mirror of
https://github.com/vrld/HC.git
synced 2024-11-18 12:54:23 +00:00
Update documentation
This commit is contained in:
parent
dc033381ad
commit
63abae599e
14
index.html
14
index.html
@ -75,15 +75,9 @@
|
|||||||
-- array to hold collision messages
|
-- array to hold collision messages
|
||||||
local text = {}
|
local text = {}
|
||||||
|
|
||||||
-- this is called when two shapes begin colliding
|
-- this is called when two shapes collide
|
||||||
function collision_start(dt, shape_a, shape_b, mtv_x, mtv_y)
|
function on_collision(dt, shape_a, shape_b, mtv_x, mtv_y)
|
||||||
text[#text+1] = string.format("Started colliding. mtv = (%s,%s)",
|
text[#text+1] = string.format("Colliding. mtv = (%s,%s)",
|
||||||
mtv_x, mtv_y)
|
|
||||||
end
|
|
||||||
|
|
||||||
-- this is called when two shapes continue colliding
|
|
||||||
function collision_persist(dt, shape_a, shape_b, mtv_x, mtv_y)
|
|
||||||
text[#text+1] = string.format("Still colliding. mtv = (%s,%s)",
|
|
||||||
mtv_x, mtv_y)
|
mtv_x, mtv_y)
|
||||||
end
|
end
|
||||||
|
|
||||||
@ -94,7 +88,7 @@ end
|
|||||||
|
|
||||||
function love.load()
|
function love.load()
|
||||||
-- initialize library
|
-- initialize library
|
||||||
HC.init(100, collision_start, collision_persist, collision_stop)
|
HC.init(100, on_collision, collision_stop)
|
||||||
|
|
||||||
-- add a rectangle to the scene
|
-- add a rectangle to the scene
|
||||||
rect = HC.addRectangle(200,400,400,20)
|
rect = HC.addRectangle(200,400,400,20)
|
||||||
|
@ -83,6 +83,10 @@
|
|||||||
<dd>Group shapes that should not collide.</dd>
|
<dd>Group shapes that should not collide.</dd>
|
||||||
<dt><a href="#removeFromGroup">removeFromGroup()</a></dt>
|
<dt><a href="#removeFromGroup">removeFromGroup()</a></dt>
|
||||||
<dd>Remove shape from a group.</dd>
|
<dd>Remove shape from a group.</dd>
|
||||||
|
<dt><a href="#setPassive">setPassive()</a></dt>
|
||||||
|
<dd>Stops shape actively searching for collision candidates.</dd>
|
||||||
|
<dt><a href="#setActive">setActive()</a></dt>
|
||||||
|
<dd>Let shape actively search for collision candidates.</dd>
|
||||||
<dt><a href="#setGhost">setGhost()</a></dt>
|
<dt><a href="#setGhost">setGhost()</a></dt>
|
||||||
<dd>Stops shape from colliding.</dd>
|
<dd>Stops shape from colliding.</dd>
|
||||||
<dt><a href="#setSolid">setSolid()</a></dt>
|
<dt><a href="#setSolid">setSolid()</a></dt>
|
||||||
@ -92,18 +96,16 @@
|
|||||||
|
|
||||||
<a name="hardoncollider-init"></a>
|
<a name="hardoncollider-init"></a>
|
||||||
<div id="hardoncollider-init" class="ref-block">
|
<div id="hardoncollider-init" class="ref-block">
|
||||||
<h4>function <span class="name">init</span><span class="arglist">(cell_size, callback_start, callback_persist, callback_stop)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
<h4>function <span class="name">init</span><span class="arglist">(cell_size, callback_collide, callback_stop)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
<p>Initializes the library. Call this in <code>love.load()</code>. All the parameters can be omitted.</p>
|
<p>Initializes the library. Call this in <code>love.load()</code>. All the parameters can be omitted.</p>
|
||||||
<div class="arguments">Parameters:
|
<div class="arguments">Parameters:
|
||||||
<dl>
|
<dl>
|
||||||
<dt>number <code>cell_size</code> (100)</dt>
|
<dt>number <code>cell_size</code> (100)</dt>
|
||||||
<dd>Cell size for internal search structure.</dd>
|
<dd>Cell size for internal search structure.</dd>
|
||||||
<dt>function <code>callback_start</code> (empty function)</dt>
|
<dt>function <code>callback_collide</code> (empty function)</dt>
|
||||||
<dd>Called when two shapes start colliding.</dd>
