2011-11-16 13:57:43 +00:00
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Module { name = "hump.gamestate",
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title = "Gamestate",
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short = "A gamestate system",
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long = [===[
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A gamestate encapsulates independent data an behaviour into a single entity.
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A typical game could consist of a {** menu-state}, a {** level-state} and a {** game-over-state}.]===],
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Section { name = "callbacks",
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title = "Gamestate Callbacks",
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content = [===[
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A gamestate can define (nearly) all callbacks that L<EFBFBD>VE defines. In addition,
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there are callbacks for entering and leaving a state.:
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[|
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{# init()} | Called once before entering the state. See {# switch()}.
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{# enter(previous, ...)} | Called when entering the state. See {# switch()}.
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{# leave()} | Called when leaving a state. See {# switch()}.
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{# update()} | Update the game state. Called every frame.
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{# draw()} | Draw on the screen. Called every frame.
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{# focus()} | Called if the window gets or looses focus.
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{# keypressed()} | Triggered when a key is pressed.
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{# keyreleased()} | Triggered when a key is released.
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{# mousepressed()} | Triggered when a mouse button is pressed.
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{# mousereleased()} | Triggered when a mouse button is released.
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{# joystickpressed()} | Triggered when a joystick button is pressed.
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{# joystickreleased()} | Triggered when a joystick button is released.
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{# quit()} | Called on quitting the game. Only called on the active gamestate.
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|]
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When using {# registerEvents()}, all these callbacks will receive the same
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arguments as the [[http://love2d.org/wiki/love|L<>VE callbacks]] do.]===],
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example = [===[
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menu = Gamestate.new()
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function menu:init() -- run only once
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self.background = love.graphics.newImage('bg.jpg')
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Buttons.initialize()
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end
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function menu:enter(previous) -- run every time the state is entered
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Buttons.setActive(Buttons.start)
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end
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function menu:update(dt)
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Buttons.update(dt)
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end
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function menu:draw()
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love.graphics.draw(self.background, 0, 0)
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Buttons.draw()
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end
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function menu:keyreleased(key)
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if key == 'up' then
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Buttons.selectPrevious()
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elseif key == 'down' then
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Buttons.selectNext()
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elseif
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Buttons.active:onClick()
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end
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end
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function menu:mousereleased(x,y, mouse_btn)
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local button = Buttons.hovered(x,y)
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if button then
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Button.select(button)
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if mouse_btn == 'l' then
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button:onClick()
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end
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end
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end]===]
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},
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Function { name = "new",
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short = "Create a new gamestate.",
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long = "Declare a new gamestate. A gamestate can define several [[callbacks]]",
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params = {},
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returns = {
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{"Gamestate", "The new gamestate."}
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},
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example = "menu = Gamestate.new()",
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},
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Function { name = "switch",
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short = "Switch to gamestate.",
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long = [===[
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Switch to a gamestate, with any additional arguments passed to the new state.
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Switching a gamestate will call the leave() callback on the current gamestate,
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replace the current gamestate with to, call the init() function if the state
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was not yet inialized and finally call enter(old_state, ...) on the new gamestate.]===],
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params = {
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{"Gamestate", "to", "Target gamestate."},
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{"mixed", "...", "Additional arguments to pass to to:enter()."}
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},
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returns = {
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{"mixed", "The results of to:enter()"}
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},
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example = "Gamestate.switch(game, level_two)",
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},
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Function { name = {
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"update",
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"draw",
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"focus",
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"keypressed",
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"keyreleased",
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"mousepressed",
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"mousereleased",
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"joystickpressed",
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"joystickreleased",
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"quit",
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},
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short = {
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"Update current gamestate.",
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"Draw the current gamestate.",
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"Inform current gamestate of a focus event.",
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"Inform current gamestate of a keypressed event.",
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"Inform current gamestate of a keyreleased event.",
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"Inform current gamestate of a mousepressed event.",
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"Inform current gamestate of a mousereleased event.",
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"Inform current gamestate of a joystickpressed event.",
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"Inform current gamestate of a joystickreleased event.",
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"Inform current gamestate of a quit event.",
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},
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long = [===[
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Calls the corresponding function on the current gamestate (see [[callbacks]]).
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Only needed when not using registerEvents().]===],
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params = {
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{"mixed", "...", "Arguments to pass to the corresponding [[callbacks|callback]]."},
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},
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returns = {
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{"mixed", "The results of the callback function."},
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},
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example = [===[
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function love.update(dt)
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Gamestate.update(dt)
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end
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function love.draw()
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local mx,my = love.mouse.getPosition()
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Gamestate.draw(mx, my)
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end
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function love.keypressed(key, code)
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Gamestate.keypressed(key, code)
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end]===],
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},
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Function { name = "registerEvents",
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short = "Automatically do all of the above when needed.",
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long = [===[
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Register all love callbacks to call Gamestate.update(), Gamestate.draw(), etc. automatically.
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2012-01-12 16:36:23 +00:00
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This is by done by overwriting the love callbacks, e.g.:
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{## local old_update = love.update
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2011-11-16 13:57:43 +00:00
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function love.update(dt)
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2012-01-12 16:36:23 +00:00
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old_update(dt)
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2011-11-16 13:57:43 +00:00
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Gamestate.current:update(dt)
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2012-01-12 16:36:23 +00:00
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end}
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{!! Note:} Only works when called in {# love.load()} or any other function that is executed
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after the whole file is loaded.]===],
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2011-11-16 13:57:43 +00:00
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params = {},
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returns = {},
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example = [===[
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function love.load()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end]===],
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},
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}
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Module { name = "hump.timer",
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title = "Timer",
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short = "Delayed function calls and helpers for interpolating functions.",
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long = [===[
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hump.timer provides a simple interface to use delayed functions, i.e. functions
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that will be executed after some amount time has passed. For example, you can use
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a timer to set the player invincible for a short amount of time.
