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Fix documentation errors found by z0rg
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@ -143,13 +143,7 @@ function camera:mousePosition()
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return self:worldCoords(love.mouse.getPosition())
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end
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-- camera scrolling utilities - adapted from
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--- Lock camera's x coordinate.
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-- @param x X coordinate (in world coordinates) to lock to.
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-- @param smoother Overriding smoothing function (optional).
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-- @param ... Additional parameters to the smoothing function (optional).
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-- @return The camera.
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-- camera scrolling utilities
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function camera:lockX(x, smoother, ...)
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local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
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self.x = self.x + dx
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@ -89,7 +89,7 @@ This function is shortcut to ``camera.x,camera.y = x, y``.
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::
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function love.update(dt)
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camera:lookAt(player.pos:unpack()):rotation(player.rot)
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camera:lookAt(player.pos:unpack()):rotate(player.rot)
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end
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.. function:: camera:position()
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@ -333,7 +333,7 @@ You can specify a default movement smoother by assigning the variable
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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Horizontal camera locking: Keep the camera locked on the defined ``x``-position
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(in *world coordinates*). They ``y``-position is not affected.
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(in *world coordinates*). The ``y``-position is not affected.
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You can define an off-center locking position by "aiming" the camera left or
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right of your actual target. For example, to center the player 20 pixels to the
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@ -363,7 +363,7 @@ right of your actual target. For example, to center the player 20 pixels to the
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:param mixed ...: Additional parameters to the smoothing function. (optional)
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Vertical camera locking: Keep the camera locked on the defined ``y``-position
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(in *world coordinates*). They ``x``-position is not affected.
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(in *world coordinates*). The ``x``-position is not affected.
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You can define an off-center locking position by "aiming" the camera above or
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below your actual target. For example, to center the player 20 pixels *below* the
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@ -430,7 +430,7 @@ camera if the position would be out of the screen-rectangle defined by ``x_min``
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The locking window is defined in camera coordinates, whereas the position to
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lock to is defined in world coordinates!
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All of the other locking methods can be implemted by window locking. For
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All of the other locking methods can be implemented by window locking. For
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position locking, set ``x_min = x_max`` and ``y_min = y_max``.
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Off-center locking can be done by defining the locking window accordingly.
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