|
<dd>Called when two shapes collide.</dd>
|
||||||
<dt>function <code>callback_persist</code> (empty function)</dt>
|
|
||||||
<dd>Called when two continue to collide, i.e. if the collision lasts more than one frame.</dd>
|
|
||||||
<dt>function <code>callback_stop</code> (empty function)</dt>
|
<dt>function <code>callback_stop</code> (empty function)</dt>
|
||||||
<dd>Called when two shapes stop colliding.</dd>
|
<dd>Called when two shapes stopped colliding.</dd>
|
||||||
</dl>
|
</dl>
|
||||||
</div>
|
</div>
|
||||||
<div class="returns">Returns:
|
<div class="returns">Returns:
|
||||||
@ -120,24 +122,22 @@ end</code></pre>
|
|||||||
|
|
||||||
<a name="hardoncollider-setCallbacks"></a>
|
<a name="hardoncollider-setCallbacks"></a>
|
||||||
<div id="setCallbacks" class="ref-block">
|
<div id="setCallbacks" class="ref-block">
|
||||||
<h4>function <span class="name">setCallbacks</span><span class="arglist">(start,persist,stop)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
<h4>function <span class="name">setCallbacks</span><span class="arglist">(collide, stop)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
<h4>function <span class="name">setCallbacks</span><span class="arglist">{start = start,persist = persist,stop = stop}</span></h4>
|
<h4>function <span class="name">setCallbacks</span><span class="arglist">{collide = collide, stop = stop}</span></h4>
|
||||||
<p>Sets the different callbacks. The second calling style let's you specify the callbacks by name, see the example.</p>
|
<p>Sets the different callbacks. The second calling style let's you specify the callbacks by name, see the example.</p>
|
||||||
<p>If <code>nil</code> is passed as any callback, the callback will not be changed.</p>
|
<p>If <code>nil</code> is passed as any callback, the callback will not be changed.</p>
|
||||||
<p>Each callback has the following prototype:
|
<p>The callbacks have the following function prototype:
|
||||||
<pre><code class="lua">function callback(dt, shape_one, shape_two, mtv_x, mtv_y)</code></pre>
|
<pre><code class="lua">function callback(dt, shape_one, shape_two, mtv_x, mtv_y)</code></pre>
|
||||||
The two <code>shape</code> parameters are the colliding shapes. The last two parameters, <code>mtv_x</code> and <code>mtv_y</code>
|
<code>shape_one</code> and <code>shape_two</code> are the colliding shapes. <code>mtv_x</code> and <code>mtv_y</code>
|
||||||
define the <em>minimum translation vector</em>, i.e. the direction and magnitude shape_one has to be moved so that
|
define the <em>minimum translation vector</em>, i.e. the direction and magnitude shape_one has to be moved so that
|
||||||
the collision will be resolved. Note that if one of the shapes is a <a href="#hardoncollider-addPoint">point shape</a>, the
|
the collision will be resolved. Note that if one of the shapes is a <a href="#hardoncollider-addPoint">point shape</a>, the
|
||||||
translation vector will be invalid.</p>
|
translation vector will be invalid.</p>
|
||||||
<div class="arguments">Parameters:
|
<div class="arguments">Parameters:
|
||||||
<dl>
|
<dl>
|
||||||
<dt>function <code>start</code></dt>
|
<dt>function <code>callback_collide</code></dt>
|
||||||
<dd>Called when two shapes start colliding.</dd>
|
<dd>Called when two shapes collide.</dd>
|
||||||
<dt>function <code>persist</code></dt>
|
<dt>function <code>callback_stop</code></dt>
|
||||||
<dd>Called when two continue to collide, i.e. if the collision lasts more than one frame.</dd>
|
<dd>Called when two shapes stopped colliding.</dd>
|
||||||
<dt>function <code>stop</code></dt>
|
|
||||||
<dd>Called when two shapes stop colliding.</dd>
|
|
||||||
</dl>
|
</dl>
|
