From 17a80e93588e6a6e3a31268db359656631b55e4c Mon Sep 17 00:00:00 2001 From: Matthias Richter Date: Wed, 16 Nov 2011 14:57:43 +0100 Subject: [PATCH] Update documentation --- doc.lua | 1255 ++++++++++++++++++++++++++++++ index.html | 2188 ++++++++++++---------------------------------------- style.css | 50 +- 3 files changed, 1790 insertions(+), 1703 deletions(-) create mode 100644 doc.lua diff --git a/doc.lua b/doc.lua new file mode 100644 index 0000000..808ed50 --- /dev/null +++ b/doc.lua @@ -0,0 +1,1255 @@ +Module { name = "hump.gamestate", + title = "Gamestate", + short = "A gamestate system", + long = [===[ + A gamestate encapsulates independent data an behaviour into a single entity. + + A typical game could consist of a {** menu-state}, a {** level-state} and a {** game-over-state}.]===], + + Section { name = "callbacks", + title = "Gamestate Callbacks", + content = [===[ + A gamestate can define (nearly) all callbacks that LÖVE defines. In addition, + there are callbacks for entering and leaving a state.: + + [| + {# init()} | Called once before entering the state. See {# switch()}. + {# enter(previous, ...)} | Called when entering the state. See {# switch()}. + {# leave()} | Called when leaving a state. See {# switch()}. + {# update()} | Update the game state. Called every frame. + {# draw()} | Draw on the screen. Called every frame. + {# focus()} | Called if the window gets or looses focus. + {# keypressed()} | Triggered when a key is pressed. + {# keyreleased()} | Triggered when a key is released. + {# mousepressed()} | Triggered when a mouse button is pressed. + {# mousereleased()} | Triggered when a mouse button is released. + {# joystickpressed()} | Triggered when a joystick button is pressed. + {# joystickreleased()} | Triggered when a joystick button is released. + {# quit()} | Called on quitting the game. Only called on the active gamestate. + |] + + When using {# registerEvents()}, all these callbacks will receive the same + arguments as the [[http://love2d.org/wiki/love|LÖVE callbacks]] do.]===], + example = [===[ +menu = Gamestate.new() +function menu:init() -- run only once + self.background = love.graphics.newImage('bg.jpg') + Buttons.initialize() +end + +function menu:enter(previous) -- run every time the state is entered + Buttons.setActive(Buttons.start) +end + +function menu:update(dt) + Buttons.update(dt) +end + +function menu:draw() + love.graphics.draw(self.background, 0, 0) + Buttons.draw() +end + +function menu:keyreleased(key) + if key == 'up' then + Buttons.selectPrevious() + elseif key == 'down' then + Buttons.selectNext() + elseif + Buttons.active:onClick() + end +end + +function menu:mousereleased(x,y, mouse_btn) + local button = Buttons.hovered(x,y) + if button then + Button.select(button) + if mouse_btn == 'l' then + button:onClick() + end + end +end]===] + }, + + Function { name = "new", + short = "Create a new gamestate.", + long = "Declare a new gamestate. A gamestate can define several [[callbacks]]", + params = {}, + returns = { + {"Gamestate", "The new gamestate."} + }, + example = "menu = Gamestate.new()", + }, + + Function { name = "switch", + short = "Switch to gamestate.", + long = [===[ + Switch to a gamestate, with any additional arguments passed to the new state. + + Switching a gamestate will call the leave() callback on the current gamestate, + replace the current gamestate with to, call the init() function if the state + was not yet inialized and finally call enter(old_state, ...) on the new gamestate.]===], + params = { + {"Gamestate", "to", "Target gamestate."}, + {"mixed", "...", "Additional arguments to pass to to:enter()."} + }, + returns = { + {"mixed", "The results of to:enter()"} + }, + example = "Gamestate.switch(game, level_two)", + }, + + Function { name = { + "update", + "draw", + "focus", + "keypressed", + "keyreleased", + "mousepressed", + "mousereleased", + "joystickpressed", + "joystickreleased", + "quit", + }, + short = { + "Update current gamestate.", + "Draw the current gamestate.", + "Inform current gamestate of a focus event.", + "Inform current gamestate of a keypressed event.", + "Inform current gamestate of a keyreleased event.", + "Inform current gamestate of a mousepressed event.", + "Inform current gamestate of a mousereleased event.", + "Inform current gamestate of a joystickpressed event.", + "Inform current gamestate of a joystickreleased event.", + "Inform current gamestate of a quit event.", + }, + long = [===[ + Calls the corresponding function on the current gamestate (see [[callbacks]]). + + Only needed when not using registerEvents().]===], + params = { + {"mixed", "...", "Arguments to pass to the corresponding [[callbacks|callback]]."}, + }, + returns = { + {"mixed", "The results of the callback function."}, + }, + example = [===[ +function love.update(dt) + Gamestate.update(dt) +end + +function love.draw() + local mx,my = love.mouse.getPosition() + Gamestate.draw(mx, my) +end + +function love.keypressed(key, code) + Gamestate.keypressed(key, code) +end]===], + }, + + Function { name = "registerEvents", + short = "Automatically do all of the above when needed.", + long = [===[ + Register all love callbacks to call Gamestate.update(), Gamestate.draw(), etc. automatically. + + This is by done the love callbacks, e.g.: + \[local _update = love.update +function love.update(dt) + _update(dt) + Gamestate.current:update(dt) +end\]]===], + params = {}, + returns = {}, + example = [===[ +function love.load() + Gamestate.registerEvents() + Gamestate.switch(menu) +end]===], + }, +} + +Module { name = "hump.timer", + title = "Timer", + short = "Delayed function calls and helpers for interpolating functions.", + long = [===[ + hump.timer provides a simple interface to use delayed functions, i.e. functions + that will be executed after some amount time has passed. For example, you can use + a timer to set the player invincible for a short amount of time. + + In addition, the module offers facilities to create functions that interpolate + or oscillate over time. An interpolator could fade the color or a text message, + whereas an oscillator could be used for the movement of foes in a shmup.]===], + + Function { name = "add", + short = "Add a timed function.", + long = [===[ + Add a timed function. The function will be executed after {# delay} seconds + have elapsed, given that update() is called every frame. + + Note that there is no guarantee that the delay will not be exceeded, it is + only guaranteed that the function will not be executed {** before} the delay + has passed. + + {# func} will receive itself as only parameter. This is useful to implement + periodic behavior (see the example).]===], + params = { + {"number", "delay", "Number of seconds the function will be delayed."}, + {"function", "func", "The function to be delayed."}, + }, + returns = {}, + example = { + [===[ +-- grant the player 5 seconds of immortality +player.isInvincible = true +Timer.add(5, function() player.isInvincible = false end)]===], + [===[ +-- print "foo" every second. See addPeriodic. +Timer.add(1, function(func) print("foo") Timer.add(1, func) end)]===] + }, + }, + + Function { name = "addPeriodic", + short = "Add a periodic function.", + long = [===[ + Add a function that will be called {# count} times every {# delay} seconds. + + If {# count} is omitted, the function will be called until it returns {# false} + or clear() is called.]===], + params = { + {"number", "delay", "Number of seconds between two consecutive function calls."}, + {"function", "func", "The function to be called periodically."}, + {"number", "count", "Number of times the function is to be called.", optional = true}, + }, + returns = {}, + example = { + "Timer.addPeriodic(1, function() lamp:toggleLight() end)", + "Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)", + [===[-- flicker player's image as long as he is invincible +Timer.addPeriodic(0.1, function() + player:flipImage() + return player.isInvincible +end)]===], + }, + }, + + Function { name = "clear", + short = "Remove all timed and periodic functions.", + long = "Remove all timed and periodic functions. Functions that have not yet been executed will discarded.", + params = {}, + returns = {}, + example = "Timer.clear", + }, + + Function { name = "update", + short = "Update timed functions.", + long = "Update timers and execute functions if the deadline is reached. Use this in love.update(dt).", + params = { + {"number", "dt", "Time that has passed since the last update()."}, + }, + returns = {}, + example = [===[ +function love.update(dt) + do_stuff() + Timer.update(dt) +end]===], + }, + + Function { name = "Interpolator", + short = "Create a new interpolating function.", + long = [===[ + Create a wrapper for an interpolating function, i.e. a function that acts + depending on how much time has passed. + + The wrapper will have the prototype: + {## function wrapper(dt, ...) } + where {# dt} is the time that has passed since the last call of the wrapper + and {# ...} are arguments passed to the interpolating function. It will return + whatever the interpolating functions returns if the interpolation is not yet + finished or nil if the interpolation is done. + + The prototype of the interpolating function is: + {## function interpolator(fraction, ...) } + where {# fraction} is a number between 0 and 1 depending on how much time has + passed and {# ...} are additional arguments supplied to the wrapper.]===], + params = { + {"number", "length", "Interpolation length in seconds."}, + {"function", "func", "Interpolating function."}, + }, + returns = { + {"function", "The wrapper function."} + }, + example = [===[ +fader = Timer.Interpolator(5, function(frac, r,g,b) + love.graphics.setBackgroundColor(frac*r,frac*g,frac*b) +end) + +function love.update(dt) + fader(dt, 255,255,255) +end]===], + }, + + Function { name = "Oscillator", + short = "Create a new oscillating function.", + long = [===[ + Create a wrapper for an oscillating function, which is basically a looping + interpolating function. + + The function prototypes are the same as with Interpolator(): + {## function wrapper(dt, ...) } + {## function oscillator(fraction, ...) } + + As with Interpolator, the wrapper will return whatever {# oscillator()} returns.]