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