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In addition, the module offers facilities to create functions that interpolate
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or oscillate over time. An interpolator could fade the color or a text message,
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whereas an oscillator could be used for the movement of foes in a shmup.]===],
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Function { name = "add",
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short = "Add a timed function.",
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long = [===[
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Add a timed function. The function will be executed after {# delay} seconds
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have elapsed, given that update() is called every frame.
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Note that there is no guarantee that the delay will not be exceeded, it is
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only guaranteed that the function will not be executed {** before} the delay
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has passed.
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{# func} will receive itself as only parameter. This is useful to implement
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periodic behavior (see the example).]===],
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params = {
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{"number", "delay", "Number of seconds the function will be delayed."},
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{"function", "func", "The function to be delayed."},
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},
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returns = {},
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example = {
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[===[
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-- grant the player 5 seconds of immortality
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player.isInvincible = true
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Timer.add(5, function() player.isInvincible = false end)]===],
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[===[
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-- print "foo" every second. See addPeriodic.
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)]===]
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},
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},
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Function { name = "addPeriodic",
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short = "Add a periodic function.",
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long = [===[
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Add a function that will be called {# count} times every {# delay} seconds.
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If {# count} is omitted, the function will be called until it returns {# false}
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or clear() is called.]===],
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params = {
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{"number", "delay", "Number of seconds between two consecutive function calls."},
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{"function", "func", "The function to be called periodically."},
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{"number", "count", "Number of times the function is to be called.", optional = true},
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},
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returns = {},
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example = {
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"Timer.addPeriodic(1, function() lamp:toggleLight() end)",
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"Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)",
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[===[-- flicker player's image as long as he is invincible
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Timer.addPeriodic(0.1, function()
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player:flipImage()
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return player.isInvincible
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end)]===],
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},
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},
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Function { name = "clear",
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short = "Remove all timed and periodic functions.",
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long = "Remove all timed and periodic functions. Functions that have not yet been executed will discarded.",
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params = {},
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returns = {},
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example = "Timer.clear",
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},
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Function { name = "update",
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short = "Update timed functions.",
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long = "Update timers and execute functions if the deadline is reached. Use this in love.update(dt).",
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params = {
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{"number", "dt", "Time that has passed since the last update()."},
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},
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returns = {},
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example = [===[
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function love.update(dt)
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do_stuff()
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Timer.update(dt)
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end]===],
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},
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Function { name = "Interpolator",
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short = "Create a new interpolating function.",
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long = [===[
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Create a wrapper for an interpolating function, i.e. a function that acts
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depending on how much time has passed.
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The wrapper will have the prototype:
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{## function wrapper(dt, ...) }
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where {# dt} is the time that has passed since the last call of the wrapper
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and {# ...} are arguments passed to the interpolating function. It will return
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whatever the interpolating functions returns if the interpolation is not yet
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finished or nil if the interpolation is done.
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The prototype of the interpolating function is:
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{## function interpolator(fraction, ...) }
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where {# fraction} is a number between 0 and 1 depending on how much time has
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passed and {# ...} are additional arguments supplied to the wrapper.]===],
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params = {
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{"number", "length", "Interpolation length in seconds."},
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{"function", "func", "Interpolating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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fader = Timer.Interpolator(5, function(frac, r,g,b)
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love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
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end)
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function love.update(dt)
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fader(dt, 255,255,255)
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end]===],
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},
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Function { name = "Oscillator",
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short = "Create a new oscillating function.",
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long = [===[
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Create a wrapper for an oscillating function, which is basically a looping
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interpolating function.
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The function prototypes are the same as with Interpolator():
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{## function wrapper(dt, ...) }
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{## function oscillator(fraction, ...) }
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As with Interpolator, the wrapper will return whatever {# oscillator()} returns.]===],
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params = {
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{"number", "length", "Length of one interpolation period."},
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{"function", "func", "Oscillating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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mover = Timer.Oscillator(10, function(frac)
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return 400 + 300 * math.sin(2*math.pi*frac)
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end)
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local xpos = 100
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function love.update(dt)
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xpos = mover(dt)
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end
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function love.draw()
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love.graphics.circle('fill', xpos, 300, 80, 36)
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end]===],
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},
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}
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Module { name = "hump.vector",
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title = "vector",
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short = "2D vector math",
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long = [===[
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A handy 2D vector class providing most of the things you do with vectors.
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You can access the individual coordinates by using {# vec.x} and {# vec.y}.]===],
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Section { name = "operators",
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title = "Arithmetics and relations",
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content = [===[
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Vector arithmetic is implemented by using {# __add}, {# __mul} and other metamethods:
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[|
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{# vector + vector = vector} | Component wise sum.
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{# vector - vector = vector} | Component wise difference.
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{# vector * vector = number} | [[http://en.wikipedia.org/wiki/Dot_product|Dot product]].
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{# number * vector = vector} | Vector scaling ([[http://en.wikipedia.org/wiki/Scalar_multiplication|scalar multiplication]]).
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{# vector * number = vector} | Vector scaling.
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{# vector / number = vector} | Vector scaling.
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|]
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Relational operators are defined, too:
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[|
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a == b | {# true}, if {# a.x == b.x} and {# a.y == b.y}.
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a <= b | {# true}, if {# a.x <= b.x} and {# a.y <= b.y}.