===], + params = { + {"number", "length", "Length of one interpolation period."}, + {"function", "func", "Oscillating function."}, + }, + returns = { + {"function", "The wrapper function."} + }, + example = [===[ +mover = Timer.Oscillator(10, function(frac) + return 400 + 300 * math.sin(2*math.pi*frac) +end) + +local xpos = 100 +function love.update(dt) + xpos = mover(dt) +end + +function love.draw() + love.graphics.circle('fill', xpos, 300, 80, 36) +end]===], + }, +} + +Module { name = "hump.vector", + title = "vector", + short = "2D vector math", + long = [===[ + A handy 2D vector class providing most of the things you do with vectors. + + You can access the individual coordinates by using {# vec.x} and {# vec.y}.]===], + + Section { name = "operators", + title = "Arithmetics and relations", + content = [===[ + Vector arithmetic is implemented by using {# __add}, {# __mul} and other metamethods: + + [| + {# vector + vector = vector} | Component wise sum. + {# vector - vector = vector} | Component wise difference. + {# vector * vector = number} | [[http://en.wikipedia.org/wiki/Dot_product|Dot product]]. + {# number * vector = vector} | Vector scaling ([[http://en.wikipedia.org/wiki/Scalar_multiplication|scalar multiplication]]). + {# vector * number = vector} | Vector scaling. + {# vector / number = vector} | Vector scaling. + |] + + Relational operators are defined, too: + + [| + a == b | {# true}, if {# a.x == b.x} and {# a.y == b.y}. + a <= b | {# true}, if {# a.x <= b.x} and {# a.y <= b.y}. + a < b | Lexical sort: {# true}, if {# a.x < b.x} or {# a.x == b.x} and {# a.y < b.y}. + |]]===], + example = [===[ +-- acceleration, player.velocity and player.position are vectors +acceleration = vector(0,-9) +player.velocity = player.velocity + acceleration * dt +player.position = player.position + player.velocity * dt]===], + }, + + Function { name = "new", + short = "Create a new vector.", + long = "Create a new vector.", + params = { + {"numbers", "x,y", "Coordinates."} + }, + returns = { + {"vector", "The vector."} + }, + example = { + "a = vector.new(10,10)", + [===[-- as a shortcut, you can call the module like a function: +vector = require "hump.vector" +a = vector(10,10)]===], + }, + }, + + Function { name = "isvector", + short = "Test if value is a vector.", + long = "Test whether a variable is a vector.", + params = { + {"mixed", "v", "The variable to test."} + }, + returns = { + {"boolean", "{# true} if {# v} is a vector, {# false} otherwise"} + }, + example = [===[ +if not vector.isvector(v) then + v = vector(v,0) +end]===], + }, + + Function { name = "vector:clone", + short = "Copy a vector.", + long = [===[ + Copy a vector. Simply assigning a vector a vector to a variable will create + a reference, so when modifying the vector referenced by the new variable + would also change the old one: + {## a = vector(1,1) -- create vector +b = a -- b references a +c = a:clone() -- c is a copy of a +b.x = 0 -- changes a,b and c +print(a,b,c) -- prints '(1,0), (1,0), (1,1)'}]===], + params = {}, + returns = { + {"vector", "Copy of the vector"} + }, + example = "copy = original:clone", + }, + + Function { name = "vector:unpack", + short = "Extract coordinates.", + long = "Extract coordinates.", + params = {}, + returns = { + {"numbers", "The coordinates"} + }, + example = { + "x,y = pos:unpack", + "love.graphics.draw(self.image, self.pos:unpack())" + }, + }, + + Function { name = "vector:permul", + short = "Per element multiplication.", + long = [===[ + Multiplies vectors coordinate wise, i.e. {# result = vector(a.x * b.x, a.y * b.y)}. + + This does not change either argument vectors, but creates a new one.]===], + params = { + {"vector", "other", "The other vector"} + }, + returns = { + {"vector", "The new vector as described above"} + }, + example = "scaled = original:permul(vector(1,1.5))", + }, + + Function { name = "vector:len", + short = "Get length.", + long = "Get length of a vector, i.e. {# math.sqrt(vec.x * vec.x + vec.y * vec.y)}.", + params = {}, + returns = { + {"number", "Length of the vector."} + }, + example = "distance = (a - b):len()", + }, + + Function { name = "vector:len2", + 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 + local temp = (pos - vertices[i]):len2() + if temp < dsq then + closest, dsq = vertices[i], temp + end +end]===], + }, + + 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. + + 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()" + }, + + 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 + 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°. 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 ' +]===], +[===[ +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 bar + +B = Class{inherits = A} +instance = B() +instance:foo() -- prints only foo}]===], + }, +} + +Module { name = "hump.camera", + title = "Camera", + short = "A camera for LÖVE", + long = [===[ + {!! Depends on hump.vector} + + A camera utility for LÖVE. 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. + + Apply camera transformations, i.e. move, scale and rotate everything until + {# camera:detach()} as if looking through the camera.]===], + + params = {}, + returns = {}, + + example = [===[ +function love.draw() + camera:attach() + draw_world() + cam:detach() + + draw_hud() +end]===] + }, + + Function { name = "camera:detach", + short = "Detach camera object.", + long = "Stop looking through the camera.", + + params = {}, + returns = {}, + + example = [===[ +function love.draw() + camera:attach() + draw_world() + cam:detach() + + draw_hud() +end]===] + }, + + Function { name = "camera:draw", + short = "Attach, draw and detach.", + long = [===[ + Wrap a function between a {# camera:attach()}/{# camera:detach()} pair: + {## cam:attach() +func() +cam:detach()}]===], + + params = { + {"function", "func", "Drawing function to be wrapped."}, + }, + + returns = {}, + + example = [===[ +function love.draw() + camera:draw(draw_world) + draw_hud() +end]===] + }, + + Function { name = { + "camera:worldCoords", + "camera:cameraCoords", + }, + short = { + "Convert point to world coordinates.", + "Convert point to camera coordinates.", + }, + long = [===[ + Because a camera has a point it looks at, a rotation and a zoom factor, it + defines a coordinate system. A point now has two sets of coordinates: One + defines where the point is to be found in the game world, and the other + describes the position on the computer screen. The first set of coordinates + is called {** world coordinates}, the second one {** camera coordinates}. + + Sometimes it is needed to convert between the two coordinate systems, for + example to get the position of a mouse click in the game world in a strategy + game, or to see if an object is visible on the screen. + + These two functions convert a point between these two coordinate systems.]===], + + params = { + { {"vector", "v", "Point to transform."} }, + { {"numbers", "x, y", "Point to transform."} }, + }, + + returns = { + {"vector", "Transformed point."}, + }, + + example = { + [===[ +target = camera:worldCoords( vector(love.mouse.getPosition()) ) +selectedUnit:plotPath(target) +]===], [===[ +pos = cam:toCameraCoords(player.pos) +love.graphics.line(pos.x, pos.y, love.mouse.getPosition()) +]===] + }, + }, + + Function { name = "camera:mousepos", + short = "Get mouse position in world coordinates.", + long = "Shortcut to {# camera:worldCoords(vector(love.mouse.getPosition()))}.", + params = {}, + returns = { + {"vector", "Mouse position in world coordinates."}, + }, + example = [===[ +target = camera:mousepos() +selectedUnit:plotPath(target) +]===], + }, +} + +Module { name = "hump.ringbuffer", + title = "Ringbuffer", + short = "A data structure that wraps around itself.", + long = [===[ + A ring-buffer is a circular array: It does not have a first nor a last item, + but it has a {** selected} or {** current} element. + + A ring-buffer can be used to implement {** Tomb Raider} style inventories, looping + play-lists, recurring dialogs (like a unit's answers when selecting it multiple + times in {** Warcraft}) and generally everything that has a circular or looping + structure.]===], + + Function { name = "new", + short = "Create new ring-buffer.", + long = "Create new ring-buffer.\n\nThe module name is a shortcut to this function.", + params = { + {"mixed", "...", "Initial elements."} + }, + returns = { + {"Ringbuffer", "The ring-buffer object."}, + }, + example = [===[ +Ringbuffer = require 'hump.ringbuffer' + +rb = ringbuffer(1,2,3) +]===] + }, + + Function { name = "ringbuffer:insert", + short = "Insert element.", + long = "Insert items behind current element.", + + params = { + {"mixed", "...", "Items to insert."}, + }, + + returns = {}, + + example = [===[ +rb = RingbuffeR(1,5,6) -- content: 1,5,6 +rb:insert(2,3,4) -- content: 1,2,3,4,5,6 +]===] + }, + + Function { name = "ringbuffer:remove", + short = "Remove currently selected item.", + long = "Remove current item, return it and select next element.", + + params = {}, + + returns = { + {"mixed", "The removed item."} + }, + + example = [===[ +rb = Ringbuffer(1,2,3,4) -- content: 1,2,3,4 +val = rb:remove() -- content: 2,3,4 +print(val) -- prints `1' +]===] + }, + + Function { name = "ringbuffer:removeAt", + short = "Remove an item.", + long = "Remove the item at a position relative to the current element.", + + params = { + {"number", "pos", "Position of the item to remove."} + }, + + returns = { + {"mixed", "The removed item."} + }, + + example = [===[ +rb = Ringbuffer(1,2,3,4,5) -- content: 1,2,3,4,5 +rb:removeAt(2) -- content: 1,2,4,5 +rb:removeAt(-1) -- content: 1,2,4 +]===] + }, + + Function { name = "ringbuffer:next", + short = "Select next item.", + 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 +rb:next() -- content: 3,1,2 +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 +rb:prev()) -- content: 2,3,1 +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' +]===] + }, +} diff --git a/index.html b/index.html index e2af9fe..600665a 100644 --- a/index.html +++ b/index.html @@ -17,51 +17,503 @@ } }; - - Fork me on GitHub - - - -
hump
+ +
+

