object info
Returns:
boolean
-
eva.tiled.delete_object(game_object_id[, map_data])
-
Delete object from the map by game_object id
Parameters:
- game_object_id
hash
Game object id
- map_data
map_data
Map_data returned by eva.tiled.load_map.
Last map by default
(optional)
-
eva.timers.add(slot_id, timer_id, time[, auto_trigger])
-
Add new timer
Timer with slot_id should no exist
Parameters:
- slot_id
string
identificator of timer
- timer_id
string
string param of timer
- time
number
time of timer, in seconds
- auto_trigger
bool
true, if event should fire event at end
(optional)
-
eva.timers.get()
-
Get timer
-
eva.timers.get_time(slot_id)
-
Get time until end, in seconds
Parameters:
- slot_id
string
identificator of timer
Returns:
number
Time until end of timer. -1 if timer is not exist
-
eva.timers.is_end(slot_id)
-
Check is timer has ended
Parameters:
- slot_id
string
identificator of timer
-
eva.timers.clear(slot_id)
-
Clear the timer slot
Parameters:
- slot_id
string
identificator of timer
-
eva.timers.set_pause(slot_id, is_pause)
-
Set timer pause state
Parameters:
- slot_id
string
identificator of timer
- is_pause
boolean
pause state
-
eva.token.is_exist_container(container_id)
-
Check if token container exist
Parameters:
- container_id
string
Container id
Returns:
bool
Container exist state
-
eva.token.create_container(container_id, container_type)
-
Create new token container
Parameters:
- container_id
string
Container id
- container_type
string
Container type to match from token config
-
eva.token.delete_container(container_id)
-
Delete token container
Parameters:
- container_id
string
Container id
-
eva.token.clear_container(container_id)
-
Clear all tokens from container
Parameters:
- container_id
string
Container id
-
eva.token.get_tokens(tokens)
-
Return evadata.Tokens tokens format. Used in *_tokens methods
Parameters:
- tokens
table
Map with token_id = amount
-
eva.token.get_token_group(token_group_id)
-
Return token group by id.
It pickup data from DB
Parameters:
- token_group_id
string
the token group id
Returns:
evadata.Tokens
the token list
-
eva.token.get_lot_reward(lot_id)
-
Return lot reward by lot_id.
It pickup data from DB
Parameters:
- lot_id
string
the token lot id
Returns:
evadata.Tokens
the token list
-
eva.token.get_lot_price(lot_id)
-
Return lot price by lot_id.
It pickup data from DB
Parameters:
- lot_id
string
the token lot id
Returns:
evadata.Tokens
the token list
-
eva.token.add()
-
Add tokens to save
-
eva.token.add_many()
-
Add multiply tokens
-
eva.token.add_group()
-
Add multiply tokens by token_group_id
-
eva.token.set()
-
Set tokens to save
-
eva.token.get()
-
Get current token amount from save
-
eva.token.get_many(container_id)
-
Get all tokens from container
Parameters:
- container_id
string
Container id
Returns:
evadata.Tokens
Tokens from container
-
eva.token.pay(token_id, amount, reason)
-
Try to pay tokens from save
Parameters:
- token_id
string
Token id
- amount
number
Amount to pay
- reason
string
The reason to pay
-
eva.token.pay_many(tokens, reason)
-
Pay multiply tokens
Parameters:
- tokens
evadata.Tokens
Tokens data
- reason
string
The reason to pay
-
eva.token.pay_group(token_group_id, reason)
-
Pay multiply tokens by token_group_id
Parameters:
- token_group_id
string
The token group id
- reason
string
The reason to pay
-
eva.token.is_enough()
-
Check is enough to pay token
-
eva.token.is_enough_many(tokens)
-
Check multiply tokens
Parameters:
- tokens
evadata.Tokens
list
-
eva.token.is_enough_group(token_group_id)
-
Check multiply tokens by token_group_id
Parameters:
- token_group_id
string
the token group id
-
eva.token.is_contains(tokens, token_id)
-
Check if tokens contains the token_id
Parameters:
- tokens
evadata.Tokens
Tokens data
- token_id
string
Token id
Returns:
boolean
True if tokens contains the token_id
-
eva.token.is_max(container_id, token_id)
-
Return is token is maximum
Parameters:
-
eva.token.get_max(container_id, token_id)
-
Return token maximum value
Parameters:
Returns:
number or nil
The token maximum value if exists
-
eva.token.is_empty(container_id, token_id)
-
Return is tokens equals to 0
Parameters:
-
eva.token.add_infinity_time()
-
Add to tokens infinity time usage
-
eva.token.is_infinity()
-
Return is token is infinity now
-
eva.token.get_infinity_seconds()
-
Get amount of seconds till end of infinity time
-
eva.token.get_seconds_to_restore()
-
Get current time to next restore point
-
eva.token.sync_visual()
-
Reset visual debt of tokens
-
eva.token.add_visual()
-
Add visual debt to token
-
eva.token.get_visual()
-
Get current visual debt of token
-
eva.token.get_total_sum(container_id, token_id)
-
Get total amount of acquired tokens for container
Parameters:
Returns:
number
The total amount of acquired tokens for container
-
eva.trucks.is_arrived(truck_id)
-
Check if truck is already arrived
Parameters:
Returns:
bool
Is arrived now
-
eva.trucks.get_time_to_arrive(truck_id)
-
Get time for next truck arrive
Parameters:
Returns:
number
Time in seconds
-
eva.trucks.is_can_arrive(truck_id)
-
Check if truck can be arrived now
Parameters:
Returns:
bool
Is can arrive now
-
eva.trucks.arrive(truck_id)
-
Arrive truck right now, even it can't be
arrived now.