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a < b | Lexical sort: {# true}, if {# a.x < b.x} or {# a.x == b.x} and {# a.y < b.y}.
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|]]===],
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example = [===[
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-- acceleration, player.velocity and player.position are vectors
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acceleration = vector(0,-9)
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player.velocity = player.velocity + acceleration * dt
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player.position = player.position + player.velocity * dt]===],
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},
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Function { name = "new",
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short = "Create a new vector.",
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long = "Create a new vector.",
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params = {
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{"numbers", "x,y", "Coordinates."}
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},
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returns = {
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{"vector", "The vector."}
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},
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example = {
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"a = vector.new(10,10)",
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[===[-- as a shortcut, you can call the module like a function:
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vector = require "hump.vector"
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a = vector(10,10)]===],
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},
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},
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Function { name = "isvector",
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short = "Test if value is a vector.",
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long = "Test whether a variable is a vector.",
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params = {
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{"mixed", "v", "The variable to test."}
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},
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returns = {
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{"boolean", "{# true} if {# v} is a vector, {# false} otherwise"}
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},
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example = [===[
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if not vector.isvector(v) then
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v = vector(v,0)
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end]===],
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},
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Function { name = "vector:clone",
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short = "Copy a vector.",
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long = [===[
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Copy a vector. Simply assigning a vector a vector to a variable will create
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a reference, so when modifying the vector referenced by the new variable
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would also change the old one:
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{## a = vector(1,1) -- create vector
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b = a -- b references a
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c = a:clone() -- c is a copy of a
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b.x = 0 -- changes a,b and c
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print(a,b,c) -- prints '(1,0), (1,0), (1,1)'}]===],
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params = {},
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returns = {
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{"vector", "Copy of the vector"}
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},
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example = "copy = original:clone",
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},
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Function { name = "vector:unpack",
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short = "Extract coordinates.",
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long = "Extract coordinates.",
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params = {},
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returns = {
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{"numbers", "The coordinates"}
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},
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example = {
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|
"x,y = pos:unpack",
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"love.graphics.draw(self.image, self.pos:unpack())"
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},
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},
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Function { name = "vector:permul",
|
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|
short = "Per element multiplication.",
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long = [===[
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|
Multiplies vectors coordinate wise, i.e. {# result = vector(a.x * b.x, a.y * b.y)}.
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This does not change either argument vectors, but creates a new one.]===],
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|
params = {
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{"vector", "other", "The other vector"}
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|
},
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|
returns = {
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|
{"vector", "The new vector as described above"}
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},
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|
example = "scaled = original:permul(vector(1,1.5))",
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|
},
|
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|
Function { name = "vector:len",
|
|
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|
|
short = "Get length.",
|
|
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|
|
long = "Get length of a vector, i.e. {# math.sqrt(vec.x * vec.x + vec.y * vec.y)}.",
|
|
|
|
|
params = {},
|
|
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|
|
returns = {
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|
|
|
|
{"number", "Length of the vector."}
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|
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|
},
|
|
|
|
|
example = "distance = (a - b):len()",
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|
},
|
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Function { name = "vector:len2",
|
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|
|
short = "Get squared length.",
|
|
|
|
|
long = "Get squared length of a vector, i.e. {# vec.x * vec.x + vec.y * vec.y}.",
|
|
|
|
|
params = {},
|
|
|
|
|
returns = {
|
|
|
|
|
{"number", "Squared length of the vector."}
|
|
|
|
|
},
|
|
|
|
|
example = [===[
|
|
|
|
|
-- get closest vertex to a given vector
|
|
|
|
|
closest, dsq = vertices[1], (pos - vertices[1]):len2()
|
|
|
|
|
for i = 2,#vertices do
|
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|
|
|
local temp = (pos - vertices[i]):len2()
|
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|
|
if temp < dsq then
|
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|
|
closest, dsq = vertices[i], temp
|
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|
|
end
|
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|
|
end]===],
|
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|
|
},
|
|
|
|
|
|
|
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|
|
Function { name = "vector:dist",
|
|
|
|
|
short = "Distance to other vector.",
|
|
|
|
|
long = "Get distance of two vectors. The same as {# (a - b):len()}.",
|
|
|
|
|
params = {
|
|
|
|
|
{"vector", "other", "Other vector to measure the distance to."},
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"number", "The distance of the vectors."}
|
|
|
|
|
},
|
|
|
|
|
example = [===[
|
|
|
|
|
-- get closest vertex to a given vector
|
|
|
|
|
-- slightly slower than the example using len2()
|
|
|
|
|
closest, dist = vertices[1], pos:dist(vertices[1])
|
|
|
|
|
for i = 2,#vertices do
|
|
|
|
|
local temp = pos:dist(vertices[i])
|
|
|
|
|
if temp < dist then
|
|
|
|
|
closest, dist = vertices[i], temp
|
|
|
|
|
end
|
|
|
|
|
end]===],
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:normalized",
|
|
|
|
|
short = "Get normalized vector.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Get normalized vector, i.e. a vector with the same direction as the input
|
|
|
|
|
vector, but with length 1.
|
|
|
|
|
|
|
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|
|
This does not change the input vector, but creates a new vector.]===],
|
|
|
|
|
params = {},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "Vector with same direction as the input vector, but length 1."}
|
|
|
|
|
},
|
|
|
|
|
example = "direction = velocity:normalized()"
|
|
|
|
|
},
|
|
|
|
|
|
|
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|
|
Function { name = "vector:normalize_inplace",
|
|
|
|
|
short = "Normalize vector in-place.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Normalize a vector, i.e. make the vector unit length. Great to use on
|
|
|
|
|
intermediate results.