Introduction^ top

-

hump is a collection of lightweight, yet powerful modules to speed up - game development with LÖVE. It offers - solutions to various small but annoyingly reccurent problems.

+

Helper Utilities for a Multitude of Problems is a set of lightweight + helpers for the awesome + LÖVE Engine.

+ +

It features +

    +
  • gamestate.lua: a gamestate system.
  • +
  • timer.lua: timed function calling and interpolating functions,
  • +
  • vector.lua: a mature vector type,
  • +
  • class.lua: a simple and easy class system,
  • +
  • camera.lua: a move-, zoom- and rotatable camera and
  • +
  • ringbuffer.lua: a circular container.
  • +

+ +

hump differs from other libraries in that every component is + independent of the remaining ones (apart from camera.lua, which does depends on + vector.lua). hump's footprint is very small and thus should fit nicely + into your projects.

-
-

Download

-

You can download the latest packaged version of hump as zip- - or tar-archive directly from - github. You can also view and download the sourcecode - of individual modules here.

-

If you use the Git command line client, you can clone - the repository by running:

-
git clone git://github.com/vrld/hump
-

Once done, you can check for updates by running:

-
git pull
-

from inside the directory.

-
-
-

License

-
-

Copyright (c) 2010-2011 Matthias Richter

+
+ + +
+

Documentation^ top

+
+

Below is the documentation of the various modules. You can directly jump to a + module by clicking these:

+
+
hump.gamestate
A gamestate system
+
hump.timer
Delayed function calls and helpers for interpolating functions.
+
hump.vector
2D vector math
+
hump.class
Class-based object orientated programming for Lua
+
hump.camera
A camera for LÖVE
+
hump.ringbuffer
A data structure that wraps around itself.
+
+

hump.gamestate^ top

hump.gamestate = require "Gamestate"
A gamestate encapsulates independent data an behaviour into a single entity.

A typical game could consist of a menu-state, a level-state and a game-over-state.

Module overview

new()
Create a new gamestate.
switch()
Switch to gamestate.
update()
Update current gamestate.
draw()
Draw the current gamestate.
focus()
Inform current gamestate of a focus event.
keypressed()
Inform current gamestate of a keypressed event.
keyreleased()
Inform current gamestate of a keyreleased event.
mousepressed()
Inform current gamestate of a mousepressed event.
mousereleased()
Inform current gamestate of a mousereleased event.
joystickpressed()
Inform current gamestate of a joystickpressed event.
joystickreleased()
Inform current gamestate of a joystickreleased event.
quit()
Inform current gamestate of a quit event.
registerEvents()
Automatically do all of the above when needed.

Gamestate Callbacks

A gamestate can define (nearly) all callbacks that LÖVE defines. In addition, + there are callbacks for entering and leaving a state.:

init()
Called once before entering the state. See switch(). +
enter(previous, ...)
Called when entering the state. See switch(). +
leave()
Called when leaving a state. See switch(). +
update()
Update the game state. Called every frame. +
draw()
Draw on the screen. Called every frame. +
focus()
Called if the window gets or looses focus. +
keypressed()
Triggered when a key is pressed. +
keyreleased()
Triggered when a key is released. +
mousepressed()
Triggered when a mouse button is pressed. +
mousereleased()
Triggered when a mouse button is released. +
joystickpressed()
Triggered when a joystick button is pressed. +
joystickreleased()
Triggered when a joystick button is released. +
quit()
Called on quitting the game. Only called on the active gamestate. +

When using registerEvents(), all these callbacks will receive the same + arguments as the LÖVE callbacks do.

Example:
menu = Gamestate.new()
+function menu:init() -- run only once
+    self.background = love.graphics.newImage('bg.jpg')
+    Buttons.initialize()
+end
+
+function menu:enter(previous) -- run every time the state is entered
+    Buttons.setActive(Buttons.start)
+end
+
+function menu:update(dt)
+    Buttons.update(dt)
+end
+
+function menu:draw()
+    love.graphics.draw(self.background, 0, 0)
+    Buttons.draw()
+end
+
+function menu:keyreleased(key)
+    if key == 'up' then
+        Buttons.selectPrevious()
+    elseif key == 'down' then
+        Buttons.selectNext()
+    elseif
+        Buttons.active:onClick()
+    end
+end
+
+function menu:mousereleased(x,y, mouse_btn)
+    local button = Buttons.hovered(x,y)
+    if button then
+        Button.select(button)
+        if mouse_btn == 'l' then
+            button:onClick()
+        end
+    end
+end

function new()^ top

Declare a new gamestate. A gamestate can define several callbacks

Parameters:
None.
Returns:
Gamestate
The new gamestate.
Example:
menu = Gamestate.new()

function switch(to, ...)^ top

Switch to a gamestate, with any additional arguments passed to the new state.

Switching a gamestate will call the leave() callback on the current gamestate, + replace the current gamestate with to, call the init() function if the state + was not yet inialized and finally call enter(old_state, ...) on the new gamestate.

Parameters:
Gamestate to
Target gamestate.
mixed ...
Additional arguments to pass to to:enter().
Returns:
mixed
The results of to:enter()
Example:
Gamestate.switch(game, level_two)

function update(...)^ top

function draw(...)^ top

function focus(...)^ top

function keypressed(...)^ top

function keyreleased(...)^ top

function mousepressed(...)^ top

function mousereleased(...)^ top

function joystickpressed(...)^ top

function joystickreleased(...)^ top

function quit(...)^ top

Calls the corresponding function on the current gamestate (see callbacks).

Only needed when not using registerEvents().

Parameters:
mixed ...
Arguments to pass to the corresponding callback.
Returns:
mixed
The results of the callback function.
Example:
function love.update(dt)
+    Gamestate.update(dt)
+end
+
+function love.draw()
+    local mx,my = love.mouse.getPosition()
+    Gamestate.draw(mx, my)
+end
+
+function love.keypressed(key, code)
+    Gamestate.keypressed(key, code)
+end

function registerEvents()^ top

Register all love callbacks to call Gamestate.update(), Gamestate.draw(), etc. automatically.

This is by done the love callbacks, e.g.: + \[local _update = love.update +function love.update(dt) + _update(dt) + Gamestate.current:update(dt) +end\]

Parameters:
None.
Returns:
Nothing.
Example:
function love.load()
+    Gamestate.registerEvents()
+    Gamestate.switch(menu)
+end
+

hump.timer^ top

hump.timer = require "Timer"
hump.timer provides a simple interface to use delayed functions, i.e. functions + that will be executed after some amount time has passed. For example, you can use + a timer to set the player invincible for a short amount of time.

In addition, the module offers facilities to create functions that interpolate + or oscillate over time. An interpolator could fade the color or a text message, + whereas an oscillator could be used for the movement of foes in a shmup.

Module overview

add()
Add a timed function.
addPeriodic()
Add a periodic function.
clear()
Remove all timed and periodic functions.
update()
Update timed functions.
Interpolator()
Create a new interpolating function.
Oscillator()
Create a new oscillating function.

function add(delay, func)^ top

Add a timed function. The function will be executed after delay seconds + have elapsed, given that update() is called every frame.

Note that there is no guarantee that the delay will not be exceeded, it is + only guaranteed that the function will not be executed before the delay + has passed.

func will receive itself as only parameter. This is useful to implement + periodic behavior (see the example).

Parameters:
number delay
Number of seconds the function will be delayed.
function func
The function to be delayed.
Returns:
Nothing.
Examples:
-- grant the player 5 seconds of immortality
+player.isInvincible = true
+Timer.add(5, function() player.isInvincible = false end)
-- print "foo" every second. See addPeriodic.
+Timer.add(1, function(func) print("foo") Timer.add(1, func) end)

function addPeriodic(delay, func, count)^ top

Add a function that will be called count times every delay seconds.

If count is omitted, the function will be called until it returns false + or clear() is called.

Parameters:
number delay
Number of seconds between two consecutive function calls.
function func
The function to be called periodically.
number count (optional)
Number of times the function is to be called.
Returns:
Nothing.
Examples:
Timer.addPeriodic(1, function() lamp:toggleLight() end)
Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)
-- flicker player's image as long as he is invincible
+Timer.addPeriodic(0.1, function()
+    player:flipImage()
+    return player.isInvincible
+end)

function clear()^ top

Remove all timed and periodic functions. Functions that have not yet been executed will discarded.

Parameters:
None.
Returns:
Nothing.
Example:
Timer.clear

function update(dt)^ top

Update timers and execute functions if the deadline is reached. Use this in love.update(dt).

Parameters:
number dt
Time that has passed since the last update().
Returns:
Nothing.
Example:
function love.update(dt)
+    do_stuff()
+    Timer.update(dt)
+end

function Interpolator(length, func)^ top

Create a wrapper for an interpolating function, i.e. a function that acts + depending on how much time has passed.

