From 4f1bcf2ce8fd899dc7b10244ebfc61e159c60c37 Mon Sep 17 00:00:00 2001 From: Matthias Richter Date: Mon, 9 Aug 2010 22:51:28 +0200 Subject: [PATCH] Yet another take at formatting --- README.md | 48 ++++++++++++++++++++++++------------------------ 1 file changed, 24 insertions(+), 24 deletions(-) diff --git a/README.md b/README.md index 10df42d..8d6aa00 100644 --- a/README.md +++ b/README.md @@ -21,7 +21,7 @@ A vector class implementing everything you want to do with vectors, and some mor ### Basic ### -#### `function vector(x,y)` +#### function vector(x,y) Creates a new vector. Element access with `v.x` and `v.y`. **Parameters:** @@ -31,7 +31,7 @@ Creates a new vector. Element access with `v.x` and `v.y`. **Returns:** the vector

-#### `function isvector(v)` +#### function isvector(v) Tests for vector type. **Parameters:** @@ -40,12 +40,12 @@ Tests for vector type. **Returns:** `true` if `v` is a vector

-#### `function Vector:clone()` +#### function Vector:clone() Clones a vector. Use when you do not want to create references. **Returns:** New vector with the same coordinates.

-#### `function Vector:unpack()` +#### function Vector:unpack() Unpacks the vector. **Returns:** the coordinate tuple `x, y` @@ -70,19 +70,19 @@ Arithmetic (`+`, `-`, `*`, `/`) and comparative operators (`==`, `<=`, `<`) are ### Even more! ### -#### `function vector:permul(other)` +#### function vector:permul(other) Perform element-wise multiplication.

-#### `function vector:len()` +#### function vector:len() Get length of vector.

-#### `function vector:len2()` +#### function vector:len2() Get squared length.

-#### `function vector:dist(other)` +#### function vector:dist(other) Get distance to other vector. **Example:** @@ -91,23 +91,23 @@ Get distance to other vector. print(a:dist(b)) -- prints 1.4142135623731`

-#### `function vector:normalized()` +#### function vector:normalized() Get normalized vector. The original vector remains unchanged.

-#### `function vector:normalize_inplace()` +#### function vector:normalize_inplace() Normalize vector and return it. **Warning:** This will change the state of all references to this vector.

-#### `function Vector:rotated(phi)` +#### function Vector:rotated(phi) Get rotated vector. The original vector remains unchanged. **Parameters:** * _[number]_ `phi`: Rotation angle in radians.

-#### `function Vector:rotate_inplace(phi)` +#### function Vector:rotate_inplace(phi) Rotate the vector and return it. **Warning:** This will change the state of all references to this vector.

@@ -118,7 +118,7 @@ class.lua Simple class-like system for Lua. Supports definition of class types and inheritance of functions. For an example how to use this, see below. -#### `function Class(constructor`)** +#### function Class(constructor) Creates a new unnamed class. **Parameters:** @@ -140,7 +140,7 @@ Creates a new unnamed class. print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())

-#### `function Class{name = name, constructor}` +#### function Class{name = name, constructor} Create a named class, i.e. define a __tostring metamethod. Parameters are the same as above. Great for debugging. Both `name` and `constructor` can be omitted (but why would you want to?) @@ -153,11 +153,11 @@ Great for debugging. Both `name` and `constructor` can be omitted (but why would print(Feline) -- prints 'Feline'

-#### `function Interface(name)` +#### function Interface(name) Shortcut to `Class{name = name}`, i.e. a possibly named class without constructor. -#### `function Inherit(class, super, ...)` +#### function Inherit(class, super, ...) Add functions of `super` to `class`. Multiple interfaces can be defined. `super`'s constructor can be accessed via super.construct(self). See example below. @@ -208,7 +208,7 @@ _Depends on vector.lua_ Camera class to display only a certain zoomed and rotated region of the game. You can have multiple cameras in one game. -#### `function Camera(pos, zoom, rotation)` +#### function Camera(pos, zoom, rotation) Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`. **Parameters:** @@ -219,15 +219,15 @@ Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`. **Returns:** The new camera object.

-#### `function camera:rotate(phi)` +#### function camera:rotate(phi) Rotate camera by `phi` radians. Same as `camera.rot = camera.rot + phi`.

-#### `function camera:translate(t)` +#### function camera:translate(t) Translate (move) camera by vector `t`. Same as `camera.pos = camera.pos + t.

-#### `function camera:draw(func)` +#### function camera:draw(func) Apply camera transformation to drawings in function `func`. Shortcut to `camera:apply()` and `camera:deapply()` (see below). @@ -236,11 +236,11 @@ Apply camera transformation to drawings in function `func`. Shortcut to cam:draw(function() love.graphics.rectangle('fill', -100,-100, 200,200) end)

-#### `function camera:apply()` +#### function camera:apply() Apply camera transformations to every drawing operation until the next `camera:deapply()`.

-#### `function camera:deapply()` +#### function camera:deapply() Revert camera transformations for the rest of the drawing operations. **Example:** (equivalent to the `cam:draw()` example above) @@ -250,12 +250,12 @@ Revert camera transformations for the rest of the drawing operations. camera:deapply()

-#### `function camera:transform(p)` +#### function camera:transform(p) Transform vector `p` from camera coordinates to world coordinates. You probably won't need this, but it is the basis to `camera:mousepos()`.

-#### `function camera:mousepos()` +#### function camera:mousepos() Get mouse position in world coordinates, i.e. the position the users mouse is currently when camera transformations are applied. Use this for _any_ mouse interaction with transformed objects in your game.