|
|
|
|
|
|
|
|
|
|
{!! This modifies the vector. If in doubt, use {# vector:normalized()}.}]===],
|
|
|
|
|
params = {},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "Itself - the normalized vector"}
|
|
|
|
|
},
|
|
|
|
|
example = "normal = (b - a):perpendicular():normalize_inplace()"
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:rotated",
|
|
|
|
|
short = "Get rotated vector.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Get a rotated vector.
|
|
|
|
|
|
|
|
|
|
This does not change the input vector, but creates a new vector.]===],
|
|
|
|
|
params = {
|
|
|
|
|
{"number", "phi", "Rotation angle in [[http://en.wikipedia.org/wiki/Radians|radians]]."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "The rotated vector"}
|
|
|
|
|
},
|
|
|
|
|
example = [===[
|
|
|
|
|
-- approximate a circle
|
|
|
|
|
circle = {}
|
|
|
|
|
for i = 1,30 do
|
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|
|
|
local phi = 2 * math.pi * i / 30
|
|
|
|
|
circle[#circle+1] = vector(0,1):rotated(phi)
|
|
|
|
|
end]===],
|
|
|
|
|
sketch = {
|
|
|
|
|
"vector-rotated.png", "sketch of rotated vectors", width = 260, height = 171
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:rotate_inplace",
|
|
|
|
|
short = "Rotate vector in-place.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Rotate a vector in-place. Great to use on intermediate results.
|
|
|
|
|
|
|
|
|
|
{!! This modifies the vector. If in doubt, use {# vector:rotate()}}]===],
|
|
|
|
|
params = {
|
|
|
|
|
{"number", "phi", "Rotation angle in [[http://en.wikipedia.org/wiki/Radians|radians]]."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "Itself - the rotated vector"}
|
|
|
|
|
},
|
|
|
|
|
example = [===[
|
|
|
|
|
-- ongoing rotation
|
|
|
|
|
spawner.direction:rotate_inplace(dt)]===],
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:perpendicular",
|
|
|
|
|
short = "Get perpendicular vector.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Quick rotation by 90<EFBFBD>. Creates a new vector. The same as (but faster):
|
|
|
|
|
{## vec:rotate(math.pi/2)}]===],
|
|
|
|
|
params = {},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "A vector perpendicular to the input vector"}
|
|
|
|
|
},
|
|
|
|
|
example = "normal = (b - a):perpendicular():normalize_inplace()",
|
|
|
|
|
sketch = {
|
|
|
|
|
"vector-perpendicular.png", "sketch of perpendicular vectors", width = 267, height = 202
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:projectOn",
|
|
|
|
|
short = "Get projection onto another vector.",
|
|
|
|
|
long = "Project vector onto another vector (see sketch).",
|
|
|
|
|
params = {
|
|
|
|
|
{"vector", "v", "The vector to project on."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "The projected vector."}
|
|
|
|
|
},
|
|
|
|
|
example = "velocity_component = velocity:projectOn(axis)",
|
|
|
|
|
sketch = {
|
|
|
|
|
"vector-projectOn.png", "sketch of vector projection", width = 605, height = 178
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:mirrorOn",
|
|
|
|
|
short = "Mirrors vector on other vector",
|
|
|
|
|
long = "Mirrors vector on the axis defined by the other axis.",
|
|
|
|
|
params = {
|
|
|
|
|
{"vector", "v", "The vector to mirror on."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"vector", "The mirrored vector."}
|
|
|
|
|
},
|
|
|
|
|
example = "deflected_velocity = ball.velocity:mirrorOn(surface)",
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "vector:cross",
|
|
|
|
|
short = "Cross product of two vectors.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Get cross product of both vectors.
|
|
|
|
|
|
|
|
|
|
For the math geeks:
|
|
|
|
|
|
|
|
|
|
The cross product is usually not defined for 2D vectors. To still get a
|
|
|
|
|
meaningful result, we treat the vectors as being 3D vectors {** (x,y,0)}. The
|
|
|
|
|
cross product of both vectors has just a z-component, and this is what this
|
|
|
|
|
function returns. It's also the determinant of both vectors {** d = det(a,b)}
|
|
|
|
|
which is the area of the parallelogram spanned by both vectors.]===],
|
|
|
|
|
params = {
|
|
|
|
|
{"vector", "other", "Vector to compute the cross product with."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"number", "Cross product of both vectors."}
|
|
|
|
|
},
|
|
|
|
|
example = "parallelogram_area = a:cross(b)"
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Module { name = "hump.class",
|
|
|
|
|
title = "Class",
|
|
|
|
|
short = "Class-based object orientated programming for Lua",
|
|
|
|
|
long = "A small, fast class implementation with multiple inheritance support",
|
|
|
|
|
|
|
|
|
|
Function { name = "new",
|
|
|
|
|
short = "Declare a new class.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Declare a new class.
|
|
|
|
|
|
|
|
|
|
The constructor will receive the newly create object as first argument.
|
|
|
|
|
|
|
|
|
|
If no name is given, the module will try to guess the name based on the
|
|
|
|
|
variable name the class is assigned to. Note that this can only work for
|
|
|
|
|
global variables.
|
|
|
|
|
|
|
|
|
|
You can check if an object is an instance of a class using {# object:is_a()}.