The wrapper will have the prototype: +

function wrapper(dt, ...) 
+ where dt is the time that has passed since the last call of the wrapper + and ... are arguments passed to the interpolating function. It will return + whatever the interpolating functions returns if the interpolation is not yet + finished or nil if the interpolation is done.

The prototype of the interpolating function is: +

function interpolator(fraction, ...) 
+ where fraction is a number between 0 and 1 depending on how much time has + passed and ... are additional arguments supplied to the wrapper.

Parameters:
number length
Interpolation length in seconds.
function func
Interpolating function.
Returns:
function
The wrapper function.
Example:
fader = Timer.Interpolator(5, function(frac, r,g,b)
+    love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
+end)
+
+function love.update(dt)
+    fader(dt, 255,255,255)
+end

function Oscillator(length, func)^ top

Create a wrapper for an oscillating function, which is basically a looping + interpolating function.

The function prototypes are the same as with Interpolator(): +

function wrapper(dt, ...) 
+
function oscillator(fraction, ...) 

As with Interpolator, the wrapper will return whatever oscillator() returns.

Parameters:
number length
Length of one interpolation period.
function func
Oscillating function.
Returns:
function
The wrapper function.
Example:
mover = Timer.Oscillator(10, function(frac)
+   return 400 + 300 * math.sin(2*math.pi*frac)
+end)
+
+local xpos = 100
+function love.update(dt)
+    xpos = mover(dt)
+end
+
+function love.draw()
+    love.graphics.circle('fill', xpos, 300, 80, 36)
+end
+

hump.vector^ top

hump.vector = require "vector"
A handy 2D vector class providing most of the things you do with vectors.

You can access the individual coordinates by using vec.x and vec.y.

Module overview

new()
Create a new vector.
isvector()
Test if value is a vector.
vector:clone()
Copy a vector.
vector:unpack()
Extract coordinates.
vector:permul()
Per element multiplication.
vector:len()
Get length.
vector:len2()
Get squared length.
vector:dist()
Distance to other vector.
vector:normalized()
Get normalized vector.
vector:normalize_inplace()
Normalize vector in-place.
vector:rotated()
Get rotated vector.
vector:rotate_inplace()
Rotate vector in-place.
vector:perpendicular()
Get perpendicular vector.
vector:projectOn()
Get projection onto another vector.
vector:mirrorOn()
Mirrors vector on other vector
vector:cross()
Cross product of two vectors.

Arithmetics and relations

Vector arithmetic is implemented by using __add, __mul and other metamethods:

vector + vector = vector
Component wise sum. +
vector - vector = vector
Component wise difference. +
vector * vector = number
Dot product. +
number * vector = vector
Vector scaling (scalar multiplication). +
vector * number = vector
Vector scaling. +
vector / number = vector
Vector scaling. +

Relational operators are defined, too:

a == b
true, if a.x == b.x and a.y == b.y. +
a <= b
true, if a.x <= b.x and a.y <= b.y. +
a < b
Lexical sort: true, if a.x < b.x or a.x == b.x and a.y < b.y. +

Example:
-- acceleration, player.velocity and player.position are vectors
+acceleration = vector(0,-9)
+player.velocity = player.velocity + acceleration * dt
+player.position = player.position + player.velocity * dt

function new(x,y)^ top

Create a new vector.

Parameters:
numbers x,y
Coordinates.
Returns:
vector
The vector.
Examples:
a = vector.new(10,10)
-- as a shortcut, you can call the module like a function:
+vector = require "hump.vector"
+a = vector(10,10)

function isvector(v)^ top

Test whether a variable is a vector.

Parameters:
mixed v
The variable to test.
Returns:
boolean
true if v is a vector, false otherwise
Example:
if not vector.isvector(v) then
+    v = vector(v,0)
+end

function vector:clone()^ top

Copy a vector. Simply assigning a vector a vector to a variable will create + a reference, so when modifying the vector referenced by the new variable + would also change the old one: +

a = vector(1,1) -- create vector
+b = a           -- b references a
+c = a:clone()   -- c is a copy of a
+b.x = 0         -- changes a,b and c
+print(a,b,c)    -- prints '(1,0), (1,0), (1,1)'

Parameters:
None.
Returns:
vector
Copy of the vector
Example:
copy = original:clone

function vector:unpack()^ top

Extract coordinates.

Parameters:
None.
Returns:
numbers
The coordinates
Examples:
x,y = pos:unpack
love.graphics.draw(self.image, self.pos:unpack())

function vector:permul(other)^ top

Multiplies vectors coordinate wise, i.e. result = vector(a.x * b.x, a.y * b.y).

This does not change either argument vectors, but creates a new one.

Parameters:
vector other
The other vector
Returns:
vector
The new vector as described above
Example:
scaled = original:permul(vector(1,1.5))

function vector:len()^ top

Get length of a vector, i.e. math.sqrt(vec.x * vec.x + vec.y * vec.y).

Parameters:
None.
Returns:
number
Length of the vector.
Example:
distance = (a - b):len()

function vector:len2()^ top

Get squared length of a vector, i.e. vec.x * vec.x + vec.y * vec.y.

Parameters:
None.
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
+    local temp = (pos - vertices[i]):len2()
+    if temp < dsq then
+        closest, dsq = vertices[i], temp
+    end
+end

function vector:dist(other)^ top

Get distance of two vectors. The same as (a - b):len().

Parameters:
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 vector:normalized()^ top

Get normalized vector, i.e. a vector with the same direction as the input + vector, but with length 1.

This does not change the input vector, but creates a new vector.

Parameters:
None.
Returns:
vector
Vector with same direction as the input vector, but length 1.
Example:
direction = velocity:normalized()

function vector:normalize_inplace()^ top

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().

Parameters:
None.
Returns:
vector
Itself - the normalized vector
Example:
normal = (b - a):perpendicular():normalize_inplace()

function vector:rotated(phi)^ top

Get a rotated vector.

This does not change the input vector, but creates a new vector.

Parameters:
number phi
Rotation angle in radians.
Returns:
vector
The rotated vector
Example:
-- approximate a circle
+circle = {}
+for i = 1,30 do
+    local phi = 2 * math.pi * i / 30
+    circle[#circle+1] = vector(0,1):rotated(phi)
+end
Sketch:

sketch of rotated vectors

function vector:rotate_inplace(phi)^ top

Rotate a vector in-place. Great to use on intermediate results.

This modifies the vector. If in doubt, use vector:rotate()

Parameters:
number phi
Rotation angle in radians.
Returns:
vector
Itself - the rotated vector
Example:
-- ongoing rotation
+spawner.direction:rotate_inplace(dt)

function vector:perpendicular()^ top

Quick rotation by 90°. Creates a new vector. The same as (but faster): +

vec:rotate(math.pi/2)

Parameters:
None.
Returns:
vector
A vector perpendicular to the input vector
Example:
normal = (b - a):perpendicular():normalize_inplace()
Sketch:

sketch of perpendicular vectors

function vector:projectOn(v)^ top

Project vector onto another vector (see sketch).

Parameters:
vector v
The vector to project on.
Returns:
vector
The projected vector.
Example:
velocity_component = velocity:projectOn(axis)
Sketch:

sketch of vector projection

function vector:mirrorOn(v)^ top

Mirrors vector on the axis defined by the other axis.

Parameters:
vector v
The vector to mirror on.
Returns:
vector
The mirrored vector.
Example:
deflected_velocity = ball.velocity:mirrorOn(surface)

function vector:cross(other)^ top

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.

Parameters:
vector other
Vector to compute the cross product with.
Returns:
number
Cross product of both vectors.
Example:
parallelogram_area = a:cross(b)
+

hump.class^ top

hump.class = require "Class"
A small, fast class implementation with multiple inheritance support

Module overview

new()
Declare a new class.
class.construct()
Call class constructor.
class:inherit()
Explicit class inheritance/mixin support.
object:is_a()
Test object's type.

function new{constructor, name = the_name, inherits = super}^ top

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).

Parameters:
function constructor (optional)
Class constructor. Can be accessed with theclass.construct(object, ...)
string the_name (optional)
Class name (used only to make the class compliant to {# tostring()).
class or table of classes super (optional)
Classes to inherit from. Can either be a single class or a table of classes
Returns:
class
The class
Examples:
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 class.construct(object, ...)^ top

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.

Parameters:
Object object
The object. Usually self.
mixed ...
Arguments to pass to the constructor
Returns:
mixed
Whatever the parent class constructor returns
Examples:
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 class:inherit(...)^ top

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.

Parameters:
tables ...
Parent classes to inherit from
Returns:
Nothing.
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 object:is_a(cls)^ top

Tests whether an object is an instance of a class.

Parameters:
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
+

Caveats

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

+

hump.camera^ top

hump.camera = require "Camera"
Depends on hump.vector

A camera utility for LÖVE. 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.

Module overview

new()
Create a new camera object.
camera:rotate()
Rotate camera object.
camera:move()
Move camera object.
camera:attach()
Attach camera object.
camera:detach()
Detach camera object.
camera:draw()
Attach, draw and detach.
camera:worldCoords()
Convert point to world coordinates.
camera:cameraCoords()
Convert point to camera coordinates.
camera:mousepos()
Get mouse position in world coordinates.

function new(pos, zoom, rot)^ top

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().

Parameters:
vector pos (screen center)
Point for the camera to look at.
number zoom (1)
Camera zoom.
number rot (0)
Camera rotation in radians.
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 camera:rotate(angle)^ top

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.

