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Document camera
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README.md
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README.md
@ -6,10 +6,10 @@ __HUMP__ is a small collection of tools for developing games with LÖVE.
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Contents:
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------------
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* *vector.lua*: powerful vector class (pure lua)
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* *class.lua*: "class" system supporting function inheritance
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* *camera.lua*: translate-, zoom- and rotatable camera
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* *gamestate.lua*: class to handle gamestates
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* *vector.lua*: powerful vector class (pure lua)
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* *class.lua*: "class" system supporting function inheritance (pure lua)
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* *camera.lua*: translate-, zoom- and rotatable camera
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* *gamestate.lua*: class to handle gamestates
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Documentation
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=============
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@ -19,14 +19,14 @@ vector.lua
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A vector class implementing everything you want to do with vectors, and some more.
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#### Basic ####
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### Basic ###
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**function vector(x,y)**<br />
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Creates a new vector. Element access with `v.x` and `v.y`.<br />
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*Parameters:*
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* `x` (_number_) - x coordinate
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* `y` (_number_) - y coordinate
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* `x` **[number]**: x coordinate
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* `y` **[number]**: y coordinate
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*Returns:* the vector
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@ -35,7 +35,7 @@ Creates a new vector. Element access with `v.x` and `v.y`.<br />
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Tests for vector type.<br />
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*Parameters:*
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* `v` - variable to test<br />
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* `v`: variable to test<br />
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*Returns:* `true` if `v` is a vector
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@ -55,18 +55,20 @@ Unpacks the vector.<br />
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print(v:unpack()) -- prints "1 2"
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#### Operators ####
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### Operators ###
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Arithmetic (`+`, `-`, `*`, `/`) and comparative operators (`==`, `<=`, `<`) are defined.
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* `+` and `-` _only_ work on vectors. `-` is also the unary minus (e.g. `print(-vector(1,0)) -- prints (-1,0)`
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* `a * b` works on vectors and numbers: ==<br />==If `a` is a number and `b` is a vector (or vice versa), the result the scalar multiplication. If `a` and `b` are vectors, then the result is the _dot product_.|
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* `a / b` is only defined for `a` being a vector and `b` being a number. Result is the same as `a * 1/b`
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* `+` and `-` _only_ work on vectors. `-` is also the unary minus (e.g. `print(-vector(1,0)) -- prints (-1,0)`
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* `a * b` works on vectors and numbers:<br />
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- If `a` is a number and `b` is a vector (or vice versa), the result the scalar multiplication.<br />
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- If `a` and `b` both are vectors, then the result is the _dot product_.
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* `a / b` is only defined for `a` being a vector and `b` being a number. Result is the same as `a * 1/b`
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`<=` and `<` sort lexically, i.e. `a <= b` if it holds: `a.x < b.x` or `a.y < b.y` if `a.x == b.x`
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`<=` and `<` sort lexically, i.e. `a <= b` is true if it holds: `a.x < b.x` or `a.y < b.y` if `a.x == b.x`
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#### Even more! ####
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### Even more! ###
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**function vector:permul(other)**<br />
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Perform element-wise multiplication.
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@ -102,14 +104,13 @@ Normalize vector and return it.<br />
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Get rotated vector. The original vector remains unchanged.<br />
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*Parameters:*
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* `phi` - Rotation angle in radians.
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* `phi` **[number]**: Rotation angle in radians.
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**function Vector:rotate_inplace(phi)**<br />
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Rotate the vector and return it.<br />
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*Warning:* This will change the state of all references to this vector.
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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class.lua
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---------
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@ -117,11 +118,11 @@ 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])**<br/>
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**function Class(constructor)**<br/>
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Creates a new unnamed class.
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*Parameters:*
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* _optional_ `constructor` - A function used to construct the class. The first parameter of this function is the object, the others are parameters given upon construction.
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* _(optional)_ `constructor`: A function used to construct the class. The first parameter of this function is the object, the others are parameters given upon construction.
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*Example:*
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@ -152,7 +153,7 @@ 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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**function Interface([name])**<br />
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**function Interface(name)**<br />
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Shortcut to `Class{name = name}`, i.e. a possibly named class without constructor.
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@ -161,7 +162,7 @@ Add functions of `super` to `class`. Multiple interfaces can be defined.<br />
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`super`'s constructor can be accessed via super.construct(self). See example below.
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#### Example usage ####
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### Example usage ###
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Feline = Class{name = "Feline", function(self, size, weight)
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self.size = size self.weight = weight
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@ -199,15 +200,65 @@ Add functions of `super` to `class`. Multiple interfaces can be defined.<br />
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felix:speak()
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hobbes:speak()
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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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camera.lua
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----------
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_Depends on vector.lua_
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**TODO**
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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)**<br />
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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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* _(optional)_ `pos` **[vector]**: Initial position of the camera. Defaults to (0,0).
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* _(optional)_ `zoom` **[number]**: Initial zoom. Defaults to 1.
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* _(optional)_ `rotation` **[number]**: Initial rotation in radians. Defaults to 0.
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**Returns:** The new camera object.
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**function camera:rotate(phi)**<br />
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Rotate camera by `phi` radians. Same as `camera.rot = camera.rot + phi`.
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**function camera:translate(t)**<br />
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Translate (move) camera by vector `t`. Same as `camera.pos = camera.pos + t.
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**function camera:draw(func)**<br />
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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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*Example:*
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cam:draw(function() love.graphics.rectangle('fill', -100,-100, 200,200) end)
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**function camera:apply()**<br />
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Apply camera transformations to every drawing operation until the next `camera:deapply()`.
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**function camera:deapply()**<br />
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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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camera:apply()
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love.graphics.rectangle('fill', -100,-100, 200,200)
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camera:deapply()
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**function camera:transform(p)**<br />
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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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**function camera:mousepos()**<br />
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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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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
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gamestate.lua
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-------------
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