|
|
|
|
|
|
|
|
|
|
The name of the variable that holds the module can be used as a shortcut to
|
|
|
|
|
{# new()} (see example).]===],
|
|
|
|
|
params = { table_argument = true,
|
|
|
|
|
{"function", "constructor", "Class constructor. Can be accessed with {# theclass.construct(object, ...)}", optional = true},
|
|
|
|
|
{"string", "the_name", "Class name (used only to make the class compliant to {# tostring()).", name = "name", optional = true},
|
|
|
|
|
{"class or table of classes", "super", "Classes to inherit from. Can either be a single class or a table of classes", name = "inherits", optional = true},
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"class", "The class"}
|
|
|
|
|
},
|
|
|
|
|
example = {
|
|
|
|
|
[===[
|
|
|
|
|
Class = require 'hump.class' -- `Class' is now a shortcut to new()
|
|
|
|
|
|
|
|
|
|
-- define class with implicit name 'Feline'
|
|
|
|
|
Feline = Class{function(self, size, weight)
|
|
|
|
|
self.size = size
|
|
|
|
|
self.weight = weight
|
|
|
|
|
end}
|
|
|
|
|
print(Feline) -- prints 'Feline'
|
|
|
|
|
|
|
|
|
|
-- define class method
|
|
|
|
|
function Feline:stats()
|
|
|
|
|
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- create two objects
|
|
|
|
|
garfield = Feline(.7, 45)
|
|
|
|
|
felix = Feline(.8, 12)
|
|
|
|
|
|
|
|
|
|
print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())
|
|
|
|
|
]===],
|
|
|
|
|
[===[
|
|
|
|
|
Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
-- define class with explicit name 'Feline'
|
|
|
|
|
Feline = Class{name = "Feline", function(self, size, weight)
|
|
|
|
|
self.size = size
|
|
|
|
|
self.weight = weight
|
|
|
|
|
end}
|
|
|
|
|
|
|
|
|
|
garfield = Feline(.7, 45)
|
|
|
|
|
print(Feline, garfield) -- prints 'Feline <instance of Feline>'
|
|
|
|
|
]===],
|
|
|
|
|
[===[
|
|
|
|
|
Class = require 'hump.class'
|
|
|
|
|
A = Class{}
|
|
|
|
|
function A:foo()
|
|
|
|
|
print('foo')
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
B = Class{}
|
|
|
|
|
function B:bar()
|
|
|
|
|
print('bar')
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
-- single inheritance
|
|
|
|
|
C = Class{inherits = A}
|
|
|
|
|
instance = C()
|
|
|
|
|
instance:foo() -- prints 'foo'
|
|
|
|
|
|
|
|
|
|
-- multiple inheritance
|
|
|
|
|
D = Class{inherits = {A,B}}
|
|
|
|
|
instance = D()
|
|
|
|
|
instance:foo() -- prints 'foo'
|
|
|
|
|
instance:bar() -- prints 'bar'
|
|
|
|
|
]===],
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "class.construct",
|
|
|
|
|
short = "Call class constructor.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Calls class constructor of a class on an object
|
|
|
|
|
|
|
|
|
|
Derived classes use this function their constructors to initialize the
|
|
|
|
|
parent class(es) portions of the object.]===],
|
|
|
|
|
params = {
|
|
|
|
|
{"Object", "object", "The object. Usually {# self}."},
|
|
|
|
|
{"mixed", "...", "Arguments to pass to the constructor"},
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"mixed", "Whatever the parent class constructor returns"},
|
|
|
|
|
},
|
|
|
|
|
example = {
|
|
|
|
|
[===[
|
|
|
|
|
Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
Shape = Class{function(self, area)
|
|
|
|
|
self.area = area
|
|
|
|
|
end}
|
|
|
|
|
function Shape:__tostring()
|
|
|
|
|
return "area = " .. self.area
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
Rectangle = Class{inherits = Shape, function(self, width, height)
|
|
|
|
|
Shape.construct(self, width * height)
|
|
|
|
|
self.width = width
|
|
|
|
|
self.height = height
|
|
|
|
|
end}
|
|
|
|
|
function Rectangle:__tostring()
|
|
|
|
|
local strs = {
|
|
|
|
|
"width = " .. self.width,
|
|
|
|
|
"height = " .. self.height,
|
|
|
|
|
Shape.__tostring(self)
|
|
|
|
|
},
|
|
|
|
|
return table.concat(strs, ", ")
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
print( Rectangle(2,4) ) -- prints 'width = 2, height = 4, area = 8'
|
|
|
|
|
]===],
|
|
|
|
|
[===[
|
|
|
|
|
Menu = Class{function(self)
|
|
|
|
|
self.entries = {}
|
|
|
|
|
end}
|
|
|
|
|
function Menu:add(title, entry)
|
|
|
|
|
self.entries[#self.entries + 1] = entry
|
|
|
|
|
end
|
|
|
|
|
function Menu:display()
|
|
|
|
|
-- ...