Parameters:
number angle
Rotation angle in radians
Returns:
camera
The camera object.
Examples:
function love.update(dt)
+    camera:rotate(dt)
+end
function love.update(dt)
+    camera:rotate(dt):move(dt)
+end

function camera:move(v)^ top

function camera:move(x, y)^ top

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.

Parameters:
vector v
Direction to move the camera.
numbers x, y
Direction to move the camera.
Returns:
camera
The camera object.
Examples:
function love.update(dt)
+    camera:move(dt * velocity)
+end
function love.update(dt)
+    camera:move(dt * 5, dt * 6):rotate(dt)
+end

function camera:attach()^ top

Start looking through the camera.

Apply camera transformations, i.e. move, scale and rotate everything until + camera:detach() as if looking through the camera.

Parameters:
None.
Returns:
Nothing.
Example:
function love.draw()
+    camera:attach()
+    draw_world()
+    cam:detach()
+
+    draw_hud()
+end

function camera:detach()^ top

Stop looking through the camera.

Parameters:
None.
Returns:
Nothing.
Example:
function love.draw()
+    camera:attach()
+    draw_world()
+    cam:detach()
+
+    draw_hud()
+end

function camera:draw(func)^ top

Wrap a function between a camera:attach()/camera:detach() pair: +

cam:attach()
+func()
+cam:detach()

Parameters:
function func
Drawing function to be wrapped.
Returns:
Nothing.
Example:
function love.draw()
+    camera:draw(draw_world)
+    draw_hud()
+end

function camera:worldCoords(v)^ top

function camera:worldCoords(x, y)^ top

function camera:cameraCoords(v)^ top

function camera:cameraCoords(x, y)^ top

Because a camera has a point it looks at, a rotation and a zoom factor, it + defines a coordinate system. A point now has two sets of coordinates: One + defines where the point is to be found in the game world, and the other + describes the position on the computer screen. The first set of coordinates + is called world coordinates, the second one camera coordinates. + + Sometimes it is needed to convert between the two coordinate systems, for + example to get the position of a mouse click in the game world in a strategy + game, or to see if an object is visible on the screen.

These two functions convert a point between these two coordinate systems.

Parameters:
vector v
Point to transform.
numbers x, y
Point to transform.
Returns:
vector
Transformed point.
Examples:
target = camera:worldCoords( vector(love.mouse.getPosition()) )
+selectedUnit:plotPath(target)
+
pos = cam:toCameraCoords(player.pos)
+love.graphics.line(pos.x, pos.y, love.mouse.getPosition())
+

function camera:mousepos()^ top

Shortcut to camera:worldCoords(vector(love.mouse.getPosition())).

Parameters:
None.
Returns:
vector
Mouse position in world coordinates.
Example:
target = camera:mousepos()
+selectedUnit:plotPath(target)
+
+

hump.ringbuffer^ top

hump.ringbuffer = require "Ringbuffer"
A ring-buffer is a circular array: It does not have a first nor a last item, + but it has a selected or current element.

A ring-buffer can be used to implement Tomb Raider style inventories, looping + play-lists, recurring dialogs (like a unit's answers when selecting it multiple + times in Warcraft) and generally everything that has a circular or looping + structure.

Module overview

new()
Create new ring-buffer.
ringbuffer:insert()
Insert element.
ringbuffer:remove()
Remove currently selected item.
ringbuffer:removeAt()
Remove an item.
ringbuffer:next()
Select next item.
ringbuffer:prev()
Select previous item.
ringbuffer:get()
Get currently selected item.
ringbuffer:size()
Get ringbuffer size.

function new(...)^ top

Create new ring-buffer.

The module name is a shortcut to this function.

Parameters:
mixed ...
Initial elements.
Returns:
Ringbuffer
The ring-buffer object.
Example:
Ringbuffer = require 'hump.ringbuffer'
+
+rb = ringbuffer(1,2,3)
+

function ringbuffer:insert(...)^ top

Insert items behind current element.

Parameters:
mixed ...
Items to insert.
Returns:
Nothing.
Example:
rb = RingbuffeR(1,5,6) -- content: 1,5,6
+rb:insert(2,3,4)       -- content: 1,2,3,4,5,6
+

function ringbuffer:remove()^ top

Remove current item, return it and select next element.

Parameters:
None.
Returns:
mixed
The removed item.
Example:
rb = Ringbuffer(1,2,3,4) -- content: 1,2,3,4
+val = rb:remove()        -- content: 2,3,4
+print(val)               -- prints `1'
+

function ringbuffer:removeAt(pos)^ top

Remove the item at a position relative to the current element.

Parameters:
number pos
Position of the item to remove.
Returns:
mixed
The removed item.
Example:
rb = Ringbuffer(1,2,3,4,5) -- content: 1,2,3,4,5
+rb:removeAt(2)             -- content: 1,2,4,5
+rb:removeAt(-1)            -- content: 1,2,4
+

function ringbuffer:next()^ top

Select and return the next element.

Parameters:
None.
Returns:
mixed
The next item.
Example:
rb = Ringbuffer(1,2,3)
+rb:next()     -- content: 2,3,1
+rb:next()     -- content: 3,1,2
+x = rb:next() -- content: 1,2,3
+print(x)      -- prints `1'
+

function ringbuffer:prev()^ top

Select and return the previous item.

Parameters:
None.
Returns:
mixed
The previous item.
Example:
rb = Ringbuffer(1,2,3)
+rb:prev())    -- content: 3,1,2
+rb:prev())    -- content: 2,3,1
+x = rb:prev() -- content: 1,2,3
+print(x)      -- prints `1'
+

function ringbuffer:get()^ top

Return the current element.

Parameters:
None.
Returns:
mixed
The currently selected element.
Example:
rb = Ringbuffer(1,2,3)
+rb:next()       -- content: 2,3,1
+print(rb:get()) -- prints '2'
+

function ringbuffer:size()^ top

Get number of items in the buffer

Parameters:
None.
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'
+
+
+ +
+

License^ top

+
+

Yay, free software:

+ +

Copyright (c) 2010 Matthias Richter

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights @@ -82,1663 +534,25 @@ AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN - THE SOFTWARE.

-
+ THE SOFTWARE.

- -
-
hump.gamestate^ top
+ +
+

Download^ top

-
Gamestate = require "hump.gamestate"
-

A gamestate encapsulates independant data an behaviour into a single entity.

-

A typical game could consist of a menu-state, a level-state and a game-over-state.

+

You can view and download the individual modules on github: vrld/hump. + You may also download the whole packed sourcecode either in + zip or + tar formats.

+

You can clone the project with Git by running: +

git clone git://github.com/vrld/hump
+ Once done, tou can check for updates by running +
git pull

- -
-

Module overview

-
-
new()
-
Create new gamestate.
-
switch()
-
Switch to gamestate.
-
update()
-
Manually update current gamestate.
-
draw()
-
Manually draw the current gamestate.
-
focus()
-
Inform current gamestate of a focus event.
-
keypressed()
-
Inform current gamestate of a keypressed event.
-
keyreleased()
-
Inform current gamestate of a keyreleased event.
-
mousepressed()
-
Inform current gamestate of a mousepressed event.
-
mousereleased()
-
Inform current gamestate of a mousereleased event.
-
joystickpressed()
-
Inform current gamestate of a joystickpressed event.
-
joystickreleased()
-
Inform current gamestate of a joystickreleased event.
-
quit()
-
Inform current gamestate of a quit event.
-
registerEvents()
-
Automatically do all of the above when needed.
-
-
- - -

Gamestate Callbacks

-

A gamestate can define (nearly) all callbacks that LÖVE defines. In addition, there are callbacks - for entering and leaving a state.:

-
-
init()
-
Called once before entering the state. See switch().
-
enter(previous, ...)
-
Called when entering the state. See switch().
-
leave()
-
Called when leaving a state. See switch().
-
update()
-
Update the game state. Called every frame.
-
draw()
-
Draw on the screen. Called every frame.
-
focus()
-
Called if the window gets or looses focus.
-
keypressed()
-
Triggered when a key is pressed.
-
keyreleased()
-
Triggered when a key is released.
-
mousepressed()
-
Triggered when a mouse button is pressed.
-
mousereleased()
-
Triggered when a mouse button is released.
-
joystickpressed()
-
Triggered when a joystick button is pressed.
-
joystickreleased()
-
Triggered when a joystick button is released.
-
quit()
-
Called on quitting the game. Only called on the active gamestate.
-
-

When using registerEvents(), all these - callbacks will receive the same arguments as the LÖVE callbacks do.

- -
Example: -
menu = Gamestate.new()
-function menu:init() -- run only once
-    self.background = love.graphics.newImage('bg.jpg')
-    Buttons.initialize()
-end
-
-function menu:enter(previous) -- run every time the state is entered
-    Buttons.setActive(Buttons.start)
-end
-
-function menu:update(dt)
-    Buttons.update(dt)
-end
-
-function menu:draw()
-    love.graphics.draw(self.background, 0, 0)
-    Buttons.draw()
-end
-
-function menu:keyreleased(key)
-    if key == 'up' then
-        Buttons.selectPrevious()
-    elseif key == 'down' then
-        Buttons.selectNext()
-    elseif
-        Buttons.active:onClick()
-    end
-end
-
-function menu:mousereleased(x,y, mouse_btn)
-    local button = Buttons.hovered(x,y)
-    if button then
-        Button.select(button)
-        if mouse_btn == 'l' then
-            button:onClick()
-        end
-    end
-end
-
-
- - -
-
function new()^ top
-

Declare a new gamestate. A gamestate can define several callbacks.