||||||
</div>
|
</div>
|
||||||
<div class="returns">Returns:
|
<div class="returns">Returns:
|
||||||
@ -146,20 +146,15 @@ end</code></pre>
|
|||||||
</dl>
|
</dl>
|
||||||
</div>
|
</div>
|
||||||
<div class="example">Example:
|
<div class="example">Example:
|
||||||
<pre><code class="lua">function start(dt, shape_one, shape_two, mtv_x, mtv_y)
|
<pre><code class="lua">function collide_one(dt, shape_one, shape_two, mtv_x, mtv_y)
|
||||||
print('started colliding:', shape_one, shape_two)
|
print('colliding:', shape_one, shape_two)
|
||||||
print('mtv:', mtv_x, mtv_y)
|
|
||||||
end
|
|
||||||
|
|
||||||
function persist_one(dt, shape_one, shape_two, mtv_x, mtv_y)
|
|
||||||
print('still colliding:', shape_one, shape_two)
|
|
||||||
-- move both shape_one and shape_two to resolve the collision
|
-- move both shape_one and shape_two to resolve the collision
|
||||||
shape_one:move(mtv_x/2, mtv_y/2)
|
shape_one:move(mtv_x/2, mtv_y/2)
|
||||||
shape_two:move(-mtv_x/2, -mtv_y/2)
|
shape_two:move(-mtv_x/2, -mtv_y/2)
|
||||||
end
|
end
|
||||||
|
|
||||||
function persist_two(dt, shape_one, shape_two, mtv_x, mtv_y)
|
function collide_two(dt, shape_one, shape_two, mtv_x, mtv_y)
|
||||||
print('still colliding:', shape_one, shape_two)
|
print('colliding:', shape_one, shape_two)
|
||||||
-- move only shape_one to resolve the collision
|
-- move only shape_one to resolve the collision
|
||||||
shape_one:move(mtv_x, mtv_y)
|
shape_one:move(mtv_x, mtv_y)
|
||||||
end
|
end
|
||||||
@ -172,9 +167,9 @@ end
|
|||||||
function love.load()
|
function love.load()
|
||||||
hardoncollider.init(100)
|
hardoncollider.init(100)
|
||||||
-- set initial callbacks
|
-- set initial callbacks
|
||||||
hardoncollider.setCallbacks(start, persist_one, stop)
|
hardoncollider.setCallbacks(collide_one, stop)
|
||||||
-- change persist callback
|
-- change persist callback
|
||||||
hardoncollider.setCallbacks{persist = persist_two}
|
hardoncollider.setCallbacks{collide = collide_two}
|
||||||
end</code></pre>
|
end</code></pre>
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -183,8 +178,6 @@ end</code></pre>
|
|||||||
<div id="update" class="ref-block">
|
<div id="update" class="ref-block">
|
||||||
<h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
<h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
<p>Checks for collisions and call callbacks. Use this in <code>love.update(dt)</code>.</p>
|
<p>Checks for collisions and call callbacks. Use this in <code>love.update(dt)</code>.</p>
|
||||||
<p>A maximum time delta can be specified. <code>dt</code> will be chopped up in slices
|
|
||||||
not bigger than this maximum and the scene is updated for each time slice.</p>
|
|
||||||
<p>Note that the delta time has no effect on the collision detection itself, but
|
<p>Note that the delta time has no effect on the collision detection itself, but
|
||||||
will be passed to the callback functions.</p>
|
will be passed to the callback functions.</p>
|
||||||
|
|
||||||
@ -453,6 +446,53 @@ end</code></pre>
|
|||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
<a name="hardoncollider-setPassive"></a>
|
||||||
|
<div id="setPassive" class="ref-block">
|
||||||
|
<h4>function <span class="name">setPassive</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
|
<p>Sets shape to be passive. Passive shapes will be subject to collision detection,
|
||||||
|
but will not actively search for collision candidates. This means that if two
|
||||||
|
passive shapes collide, no collision callback will be invoked (in fact, the
|
||||||
|
collision won't even be detected).</p>
|
||||||
|
<p>This function exists purely for performance optimisation. Use it wisely.