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
Entry = Class{function(self, title, command)
|
|
|
|
|
self.title = title
|
|
|
|
|
self.command = command
|
|
|
|
|
end}
|
|
|
|
|
function Entry:execute()
|
|
|
|
|
return self.command()
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
Submenu = Class{inherits = {Menu, Entry}, function(self, title)
|
|
|
|
|
Menu.construct(self)
|
|
|
|
|
-- redirect self:execute() to self:display()
|
|
|
|
|
Entry.construct(self, title, Menu.display)
|
|
|
|
|
end}
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "class:inherit",
|
|
|
|
|
short = "Explicit class inheritance/mixin support.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Inherit functions and variables of another class, if they are not already
|
|
|
|
|
defined for the class. This is done by simply copying the functions and
|
|
|
|
|
variables over to the subclass. The Lua rules for copying apply
|
|
|
|
|
(i.e. tables are referenced, functions and primitive types are copied by value).
|
|
|
|
|
|
|
|
|
|
{!! Be careful with changing table values in a subclass: This will change the
|
|
|
|
|
value in the parent class too.}
|
|
|
|
|
|
|
|
|
|
If more than one parent class is specified, inherit from all of these, in
|
|
|
|
|
order of occurrence. That means that when two parent classes define the same
|
|
|
|
|
method, the one from the first class will be inherited.
|
|
|
|
|
|
|
|
|
|
Note: {# class:inherit()} doesn't actually care if the arguments supplied are
|
|
|
|
|
hump classes. Just any table will work.]===],
|
|
|
|
|
params = {
|
|
|
|
|
{"tables", "...", "Parent classes to inherit from"}
|
|
|
|
|
},
|
|
|
|
|
returns = {},
|
|
|
|
|
example = [===[
|
|
|
|
|
Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
Entity = Class{function(self)
|
|
|
|
|
GameObjects.register(self)
|
|
|
|
|
end}
|
|
|
|
|
|
|
|
|
|
Collidable = {
|
|
|
|
|
dispatch_collision = function(self, other, dx, dy)
|
|
|
|
|
if self.collision_handler[other.type])
|
|
|
|
|
return collision_handler[other.type](self, other, dx, dy)
|
|
|
|
|
end
|
|
|
|
|
return collision_handler["*"](self, other, dx, dy)
|
|
|
|
|
end,
|
|
|
|
|
|
|
|
|
|
collision_handler = {["*"] = function() end},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Spaceship = Class{function(self)
|
|
|
|
|
self.type = "Spaceship"
|
|
|
|
|
-- ...
|
|
|
|
|
end}
|
|
|
|
|
|
|
|
|
|
-- make Spaceship collidable
|
|
|
|
|
Spaceship:inherit(Collidable)
|
|
|
|
|
|
|
|
|
|
function Spaceship:collision_handler["Spaceship"](other, dx, dy)
|
|
|
|
|
-- ...
|
|
|
|
|
end
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "object:is_a",
|
|
|
|
|
short = "Test object's type.",
|
|
|
|
|
long = "Tests whether an object is an instance of a class.",
|
|
|
|
|
params = {
|
|
|
|
|
{"class", "cls", "Class to test. Note: this is the class itself, {** not} the name of the class."}
|
|
|
|
|
},
|
|
|
|
|
returns = {
|
|
|
|
|
{"Boolean", "{# true} if the object is an instance of the class, {# false} otherwise"}
|
|
|
|
|
},
|
|
|
|
|
example = [===[
|
|
|
|
|
Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
A = Class{}
|
|
|
|
|
B = Class{inherits=A}
|
|
|
|
|
C = Class{inherits=B}
|
|
|
|
|
a, b, c = A(), B(), C()
|
|
|
|
|
print(a:is_a(A), a:is_a(B), a:is_a(C)) --> true false false
|
|
|
|
|
print(b:is_a(A), b:is_a(B), b:is_a(C)) --> true true false
|
|
|
|
|
print(c:is_a(A), c:is_a(B), c:is_a(C)) --> true true true
|
|
|
|
|
|
|
|
|
|
D = Class{}
|
|
|
|
|
E = Class{inherits={B,D}}
|
|
|
|
|
d, e = D(), E()
|
|
|
|
|
print(d:is_a(A), d:is_a(B), d:is_a(D)) --> false false true
|
|
|
|
|
print(e:is_a(A), e:is_a(B), e:is_a(D)) --> true true true
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Section { name = "caveats",
|
|
|
|
|
title = "Caveats",
|
|
|
|
|
content = [===[
|
|
|
|
|
Be careful when using metamethods like {# __add} or {# __mul}: If subclass
|
|
|
|
|
inherits those methods from a superclass, but does not overwrite them, the
|
|
|
|
|
result of the operation may be of the type superclass. Consider the following:
|
|
|
|
|
{## Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
A = Class{function(self, x) self.x = x end}
|
|
|
|
|
function A:__add(other) return A(self.x + other.x) end
|
|
|
|
|
function A:show() print("A:", self.x) end
|
|
|
|
|
|
|
|
|
|
B = Class{inherits = A, function(self, x, y) A.construct(self, x) self.y = y end}
|
|
|
|
|
function B:show() print("B:", self.x, self.y) end
|
|
|
|
|
function B:foo() print("foo") end
|
|
|
|
|
|
|
|
|
|
one, two = B(1,2), B(3,4)
|
|
|
|
|
result = one + two
|
|
|
|
|
result:show() -- prints "A: 4"
|
|
|
|
|
result:foo() -- error: method does not exist}
|
|
|
|
|
|
|
|
|
|
Note that while you can define the {# __index} metamethod of the class, this
|
|
|
|
|
is not a good idea: It will break the class. To add a custom __index
|
|
|
|
|
metamethod without breaking the class system, you have to use rawget().