-
Parameters: -
-
None
-
-
-
Returns: -
-
Gamestate
-
The new gamestate.
-
-
-
Example: -
menu = Gamestate.new()
-
-
- - -
-
function switch(to, ...)^ top
-

Switch to a gamestate, with any additional arguments passed to the new state.

-

Switching a gamestate will call the leave() callback on - the current gamestate, replace the current gamestate with to, call the - init() function if the state was not yet inialized and - finally call enter(old_state, ...) on the new gamestate.

-
Parameters: -
-
Gamestate to
-
Target gamestate.
-
mixed ...
-
Additional arguments to pass to to:enter().
-
-
-
Returns: -
-
mixed
-
The result of to:enter().
-
-
-
Example: -
Gamestate.switch(game, level_two)
-
-
- - - - - - - - - - - -
-
function update(...)^ top
-
function draw(...)
-
function focus(...)
-
function keypressed(...)
-
function keyreleased(...)
-
function mousepressed(...)
-
function mousereleased(...)
-
function joystickpressed(...)
-
function joystickreleased(...)
-
function quit(...)
-

Calls the corresponding function on the current gamestate (see callbacks).

-

Only needed when not using registerEvents().

-
Parameters: -
-
mixed ...
-
Arguments to pass to the corresponding callback.
-
-
-
Returns: -
-
mixed
-
Result of the callback function.
-
-
-
Example: -
function love.update(dt)
-    Gamestate.update(dt)
-end
-
-function love.draw()
-    local mx,my = love.mouse.getPosition()
-    Gamestate.draw(mx, my)
-end
-
-function love.keypressed(key, code)
-    Gamestate.keypressed(key, code)
-end
-
-
- - -
-
function registerEvents()^ top
-

Register all love callbacks to call Gamestate.update(), Gamestate.draw(), etc. automatically.

-

This is achieved by overwriting the love callbacks, e.g.:

-
local _update = love.update
-function love.update(dt)
-    _update(dt)
-    Gamestate.current:update(dt)
-end
- -
Parameters: -
-
None
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
function love.load()
-    Gamestate.registerEvents()
-    Gamestate.switch(menu)
-end
-
-
-
- -
-
hump.timer^ top
-
-
Timer = require "hump.timer"
-

hump.timer provides a simple interface to use delayed functions, i.e. - functions that will only be executed after some amount time.

-

In addition, the module offers facilities to create functions that - interpolate or oscillate over time.

-
-
-

Module overview

-
-
add()
-
Add a timed function.
-
addPeriodic()
-
Add a periodic function.
-
clear()
-
Clear all timed and periodic functions.
-
update()
-
Update timers.
-
Interpolator()
-
Create a new interpolating function.
-
Oscillator()
-
Create a new oscillating function.
-
-
- - -
-
function add(delay, func)^ top
-

Add a timed function. The function will be executed when delay seconds have elapsed.

-

Note that there is no guarantee that the delay will be exceeded. It is, however, guaranteed that the - function will not be executed before the delay has passed.

- -

If the function is called, it will receive itself as only parameter. This may be useful to implement - the periodic behavior of Timer.addPeriodic.

-
Parameters: -
-
number delay
-
Time to pass before the function is called.
-
function func
-
The function to be called.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
-- grant the player 5 seconds of immortality
-player:setInvincible(true)
-Timer.add(5, function() player:setInvincible(false) end)
-
-- print "foo" every second
-Timer.add(1, function(func) print("foo") Timer.add(1, func) end)
-
-
- - -
-
function addPeriodic(delay, func, count)^ top
-
function addPeriodic(delay, func)
-

Add a periodic timed function, i.e. a function that will be called count times every delay seconds.

-

If count is omitted, the function loops until clear() is called.

-
Parameters: -
-
number delay
-
Time to pass before the function is called.
-
function func
-
The function to be called.
-
number count
-
The number of times the function is called.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
Timer.addPeriodic(1, function() lamp:toggleLight() end)
-
Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)
-
-
- - -
-
function clear()^ top
-

Clears all timers.

-
Parameters: -
-
None
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
Timer.clear()
-
-
- - -
-
function update(dt)^ top
-

Update timers and execute functions if the deadline is reached. Use this in love.update().

-
Parameters: -
-
number dt
-
Time that has passed since the last update().
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
function love.update(dt)
-    do_stuff()
-    Timer.update(dt)
-end
-
-
- - -
-
function Interpolator(length, func)^ top
-

Create a wrapper for an interpolating function, i.e. a function that acts depending on how much time has passed.

-

The wrapper will have the prototype: -

function wrapper(dt, ...)
- dt is the time that has passed since the last call and ... are arguments passed to the - interpolating function. It will return whatever the interpolating functions returns if the interpolation is not yet finished or - nil if the interpolation is done.

-

The prototype of the interpolating function is: -

function inter(fraction, ...)
- where fraction is a number between 0 and 1 and ... are additional arguments supplied to - the wrapper.

-
Parameters: -
-
number length
-
Interpolation length in seconds.
-
function func
-
Interpolating function.
-
-
-
Returns: -
-
function
-
The wrapper function.
-
-
-
Example: -
fader = Timer.Interpolator(5, function(frac, r,g,b)
-    love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
-end)
-
-function love.update(dt)
-    fader(dt, 255,255,255)
-end
-
-
- - -
-
function Oscillator(length, func)^ top
-

Create a wrapper for an oscillating function, which is basically a looping interpolating function.

-

The function prototypes are the same as with Interpolator(): -

function wrapper(dt, ...)
-
function oscillator(fraction, ...)
-

The wrapper function will return whatever oscillator() returns.

-
Parameters: -
-
number length
-
Length of one interpolation period.
-
function func
-
Oscillating function.
-
-
-
Returns: -
-
function
-
The wrapper function.
-
-
-
Example: -
mover = Timer.Oscillator(10, function(frac)
-   return 400 + 300 * math.sin(2*math.pi*frac)
-end)
-
-local xpos = 100
-function love.update(dt)
-    xpos = mover(dt)
-end
-
-function love.draw()
-    love.graphics.circle('fill', xpos, 300, 80, 36)
-end
-
-
- -
- - -
-
hump.vector^ top
-
-
vector = require "hump.vector"
-

A handy 2D vector class defining the most common things you do with vectors.

-

You can access the individual coordinates by using vec.x and vec.y.

-
- -
-

Module overview

-
-
new()
-
Create new vector.
-
isvector()
-
Test if value is a vector.
-
vector:clone()
-
Copy a vector.
-
vector:unpack()
-
Extract coordinates.
-
vector:permul()
-
Per element multiplication.
-
vector:len()
-
Get length.
-
vector:len2()
-
Get squared length.
-
vector:dist()
-
Get distance to vector.
-
vector:normalized()
-
Get normalized vector
-
vector:normalize_inplace()
-
Normalize vector in-place.
-
vector:rotated()
-
Get rotated vector.
-
vector:rotate_inplace()
-
Rotate vector in-place.
-
vector:perpendicular()
-
Get perpendicular vector.
-
vector:projectOn()
-
Get projection onto another vector.
-
vector:cross()
-
Cross product of two vectors.
-
-
- -
-
Arithmetic and relational operators
-

Vector arithmetic is implemented by using __add, __mul and other metamethods:

-
-
vector + vector = vector
Component wise sum.
-
vector - vector = vector
Component wise difference.
-
vector * vector = number
Dot product.
-
number * vector = vector
Vector scaling.
-
vector * number = vector
Vector scaling.
-
vector / number = vector
Vector scaling.
-
- -

Relational operators are defined, too:

-
-
a == b
-
true, if a.x == b.x and a.y == b.y.
-
a <= b
-
true, if a.x <= b.x and a.y <= b.y.
-
a < b
-
Lexical sort: true, if a.x < b.x or a.x == b.x and a.y < b.y.
-
- -
Example: -
acceleration = vector(0,-9)
-player.velocity = player.velocity + acceleration * dt
-player.position = player.position + player.velocity * dt
-
-
- - -
-
function new(x,y)^ top
-

Create new vector

-
Parameters: -
-
numbers x, y
-
Coordinates.
-
-
-
Returns: -
-
vector
-
The vector.
-
-
-
Example: -
a = vector.new(10,10)
-

As a shortcut, you can call the module like a function, i.e.:

-
vector = require 'hump.vector'
-a = vector(10,10)
-
-
- - -
-
function isvector(v)^ top
-

Test whether a variable is a vector.

-
Parameters: -
-
mixed v
-
The variable to test.
-
-
-
Returns: -
-
boolean
-
true if v is a vector, false otherwise.
-
-
-
Example: -
if not vector.isvector(v) then
-    v = vector(v,0)
-end
-
-
- - -
-
function vector:clone()^ top
-

Copy a vector. Simply assigning a vector a vector to a variable will create - a reference, so when you modify the vector referenced by the new variable, will - also change the old one:

-
a = vector(1,1) -- create vector
-b = a           -- b references a
-c = a:clone()   -- c is a copy of a
-b.x = 0         -- changes a,b and c
-print(a,b,c)    -- prints '(1,0), (1,0), (1,1)'
-
Parameters: -
-
None
-
-
-
Returns: -
-
vector
-
The copied vector.
-
-
-
Example: -
copy = original:clone()
-
-
- - -
-
function vector:unpack()^ top
-

Extract coordinates.

