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Yet another take at formatting
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README.md
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README.md
@ -21,7 +21,7 @@ A vector class implementing everything you want to do with vectors, and some mor
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### Basic ###
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#### `function vector(x,y)`
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#### function vector(x,y)
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Creates a new vector. Element access with `v.x` and `v.y`.
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**Parameters:**
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@ -31,7 +31,7 @@ Creates a new vector. Element access with `v.x` and `v.y`.
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**Returns:** the vector
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<br /><br />
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#### `function isvector(v)`
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#### function isvector(v)
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Tests for vector type.
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**Parameters:**
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@ -40,12 +40,12 @@ Tests for vector type.
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**Returns:** `true` if `v` is a vector
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<br /><br />
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#### `function Vector:clone()`
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#### function Vector:clone()
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Clones a vector. Use when you do not want to create references.
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**Returns:** New vector with the same coordinates.
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<br /><br />
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#### `function Vector:unpack()`
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#### function Vector:unpack()
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Unpacks the vector.
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**Returns:** the coordinate tuple `x, y`
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@ -70,19 +70,19 @@ Arithmetic (`+`, `-`, `*`, `/`) and comparative operators (`==`, `<=`, `<`) are
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### Even more! ###
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#### `function vector:permul(other)`
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#### function vector:permul(other)
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Perform element-wise multiplication.
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<br /><br />
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#### `function vector:len()`
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#### function vector:len()
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Get length of vector.
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<br /><br />
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#### `function vector:len2()`
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#### function vector:len2()
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Get squared length.
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<br /><br />
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#### `function vector:dist(other)`
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#### function vector:dist(other)
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Get distance to other vector.
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**Example:**
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@ -91,23 +91,23 @@ Get distance to other vector.
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print(a:dist(b)) -- prints 1.4142135623731`
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<br /><br />
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#### `function vector:normalized()`
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#### function vector:normalized()
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Get normalized vector. The original vector remains unchanged.
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<br /><br />
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#### `function vector:normalize_inplace()`
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#### function vector:normalize_inplace()
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Normalize vector and return it.
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**Warning:** This will change the state of all references to this vector.
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<br /><br />
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#### `function Vector:rotated(phi)`
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#### function Vector:rotated(phi)
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Get rotated vector. The original vector remains unchanged.
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**Parameters:**
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* _[number]_ `phi`: Rotation angle in radians.
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<br /><br />
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#### `function Vector:rotate_inplace(phi)`
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#### function Vector:rotate_inplace(phi)
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Rotate the vector and return it.
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**Warning:** This will change the state of all references to this vector.
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<br /><br />
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@ -118,7 +118,7 @@ class.lua
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Simple class-like system for Lua. Supports definition of class types and inheritance of functions.
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For an example how to use this, see below.
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#### `function Class(constructor`)**</>
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#### function Class(constructor)
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Creates a new unnamed class.
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**Parameters:**
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@ -140,7 +140,7 @@ Creates a new unnamed class.
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print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())
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<br /><br />
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#### `function Class{name = name, constructor}`
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#### function Class{name = name, constructor}
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Create a named class, i.e. define a __tostring metamethod. Parameters are the same as above.
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Great for debugging. Both `name` and `constructor` can be omitted (but why would you want to?)
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@ -153,11 +153,11 @@ Great for debugging. Both `name` and `constructor` can be omitted (but why would
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print(Feline) -- prints 'Feline'
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<br /><br />
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#### `function Interface(name)`
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#### function Interface(name)
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Shortcut to `Class{name = name}`, i.e. a possibly named class without constructor.
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#### `function Inherit(class, super, ...)`
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#### function Inherit(class, super, ...)
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Add functions of `super` to `class`. Multiple interfaces can be defined.
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`super`'s constructor can be accessed via super.construct(self). See example below.
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@ -208,7 +208,7 @@ _Depends on vector.lua_
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Camera class to display only a certain zoomed and rotated region of the game.
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You can have multiple cameras in one game.
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#### `function Camera(pos, zoom, rotation)`
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#### function Camera(pos, zoom, rotation)
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Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`.
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**Parameters:**
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@ -219,15 +219,15 @@ Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`.
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**Returns:** The new camera object.
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<br /><br />
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#### `function camera:rotate(phi)`
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#### function camera:rotate(phi)
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Rotate camera by `phi` radians. Same as `camera.rot = camera.rot + phi`.
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<br /><br />
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#### `function camera:translate(t)`
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#### function camera:translate(t)
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Translate (move) camera by vector `t`. Same as `camera.pos = camera.pos + t.
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<br /><br />
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#### `function camera:draw(func)`
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#### function camera:draw(func)
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Apply camera transformation to drawings in function `func`. Shortcut to
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`camera:apply()` and `camera:deapply()` (see below).
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@ -236,11 +236,11 @@ Apply camera transformation to drawings in function `func`. Shortcut to
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cam:draw(function() love.graphics.rectangle('fill', -100,-100, 200,200) end)
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<br /><br />
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#### `function camera:apply()`
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#### function camera:apply()
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Apply camera transformations to every drawing operation until the next `camera:deapply()`.
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<br /><br />
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#### `function camera:deapply()`
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#### function camera:deapply()
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Revert camera transformations for the rest of the drawing operations.
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**Example:** (equivalent to the `cam:draw()` example above)
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@ -250,12 +250,12 @@ Revert camera transformations for the rest of the drawing operations.
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camera:deapply()
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<br /><br />
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#### `function camera:transform(p)`
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#### function camera:transform(p)
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Transform vector `p` from camera coordinates to world coordinates.
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You probably won't need this, but it is the basis to `camera:mousepos()`.
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<br /><br />
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#### `function camera:mousepos()`
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#### function camera:mousepos()
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Get mouse position in world coordinates, i.e. the position the users mouse
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is currently when camera transformations are applied. Use this for _any_
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mouse interaction with transformed objects in your game.
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