|
|
|
|
|
But beware that this won't affect subclasses:
|
|
|
|
|
{## Class = require 'hump.class'
|
|
|
|
|
|
|
|
|
|
A = Class{}
|
|
|
|
|
function A:foo() print('bar') end
|
|
|
|
|
|
|
|
|
|
function A:__index(key)
|
|
|
|
|
print(key)
|
|
|
|
|
return rawget(A, key)
|
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
instance = A()
|
|
|
|
|
instance:foo() -- prints foo <newline> bar
|
|
|
|
|
|
|
|
|
|
B = Class{inherits = A}
|
|
|
|
|
instance = B()
|
|
|
|
|
instance:foo() -- prints only foo}]===],
|
|
|
|
|
},
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Module { name = "hump.camera",
|
|
|
|
|
title = "Camera",
|
|
|
|
|
short = "A camera for L<>VE",
|
|
|
|
|
long = [===[
|
|
|
|
|
{!! Depends on hump.vector}
|
|
|
|
|
|
|
|
|
|
A camera utility for L<EFBFBD>VE. A camera can "look" at a position. It can zoom in and
|
|
|
|
|
out and it can rotate it's view. In the background, this is done by actually
|
|
|
|
|
moving, scaling and rotating everything in the game world. But don't worry about
|
|
|
|
|
that.]===],
|
|
|
|
|
|
|
|
|
|
Function { name = "new",
|
|
|
|
|
short = "Create a new camera object.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Creates a new camera object. You can access the camera position using
|
|
|
|
|
{# camera.pos}, the zoom using {# camera.zoom} and the rotation using
|
|
|
|
|
{# camera.rot}.
|
|
|
|
|
|
|
|
|
|
The module variable name can be used at a shortcut to {# new()}.]===],
|
|
|
|
|
|
|
|
|
|
params = {
|
|
|
|
|
{"vector", "pos", "Point for the camera to look at.", default = "screen center"},
|
|
|
|
|
{"number", "zoom", "Camera zoom.", default = "1"},
|
|
|
|
|
{"number", "rot", "Camera rotation in radians.", default = "0"},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"camera", "A new camera object."}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
camera = require 'hump.camera'
|
|
|
|
|
vector = require 'hump.vector'
|
|
|
|
|
|
|
|
|
|
-- camera looking at (100,100) with zoom 2 and rotated by 45 degrees
|
|
|
|
|
cam = camera(vector(100,100), 2, math.pi/2)
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "camera:rotate",
|
|
|
|
|
short = "Rotate camera object.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Rotate the camera {** by} some angle. To {** set} the angle use
|
|
|
|
|
{# camera.rot = new_angle}.
|
|
|
|
|
|
|
|
|
|
This function is shortcut to {# camera.rot = camera.rot + angle}.]===],
|
|
|
|
|
|
|
|
|
|
params = {
|
|
|
|
|
{"number", "angle", "Rotation angle in radians"}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"camera", "The camera object."}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = {
|
|
|
|
|
"function love.update(dt)\n camera:rotate(dt)\nend",
|
|
|
|
|
"function love.update(dt)\n camera:rotate(dt):move(dt)\nend"
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "camera:move",
|
|
|
|
|
short = "Move camera object.",
|
|
|
|
|
long = [===[
|
|
|
|
|
{** Move} the camera {** by} some vector. To {** set} the position, use
|
|
|
|
|
{# camera.pos = some_vector} or {# camera.pos.x, camera.pos.y = new_x, new_y}.
|
|
|
|
|
|
|
|
|
|
This function is shortcut to {# camera.pos = camera.pos + v}.]===],
|
|
|
|
|
|
|
|
|
|
params = {
|
|
|
|
|
{ {"vector", "v", "Direction to move the camera."} },
|
|
|
|
|
{ {"numbers", "x, y", "Direction to move the camera."} },
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"camera", "The camera object."},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = {
|
|
|
|
|
"function love.update(dt)\n camera:move(dt * velocity)\nend",
|
|
|
|
|
"function love.update(dt)\n camera:move(dt * 5, dt * 6):rotate(dt)\nend"
|
|
|
|
|
},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "camera:attach",
|
|
|
|
|
short = "Attach camera object.",
|
|
|
|
|
long = [===[
|
|
|
|
|
Start looking through the camera.
|
|
|
|
|
|
|
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Apply camera transformations, i.e. move, scale and rotate everything until
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{# camera:detach()} as if looking through the camera.]===],
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params = {},
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returns = {},
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example = [===[
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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draw_hud()
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end]===]
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},
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Function { name = "camera:detach",
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short = "Detach camera object.",
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long = "Stop looking through the camera.",
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params = {},
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returns = {},
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example = [===[
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function love.draw()
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camera:attach()
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draw_world()
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cam:detach()
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draw_hud()
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end]===]
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},
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Function { name = "camera:draw",
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short = "Attach, draw and detach.",
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long = [===[
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Wrap a function between a {# camera:attach()}/{# camera:detach()} pair:
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{## cam:attach()
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func()
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cam:detach()}]===],
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params = {
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{"function", "func", "Drawing function to be wrapped."},
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},
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returns = {},
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example = [===[
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function love.draw()
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camera:draw(draw_world)
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draw_hud()
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end]===]
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},
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Function { name = {
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"camera:worldCoords",
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"camera:cameraCoords",
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},
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short = {
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"Convert point to world coordinates.",
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"Convert point to camera coordinates.",
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},
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long = [===[
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Because a camera has a point it looks at, a rotation and a zoom factor, it
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defines a coordinate system. A point now has two sets of coordinates: One
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defines where the point is to be found in the game world, and the other
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describes the position on the computer screen. The first set of coordinates
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is called {** world coordinates}, the second one {** camera coordinates}.
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Sometimes it is needed to convert between the two coordinate systems, for
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example to get the position of a mouse click in the game world in a strategy
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game, or to see if an object is visible on the screen.