-
Parameters: -
-
None
-
-
-
Returns: -
-
numbers
-
The coordinates.
-
-
-
Example: -
x,y = pos:unpack()
-
love.graphics.draw(self.image, self.pos:unpack())
-
-
- - -
-
function vector:permul(other)^ top
-

Multiplies vectors coordinate wise, i.e. result = vector(a.x * b.x, a.y * b.y).

-

This does not change either argument vectors, but creates a new one.

-
Parameters: -
-
vector other
-
The other vector.
-
-
-
Returns: -
-
vector
-
New vector as defined above.
-
-
-
Example: -
scaled = original:permul(vector(1,1.5))
-
-
- - -
-
function vector:len()^ top
-

Get length of a vector, i.e. math.sqrt(vec.x * vec.x + vec.y * vec.y).

-
Parameters: -
-
None
-
-
-
Returns: -
-
number
-
length of the vector.
-
-
-
Example: -
distance = (a - b):len()
-
-
- - -
-
function vector:len2()^ top
-

Get squared length of a vector, i.e. vec.x * vec.x + vec.y * vec.y.

-
Parameters: -
-
None
-
-
-
Returns: -
-
number
-
The squared length.
-
-
-
Example: -
-- get closest vertex to a given vector
-closest, dsq = vertices[1], (pos - vertices[1]):len2()
-for i = 2,#vertices do
-    local temp = (pos - vertices[i]):len2()
-    if temp < dsq then
-        closest, dsq = vertices[i], temp
-    end
-end
-
-
- - -
-
function vector:dist(other)^ top
-

Get distance of two vectors. The same as (a - b):len().

-
Parameters: -
-
vector other
-
Other vector to measure the distance.
-
-
-
Returns: -
-
number
-
The distance of both 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 vector:normalized()^ top
-

Get normalized vector, i.e. a vector with the same direction as the input vector, - but length 1.

-

This does not change the input vector, but creates a new vector.

-
Parameters: -
-
None
-
-
-
Returns: -
-
vector
-
Vector with same direction as the input vector, but length 1.
-
-
-
Example: -
normal = edge:normalized()
-
-
- - -
-
function vector:normalize_inplace()^ top
-

Normalize a vector, i.e. make the vector unit length.

-

This modifies the vector. If in doubt, use vector:normalized().

-
Parameters: -
-
None
-
-
-
Returns: -
-
vector
-
The normalized vector.
-
-
-
Example: -
normal = (b - a):perpendicular():normalize_inplace()
-
-
- - -
-
function vector:rotated(phi)^ top
-

Get a rotated vector.

-

This does not change the input vector, but creates a new vector.

-
Parameters: -
-
number phi
-
Rotation angle in radians.
-
-
-
Returns: -
-
vector
-
The rotated vector.
-
-
-
Example: -
-- approximate a circle
-circle = {}
-for i = 1,30 do
-    local phi = 2 * math.pi * i / 30
-    circle[#circle+1] = vector(0,1):rotated(phi)
-end
-
-
Sketch: -

sketch of rotated vectors

-
-
- - -
-
function vector:rotate_inplace(phi)^ top
-

Rotate a vector.

-

This modifies the vector. If in doubt, use vector:rotate().

-

-
Parameters: -
-
number phi
-
Rotation angle in radians.
-
-
-
Returns: -
-
vector
-
The rotated vector.
-
-
-
Example: -
-- ongoing rotation
-spawner.direction:rotate_inplace(dt)
-
-
- - -
-
function vector:perpendicular()^ top
-

Quick rotation by 90°. Creates a new vector. The same as (but faster):

-
vec:rotate(math.pi/2)
-
Parameters: -
-
None
-
-
-
Returns: -
-
vector
-
A vector perpendicular on the input vector.
-
-
-
Example: -
normal = (b - a):perpendicular():normalize_inplace()
-
-
Sketch: -

sketch of perpendicular vectors

-
-
- - -
-
function vector:projectOn(v)^ top
-

Project vector onto another vector.

-
Parameters: -
-
vector v
-
The vector to project on.
-
-
-
Returns: -
-
vector
-
The projected vector.
-
-
-
Example: -
velocity_component = velocity:projectOn(axis)
-
-
Sketch: -

sketch of vector projection

-
-
- - -
-
function vector:cross(other)^ top
-

Get cross product of both vectors.

-

For the math geeks:

-

The cross product not be defined for 2D vectors. To nonetheless get a result, - 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).

-
Parameters: -
-
vector other
-
Vector to compute the cross product with.
-
-
-
Returns: -
-
number
-
The cross product of both vectors.
- -
-
-
Example: -
parallelogram_area = a:cross(b)
-
-
- -
- - -
-
hump.class^ top
-
-
Class = require "hump.class"
- A small, handy class implementation with multiple inheritance. -
- -
-

Module overview

-
-
new()
-
Create new class.
-
class.construct()
-
Call class constructor.
-
inherit()
-
Class inheritance.
-
object:is_a()
-
Run-time type information.
-
-
- - -
-
function new(constructor)^ top
-
function new{name = the_name, constructor}
-
function new{name = the_name, inherits = super, constructor}
-
function new{name = the_name, inherits = {super1, super2, ...}, constructor}
-

Define a new class.

-

The constructor will receive the newly created object as first argument.

-

If no name is given, the module tries to guess the name. However, this will only - work if the class is assigned to a global variable.

-

You can check if an object is an instance of a class using object:is_a(class).

-

If you required the module to a variable, you can use the variable - as a shortcut to new().

-
Parameters: -
-
function constructor
-
Class constructor.
-
string the_name
-
Class name to be returned when calling tostring() on the class.
-
class super
-
Super class to inherit from. Can also be an array of classes to inherit from.
-
-
-
Returns: -
-
Class
-
The class.
-
-
-
Example: -
Class = require 'hump.class'
-
--- 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 class.construct(object, ...)^ top
-
function class.Construct(object, ...)
-

Calls class constructor of a class.

-

Needed in constructors of child classes to initialize parts of the object that the parent classes define.

-
Parameters: -
-
Object object
-
The object. This is usually self.
-
mixed ...
-
Arguments to pass to the constructor.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
Class = require 'hump.class'
-
-Feline = Class{function(self, size, weight)
-    self.size = size
-    self.weight = weight
-end}
-
-Cat = Class{function(self, name, size, weight)
-    Feline.construct(self, size, weight)
-    self.name = name
-end}
-Cat:inherit(Feline)
-
- - -
-
function inherit(class, super, ...)^ top
-
function class:inherit(super, ...)
-
function class:Inherit(super, ...)
-

Inherit functions (but not class variables). This is done by simply copying - the function-references over to the subclass. If you change the function of a superclass - at runtime, these changes will not affect the subclasses.

-

If multiple super-classes are defined inherit from all of these. If two super-classes define - a method of the same name, inherit it from the one mentioned first.

-
Parameters: -
-
Class class
-
Child class.
-
Classes super, ...
-
Parent classes to inherit from.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
Class = require 'hump.class'
-
-Feline = Class{function(self, size, weight)
-    self.size = size
-    self.weight = weight
-end}
-
-function Feline:stats()
-    return string.format("size: %.02f, weight %.02f", self.size, self.weight)
-end
-
-function Feline:speak() print("meow") end
-
-Cat = Class{function(self, name, size, weight)
-    Feline.construct(self, size, weight)
-    self.name = name
-end}
-Cat:inherit(Feline)
-
-function Cat:stats()
-    return string.format("name: %s, %s", self.name, Feline.stats(self))
-end
-
-Tiger = Class{function(self, size, weight)
-    Feline.construct(self, size, weight)
-end}
-Tiger:Inherit(Feline)
-
-function Tiger:speak() print("ROAR!") end
-
-felix = Cat("Felix", .8, 12)
-hobbes = Tiger(2.2, 68)
-
-print(felix:stats())   -- "name: Felix, size: 0.80, weight 12.00"
-print(hobbes:stats())  -- "size: 2.20, weight 68.00"
-felix:speak()          -- "meow"
-hobbes:speak()         -- "ROAR!"
-
-
- - -
-
function object:is_a(class)^ top
-

Tests whether an object is an instance of a class.

-
Parameters: -
-
Class class
-
Class to test. This is the class itself, not the name of the class.
-
-
-
Returns: -
-
true, if object is an instance of 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
-
-
- - -
-

Caveats

-

Be careful when using metamethods like __add or __mul: - When 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(function(self, x, y) A.construct(self, x) self.y = y end)
-B:Inherit(A)
-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, as 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 method 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
-
- -
- - -
-
hump.camera^ top
-
-
camera = require "hump.camera"
-

Depends on vector

-

Camera abstraction for LÖVE. A camera "looks" at a position and can be moved, - zoomed and rotated.

-

A camera defines it's own coordinate system, meaning that an object shown on - the screen likely has different coordinates in the game world than it has on the screen.

-

For example, the mouse position could be at pixel 400,400 on the screen - (= camera coordinates), but the camera looks at the point 100,100 and - is rotated by 90°. The world coordinates of the mouse cursor are 200,100.

-

The camera class defines methods to convert between both coordinate systems.

-
- -
-

Module overview

-
-
new()
-
Create new camera object.
-
camera:rotate()
-
Rotate camera.
-
camera:translate()
-
Move camera.
-
camera:predraw()
-
Apply camera transformation.
-
camera:postdraw()
-
Revert camera transformation.
-
camera:draw()
-
Apply camera transformations to a function.
-
camera:toCameraCoords()
-
Convert vector to camera coordinates.
-
camera:toWorldCoords()
-
Convert vector to world coordinates.
-
camera:mousepos()
-
Get mouse position in world coordinates.
-
-
- -
-
function new(pos, zoom, rot)^ top
-

Create new camera object.