Parameters:
-
eva.trucks.get_time_to_leave(truck_id)
-
Get time for next truck leave
Parameters:
Returns:
number
Time in seconds
-
eva.trucks.is_can_leave(truck_id)
-
Check if truck can leave now
Parameters:
Returns:
bool
Is can leave now
-
eva.trucks.leave(truck_id)
-
Leave truck right now, even it can
leave now.
Parameters:
-
eva.trucks.is_enabled(truck_id)
-
Check is truck enabled now
Parameters:
Returns:
bool
Is truck enabled
-
eva.trucks.set_enabled(truck_id)
-
Set truck enabled state
Parameters:
-
eva.trucks.set_settings(trucks_settings)
-
Set trucks settings with custom callbacks.
See trucks_settings_example.lua
Parameters:
- trucks_settings
table
Table with callbacks
-
eva.utils.after()
-
Make after closure
-
eva.utils.save_json()
-
Save json in bundled resource (desktop only)
-
eva.utils.load_json()
-
Load json from bundled resource
-
eva.utils.hex2rgb()
-
Convert hex color to rgb color
-
eva.utils.rgb2hex()
-
Convert rgb color to hex color
-
eva.utils.get_days_in_month()
-
Return days in month
-
eva.utils.load_image()
-
Load image to GUI node
-
eva.vibrate.vibrate(vibrate_pattern)
-
Make phone vibrate
Parameters:
- vibrate_pattern
number
Vibrate const.VIBRATE
-
eva.vibrate.is_enabled()
-
Return if vibrate is enabled for user
Returns:
boolean or nil
Is vibrate enabled
-
eva.vibrate.set_enabled(is_enabled)
-
Turn on or off vibrate for user
Parameters:
- is_enabled
boolean
Vibrate state
-
eva.wallet.add()
-
Add tokens to save
-
eva.wallet.add_many()
-
Add multiply tokens
-
eva.wallet.add_group()
-
Add multiply tokens by token_group_id
-
eva.wallet.set()
-
Set tokens to save
-
eva.wallet.get()
-
Get current token amount from save
-
eva.wallet.pay(token_id, amount, reason)
-
Try to pay tokens from save
Parameters:
- token_id
string
Token id
- amount
number
Amount to pay
- reason
string
The reason to pay
-
eva.wallet.pay_many(tokens, reason)
-
Pay multiply tokens
Parameters:
- tokens
evadata.Tokens
Tokens data
- reason
string
The reason to pay
-
eva.wallet.pay_group(token_group_id, reason)
-
Pay multiply tokens by token_group_id
Parameters:
- token_group_id
string
The token group id
- reason
string
The reason to pay
-
eva.wallet.is_enough()
-
Check is enough to pay token
-
eva.wallet.is_enough_many(tokens)
-
Check multiply tokens
Parameters:
- tokens
evadata.Tokens
list
-
eva.wallet.is_enough_group(token_group_id)
-
Check multiply tokens by token_group_id
Parameters:
- token_group_id
string
the token group id
-
eva.wallet.is_max(token_id, True)
-
Return is token is maximum
Parameters:
- token_id
string
Token id
- True
boolean
, if token at maximum value
-
eva.wallet.get_max(token_id)
-
Return token maximum value
Parameters:
Returns:
number or nil
The token maximum value if exists
-
eva.wallet.is_empty()
-
Return is tokens equals to 0
-
eva.wallet.add_infinity_time()
-
Add to tokens infinity time usage
-
eva.wallet.is_infinity()
-
Return is token is infinity now
-
eva.wallet.get_infinity_seconds()
-
Get amount of seconds till end of infinity time
-
eva.wallet.sync_visual()
-
Reset visual debt of tokens
-
eva.wallet.add_visual()
-
Add visual debt to token
-
eva.wallet.get_visual()
-
Get current visual debt of token
-
eva.token.get_total_sum(token_id)
-
Get total amount of acquired tokens for profile
Parameters:
Returns:
number
The total amount of acquired tokens for profile
-
eva.wallet.get_seconds_to_restore()
-
Get current time to next restore point
-
eva.window.get_data()
-
Return passed data to scene/window
-
eva.window.show_scene()
-
Load the game scene
-
eva.window.show()
-
Show the game window
It will close current window and open new, if any opened
It can be popup on popup, so don't close prev. window
Can add window in queue to open it after current one is closed
Window callbacks will be separated module? Calling with ID
-
eva.window.preload(window_id[, callback])
-
Preload window via monarch
Parameters:
- window_id
string
The window id
- callback
function
The callback function
(optional)
-
eva.window.is_open(window_id)
-
Check is window is opened now
Parameters:
- window_id
string
The window id
-
eva.window.close(window_id)
-
Close window by id or last window
Parameters:
- window_id
string
The window id
-
eva.window.msg_post(message_id, message)
-
Send message to the last open window
Parameters:
- message_id
hash
- message
table
-
eva.window.close_all()
-
Close all windows
-
eva.window.appear(window_id, callback)
-
Appear functions for all windows
Need to call inside window
Parameters:
- window_id
string
The window id
- callback
func
Callback after window open
-
eva.window.disappear(window_id, callback)
-
Disappear functions for all windows
Need to call inside window
Parameters:
- window_id
string
The window id
- callback
func
Callback after window close
-
eva.window.on_message(window_id, message_id, message, sender)
-
On message function to manage windows
Parameters:
- window_id
string
- message_id
hash
- message
table
- sender
url
-
eva.window.set_settings()
-
Set game windows settings