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These two functions convert a point between these two coordinate systems.]===],
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params = {
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{ {"vector", "v", "Point to transform."} },
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{ {"numbers", "x, y", "Point to transform."} },
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},
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returns = {
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{"vector", "Transformed point."},
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},
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example = {
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[===[
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target = camera:worldCoords( vector(love.mouse.getPosition()) )
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selectedUnit:plotPath(target)
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]===], [===[
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pos = cam:toCameraCoords(player.pos)
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love.graphics.line(pos.x, pos.y, love.mouse.getPosition())
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]===]
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},
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},
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Function { name = "camera:mousepos",
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short = "Get mouse position in world coordinates.",
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long = "Shortcut to {# camera:worldCoords(vector(love.mouse.getPosition()))}.",
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params = {},
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returns = {
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{"vector", "Mouse position in world coordinates."},
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},
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example = [===[
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target = camera:mousepos()
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selectedUnit:plotPath(target)
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]===],
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},
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}
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Module { name = "hump.ringbuffer",
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title = "Ringbuffer",
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short = "A data structure that wraps around itself.",
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long = [===[
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A ring-buffer is a circular array: It does not have a first nor a last item,
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but it has a {** selected} or {** current} element.
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A ring-buffer can be used to implement {** Tomb Raider} style inventories, looping
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play-lists, recurring dialogs (like a unit's answers when selecting it multiple
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times in {** Warcraft}) and generally everything that has a circular or looping
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structure.]===],
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Function { name = "new",
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short = "Create new ring-buffer.",
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long = "Create new ring-buffer.\n\nThe module name is a shortcut to this function.",
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params = {
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{"mixed", "...", "Initial elements."}
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},
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returns = {
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{"Ringbuffer", "The ring-buffer object."},
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},
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example = [===[
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Ringbuffer = require 'hump.ringbuffer'
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rb = ringbuffer(1,2,3)
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]===]
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},
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Function { name = "ringbuffer:insert",
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short = "Insert element.",
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long = "Insert items behind current element.",
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params = {
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{"mixed", "...", "Items to insert."},
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|
},
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|
|
returns = {},
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example = [===[
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|
rb = RingbuffeR(1,5,6) -- content: 1,5,6
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rb:insert(2,3,4) -- content: 1,2,3,4,5,6
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]===]
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},
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Function { name = "ringbuffer:remove",
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short = "Remove currently selected item.",
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|
long = "Remove current item, return it and select next element.",
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|
params = {},
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|
returns = {
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|
{"mixed", "The removed item."}
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|
|
},
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|
|
example = [===[
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|
|
rb = Ringbuffer(1,2,3,4) -- content: 1,2,3,4
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val = rb:remove() -- content: 2,3,4
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|
|
print(val) -- prints `1'
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|
|
]===]
|
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|
|
},
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|
Function { name = "ringbuffer:removeAt",
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|
|
short = "Remove an item.",
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|
|
long = "Remove the item at a position relative to the current element.",
|
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|
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|
|
params = {
|
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|
|
{"number", "pos", "Position of the item to remove."}
|
|
|
|
|
},
|
|
|
|
|
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|
|
returns = {
|
|
|
|
|
{"mixed", "The removed item."}
|
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|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
rb = Ringbuffer(1,2,3,4,5) -- content: 1,2,3,4,5
|
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|
|
rb:removeAt(2) -- content: 1,2,4,5
|
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|
|
rb:removeAt(-1) -- content: 1,2,4
|
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|
|
]===]
|
|
|
|
|
},
|
|
|
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|
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|
|
Function { name = "ringbuffer:next",
|
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|
|
short = "Select next item.",
|
|
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|
|
long = "Select and return the next element.",
|
|
|
|
|
|
|
|
|
|
params = {},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"mixed", "The next item."}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
rb = Ringbuffer(1,2,3)
|
|
|
|
|
rb:next() -- content: 2,3,1
|
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|
|
rb:next() -- content: 3,1,2
|
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|
|
|
x = rb:next() -- content: 1,2,3
|
|
|
|
|
print(x) -- prints `1'
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "ringbuffer:prev",
|
|
|
|
|
short = "Select previous item.",
|
|
|
|
|
long = "Select and return the previous item.",
|
|
|
|
|
|
|
|
|
|
params = {},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"mixed", "The previous item."}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
rb = Ringbuffer(1,2,3)
|
|
|
|
|
rb:prev()) -- content: 3,1,2
|
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|
|
rb:prev()) -- content: 2,3,1
|
|
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|
|
x = rb:prev() -- content: 1,2,3
|
|
|
|
|
print(x) -- prints `1'
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "ringbuffer:get",
|
|
|
|
|
short = "Get currently selected item.",
|
|
|
|
|
long = "Return the current element.",
|
|
|
|
|
|
|
|
|
|
params = {},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"mixed", "The currently selected element."}
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
rb = Ringbuffer(1,2,3)
|
|
|
|
|
rb:next() -- content: 2,3,1
|
|
|
|
|
print(rb:get()) -- prints '2'
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
Function { name = "ringbuffer:size",
|
|
|
|
|
short = "Get ringbuffer size.",
|
|
|
|
|
long = "Get number of items in the buffer",
|
|
|
|
|
|
|
|
|
|
params = {},
|
|
|
|
|
|
|
|
|
|
returns = {
|
|
|
|
|
{"number", "Number of items in the buffer."},
|
|
|
|
|
},
|
|
|
|
|
|
|
|
|
|
example = [===[
|
|
|
|
|
rb = Ringbuffer(1,2,3)
|
|
|
|
|
print(rb:size()) -- prints '3'
|
|
|
|
|
rb:remove()
|
|
|
|
|
print(rb:size()) -- prints '2'
|
|
|
|
|
]===]
|
|
|
|
|
},
|
|
|
|
|
}
|