|
||||||
|
Good candidates for passive shapes are traps and terrain.</p>
|
||||||
|
<p><em>Note:</em> Shapes are active by default</p>
|
||||||
|
<div class="arguments">Parameters:
|
||||||
|
<dl>
|
||||||
|
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
|
||||||
|
<dd>The shapes to become passive.</dd>
|
||||||
|
</dl>
|
||||||
|
</div>
|
||||||
|
<div class="returns">Returns:
|
||||||
|
<dl>
|
||||||
|
<dt>Nothing</dt>
|
||||||
|
</dl>
|
||||||
|
</div>
|
||||||
|
<div class="example">Example:
|
||||||
|
<pre><code class="lua">hardoncollider.setPassive(ground, bridge, spikes)</code></pre>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
|
<a name="hardoncollider-setActive"></a>
|
||||||
|
<div id="setActive" class="ref-block">
|
||||||
|
<h4>function <span class="name">setActive</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
|
<p>Makes shapes active again.</p>
|
||||||
|
<p><em>Note:</em> Shapes are active by default</p>
|
||||||
|
<div class="arguments">Parameters:
|
||||||
|
<dl>
|
||||||
|
<dt><a href="#shapes">Shapes</a> <code>shape, ...</code></dt>
|
||||||
|
<dd>The shapes to become active.</dd>
|
||||||
|
</dl>
|
||||||
|
</div>
|
||||||
|
<div class="returns">Returns:
|
||||||
|
<dl>
|
||||||
|
<dt>Nothing</dt>
|
||||||
|
</dl>
|
||||||
|
</div>
|
||||||
|
<div class="example">Example:
|
||||||
|
<pre><code class="lua">hardoncollider.setActive(collapsing_bridge)</code></pre>
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
|
||||||
<a name="hardoncollider-setGhost"></a>
|
<a name="hardoncollider-setGhost"></a>
|
||||||
<div id="setGhost" class="ref-block">
|
<div id="setGhost" class="ref-block">
|
||||||
<h4>function <span class="name">setGhost</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
<h4>function <span class="name">setGhost</span><span class="arglist">(shape, ...)</span><a class="top" href="#hardoncollider">^ top</a></h4>
|
||||||
|
@ -108,7 +108,7 @@ end</code></pre>
|
|||||||
in which we will handle what should happen when two shapes collide. We will cover
|
in which we will handle what should happen when two shapes collide. We will cover
|
||||||
the different parameters later.</p>
|
the different parameters later.</p>
|
||||||
<p><a href="reference.html#hardoncollider-init"><code class="lua">HC.init(100, on_collide)</code></a>
|
<p><a href="reference.html#hardoncollider-init"><code class="lua">HC.init(100, on_collide)</code></a>
|
||||||
initializes the library, setting the <code class="lua">on_collide</code>
|
initializes the library, setting <code class="lua">on_collide</code>
|
||||||
as <a href="reference.html#hardoncollider-setCallbacks">callback function</a>.
|
as <a href="reference.html#hardoncollider-setCallbacks">callback function</a>.
|
||||||
The first argument defines a cell size which is used internally to speed things
|
The first argument defines a cell size which is used internally to speed things
|
||||||
up. You don't have to worry about that at the moment.</p>
|
up. You don't have to worry about that at the moment.</p>
|
||||||
|
Loading…
Reference in New Issue
Block a user