-

You can access and modify the camera parameters using camera.pos, camera.zoom and - camera.rot.

-
Parameters: -
-
vector pos (screen center)
-
Position the camera should look at.
-
number zoom (1)
-
Camera zoom.
-
number rot (0)
-
Camera rotation in radians.
-
-
-
Returns: -
-
camera
-
Camera object.
-
-
-
Example: -
cam = hump.camera.new(vector(400,300), 2)
-

If you assigned the module to a variable, you can call the module as a - shortcut to hump.camera.new():

-
camera = require 'hump.camera'
-vector = require 'hump.vector'
-
-cam = camera(vector(400,300), 2)
-
-
- - -
-
function camera:rotate(phi)^ top
-

Rotate the camera. Same as cam.rot = cam.rot + phi.

-
Parameters: -
-
number phi
-
Rotation angle in radians.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
cam:rotate(dt)
-
-
- - -
-
function camera:translate(direction)^ top
-

Move the camera. Same as cam.pos = cam.pos + direction

-
Parameters: -
-
vector direction
-
Direction to move the camera.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
cam:translate(vector(100,0) * dt)
-
-
- - -
-
function camera:predraw()^ top
-

Apply camera transformations, i.e. move, scale and rotate everything so that you see - what you would see when looking through the camera.

-

Everything until the next camera:postdraw() will be transformed.

-
Parameters: -
-
None
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
function love.draw()
-    cam:predraw()
-    draw_world()
-    cam:postdraw()
-    draw_hud()
-end
-
-
- - -
-
function camera:postdraw()^ top
-

Revert camera transformations done by camera:predraw().

-
Parameters: -
-
None
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
function love.draw()
-    cam:predraw()
-    draw_world()
-    cam:postdraw()
-    draw_hud()
-end
-
-
- - -
-
function camera:draw(func)^ top
-

Wrap a function between predraw() and postdraw():

-
cam:predraw()
-func()
-cam:postdraw()
-
Parameters: -
-
function func
-
Drawing function to be wrapped.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
function love.draw()
-    cam:draw( draw_world )
-    draw_hud()
-end
-
-
- - -
-
function camera:toCameraCoords(pos)^ top
-

Convert world coordinates to camera coordinates.

-
Parameters: -
-
vector pos
-
Position in world coordinates.
-
-
-
Returns: -
-
vector
-
Position in camera coordinates.
-
-
-
Example: -
screen_pos = cam:toCameraCoords( player.pos )
-love.graphics.line(love.mouse.getX(), love.mouse.getY(), screen_pos:unpack()
-
-
- - -
-
function camera:toWorldCoords(pos)^ top
-

Convert camera coordinates to world coordinates.

-
Parameters: -
-
vector pos
-
Position in camera coordinates.
-
-
-
Returns: -
-
vector
-
Position in world coordinates.
-
-
-
Example: -
target = cam:toWorldCoords( vector(love.mouse.getPosition()) )
-unit:plotPathTo(target)
-
-
- - -
-
function camera:mousepos()^ top
-

Get mouse position in world coordinates.

-
Parameters: -
-
None
-
-
-
Returns: -
-
vector
-
Mouse position in world coordinates.
-
-
-
Example: -
target = cam:mousepos()
-unit:plotPathTo(target)
-
-
- -
- - -
-
hump.ringbuffer^ top
-
-
ringbuffer = require "hump.ringbuffer"
-

A ring-buffer is a circular array. That means it does not have a first nor a - last, but only a selected/current element.

-

You can use this to implement Tomb Raider style inventories, looping - playlists, recurring dialogs (like a unit's answers when selecting it multiple times in Warcraft) - and generally everything that has a circular or looping structure.

-
- -
-

Module overview

-
-
new()
-
Create new ring-buffer.
-
ringbuffer:insert()
-
Insert element.
-
ringbuffer:remove()
-
Remove currently selected item.
-
ringbuffer:removeAt()
-
Remove an item.
-
ringbuffer:next()
-
Select next item.
-
ringbuffer:prev()
-
Select previous item.
-
ringbuffer:get()
-
Get currently selected item.
-
ringbuffer:size()
-
Get ringbuffer size.
-
-
- -
-
function new(...)^ top
-

Create new ringbuffer.

-
Parameters: -
-
mixed ...
-
Initial elements.
-
-
-
Returns: -
-
Ringbuffer
-
Ringbuffer object.
-
-
-
Example: -
rb = hump.ringbuffer.new(1,2,3)
-

As with vector, camera and class, - you can call the module as shortcut to new():

-
ringbuffer = require 'hump.ringbuffer'
-
-rb = ringbuffer(1,2,3)
-
-
- - -
-
function ringbuffer:insert(item, ...)^ top
-

Insert items behind current element.

-
Parameters: -
-
mixed item, ...
-
Items to insert.
-
-
-
Returns: -
-
Nothing
-
-
-
Example: -
rb = ringbuffer(1,5,6) -- content: 1,5,6
-rb:insert(2,3,4)       -- content: 1,2,3,4,5,6
-
-
- - -
-
function ringbuffer:remove()^ top
-

Remove currently selected item and select next item.

-
Parameters: -
-
None
-
-
-
Returns: -
-
mixed
-
The item removed.
-
-
-
Example: -
rb = ringbuffer(1,2,3,4) -- content: 1,2,3,4
-rb:next()                -- content: 2,3,4,1
-rb:remove()              -- content: 3,4,1
-
-
- - -
-
function ringbuffer:removeAt(pos)^ top
-

Remove item at position relative to current item.

-

-
Parameters: -
-
number pos
-
Position to remove.
-
-
-
Returns: -
-
mixed
-
The item removed.
-
-
-
Example: -
rb = ringbuffer(1,2,3,4,5) -- content: 1,2,3,4,5
-rb:removeAt(2)             -- content: 1,2,4,5
-rb:removeAt(-1)            -- content: 1,2,4
-
-
- - -
-
function ringbuffer:next()^ top
-

Select and return next item.

-
Parameters: -
-
None
-
-
-
Returns: -
-
mixed
-
The next item.
-
-
-
Example: -
rb = ringbuffer(1,2,3)
-print(rb:next()) -- prints '2'
-print(rb:next()) -- prints '3'
-print(rb:next()) -- prints '1'
-
-
- - -
-
function ringbuffer:prev()^ top
-

Select and return previous item.

-
Parameters: -
-
None
-
-
-
Returns: -
-
mixed
-
The previous item
-
-
-
Example: -
rb = ringbuffer(1,2,3)
-print(rb:prev()) -- prints '3'
-print(rb:prev()) -- prints '2'
-print(rb:prev()) -- prints '1'
-
-
- - -
-
function ringbuffer:get()^ top
-

Get currently selected item.

-
Parameters: -
-
None
-
-
-
Returns: -
-
mixed
-
Currently selected item.
-
-
-
Example: -
rb = ringbuffer(1,2,3)
-rb:next()
-print(rb:get()) -- prints '2'
-			
-
-
- - -
-
function ringbuffer:size()^ top
-

Get number of items in the buffer.

-
Parameters: -
-
None
-
-
-
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'
-
-
- -
- -
+ diff --git a/style.css b/style.css index 9c5f54c..6d75800 100644 --- a/style.css +++ b/style.css @@ -39,6 +39,16 @@ h2 { border-radius: 10px; -moz-border-radius: 10px; } +#main-nav { + margin: 0; + float: right; +} + +#main-nav li { + display:inline; + margin-right: 1em; +} + #nav { width: 800px; margin: 1em auto; @@ -68,21 +78,12 @@ h2 { color: #101010; } -.module { +.outer-block { width: 800px; margin: 1em auto; padding: 0 0 0 1em; } -.definition, .constructor { - font-weight: bold; - color: #444; -} - -.definition .name, .constructor .name { - color: #000; -} - .arglist { color: #102040; } @@ -98,7 +99,7 @@ h2 { margin-left: 2em; } -.overview, .preamble, .function, .class, .module > .name, .caveats { +h3, .preamble, .text-block, .overview, .ref-block, .tut-block, .section-block { border: 1px solid #aaa; border-radius: 5px; -moz-border-radius: 5px; padding: .2em .5em; @@ -106,7 +107,7 @@ h2 { margin: 1em .2em; } -.module > .name { +h3 { color: #050A10; font-size: 1.5em; font-weight: bold; @@ -117,12 +118,28 @@ h2 { margin-top: -1em; } -.overview { +.text-block, .section-block { margin-bottom: 2em; } -.caveats h3, .overview h3 { + +h4 { margin: 0; color: #405070; + font-size: 1.2em; + font-weight: bold; +} + +.ref-block h4 { + color: #444; + font-size: 1em; +} + +.ref-block h4 .name { + color: #721; +} + +.ref-block h4 .arglist { + color: #151; } dl { @@ -134,7 +151,7 @@ dt, dt a { } dt code { font-size: 12pt; - color: #102040; + color: #151; } dd { font-weight: normal; @@ -160,7 +177,7 @@ dd { code { font-family: "Bitstream Vera Sans Mono", fixed; font-weight: bold; - color: #105020; + color: #333; } pre { border: 1px solid #aaa; @@ -169,6 +186,7 @@ pre { padding: .2em; margin: 1em 2em; font-weight: normal; + max-height: 450px; overflow: auto; } pre code { font-size: 11pt;