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cosmetics
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index.html
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index.html
@ -42,9 +42,12 @@
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.functionlist a { text-decoration: none; font-weight:bold; color: #506060; }
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.functionlist a:hover { color: black; }
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td, th { vertical-align: top; }
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.doc table { margin-top: 5px; }
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td, th { border-top: 1px dashed #ddd; }
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th { text-align: left; font-weight: normal; font-style: italic; text-decoration: underline; }
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td { padding-left: 1em; }
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td { padding-left: 1em; margin: 0; }
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td.p { text-align: right; }
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.doc td em { font-size: .8em; font-weight:bold; font-style:normal; padding-right: .6em;}
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.doc pre, code { color: black; padding: 0; font-family: fixed; border: 1px solid #ddd; background: #e7ecec; }
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@ -121,8 +124,8 @@ module by clicking these:
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<div class="doc"><span class="function">function vector(x,y)<a class="top" href="#vector.lua">^ top</a></span>
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Creates a new vector. Element access with <code>v.x</code> and <code>v.y</code>.
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<table>
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<tr><th>Parameters:</th><td><em>[number]</em><code>x</code>:</td><td>x coordinate</td></tr>
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<tr><td> </td><td><em>[number]</em><code>y</code>:</td><td>y coordinate</td></tr>
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<tr><th>Parameters:</th><td class="p"><em>[number]</em><code>x</code>:</td><td>x coordinate</td></tr>
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<tr><td> </td><td class="p"><em>[number]</em><code>y</code>:</td><td>y coordinate</td></tr>
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<tr><th>Returns:</th><td colspan="2">the vector</td></tr>
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</table>
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</div>
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@ -131,7 +134,7 @@ module by clicking these:
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<div class="doc"><span class="function">function isvector(v)<a class="top" href="#vector.lua">^ top</a></span>
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Tests for vector type.
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<table>
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<tr><th>Parameters:</th><td><code>v</code></td><td>variable to test</td></tr>
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<tr><th>Parameters:</th><td class="p"><code>v</code>:</td><td>variable to test</td></tr>
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<tr><th>Returns:</th><td colspan="2"><code>true</code> if <code>v</code> is a vector</td></tr>
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</table>
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</div>
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@ -217,7 +220,7 @@ print(a:dist(b)) -- prints 1.4142135623731</pre></td></tr>
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<div class="doc"><span class="function">function vector:rotated(phi)<a class="top" href="#vector.lua">^ top</a></span>
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Get rotated vector. The original vector remains unchanged.
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<table>
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<tr><th>Parameters:</th><td><em>[number]</em><code>phi</code>:</td><td>Rotation angle in radians.</td></tr>
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<tr><th>Parameters:</th><td class="p"><em>[number]</em><code>phi</code>:</td><td>Rotation angle in radians.</td></tr>
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</table>
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</div>
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@ -250,7 +253,7 @@ print(a:dist(b)) -- prints 1.4142135623731</pre></td></tr>
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<div class="doc"><span class="function">function Class(constructor)<a class="top" href="#class.lua">^ top</a></span>
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Creates a new unnamed class.
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<table>
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<tr><th>Parameters:</th><td><em>[optional function]</em><code>constructor</code></td>
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<tr><th>Parameters:</th><td class="p" style="width:225px;"><em>[optional function]</em><code>constructor</code></td>
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<td>A function used to construct the class. The first parameter of this function
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is the object, the others are parameters given upon construction.</td></tr>
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<tr><th>Returns:</th><td colspan="2">the new class</td></tr>
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@ -380,15 +383,15 @@ result:foo() -- error: method does not exist</pre>
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<a name="camera.lua-Camera"></a>
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<div class="doc"><span class="function">function Camera(pos, zoom, rotation)<a class="top" href="#camera.lua">^ top</a></span>
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Create a new camera with position pos, zoom zoom and rotation rotation. Parameters:
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Create a new camera with position pos, zoom zoom and rotation rotation.
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<table>
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<tr><th>Parameters:</th><td><em>[optional vector]</em><code>pos</code>:</td>
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<tr><th>Parameters:</th><td class="p"><em>[optional vector]</em><code>pos</code>:</td>
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<td>Initial position of the camera. Defaults to <code>(0,0)</code>.</td></tr>
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<tr><td> </td><td><em>[optional number]</em><code>zoom</code>:</td>
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<tr><td> </td><td class="p"><em>[optional number]</em><code>zoom</code>:</td>
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<td>Initial zoom. Defaults to <code>1</code>.</td></tr>
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<tr><td> </td><td><em>[optional number]</em><code>rotation</code>:</td>
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<tr><td> </td><td class="p"><em>[optional number]</em><code>rotation</code>:</td>
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<td>Initial rotation in radians. Defaults to <code>0</code>.</td></tr>
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<tr><th>Returns:</th><td colspan="2">a new camera object<td></tr>
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<tr><th>Returns:</th><td colspan="2">a new camera object</td></tr>
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</table>
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</div>
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@ -481,8 +484,8 @@ camera:deapply()</pre></td></tr>
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is the gamestate before the switch and <code>...</code> are the additionals arguments given
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to <code>Gamestate.switch</code>.</p>
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<table>
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<tr><th>Parameters:</th><td><em>[gamestate]</em><code>to</code>:</td><td>target gamestate.</td></tr>
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<tr><td> </td><td><code>...</code>:</td><td>additional arguments to pass</td></tr>
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<tr><th>Parameters:</th><td class="p"><em>[gamestate]</em><code>to</code>:</td><td>target gamestate.</td></tr>
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<tr><td> </td><td class="p"><code>...</code>:</td><td>additional arguments to pass</td></tr>
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<tr><th>Returns:</th><td colspan="2">the result of <code>to:enter(current, ...)</code></td></tr>
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</table>
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</div>
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@ -522,9 +525,8 @@ camera:deapply()</pre></td></tr>
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</div>
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<a name="gamestate.lua-callbackList"></a>
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<h4>List of callbacks</h4>
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<div class="doc"><span class="function">Each gamestate can have a list of callbacks:<a class="top" href="#gamestate.lua">^ top</a></span>
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<table>
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<h4>List of callbacks<a class="top" href="#gamestate.lua">^ top</a></h4>
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<table class="functionlist">
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<tr><td><code>enter(previous, ...)</code></td>
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<td>Gets called upon entering the state. <em>Don't call this yourself, use
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<code>Gamestate.switch</code> instead.</em></td></tr>
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@ -539,11 +541,10 @@ camera:deapply()</pre></td></tr>
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<td>Manully called by <code>Gamestate.keypressed</code>, or automatically like <code>love.keypressed</code></td></tr>
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<tr><td><code>keyreleased(key)</code></td>
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<td>Manully called by <code>Gamestate.keyreleased</code>, or automatically like <code>love.keyreleased</code></td></tr>
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<tr><td><code>mousereleased(x,y,btn)</code></td>
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<tr><td style="width:200px;"><code>mousereleased(x,y,btn)</code></td>
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<td>Manully called by <code>Gamestate.mousereleased</code>, or automatically like <code>love.mousereleased</code></td></tr>
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</table>
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</div>
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</div>
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<a name="license"></a>
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