Update doc: Add list of functions to every module

Gives a nice overview and makes it easier to navigate the docs.
This commit is contained in:
Matthias Richter 2017-11-19 21:32:00 +01:00
parent 88f501bc77
commit 945423f9f5
8 changed files with 141 additions and 10 deletions

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@ -21,6 +21,30 @@ worry about that.
camera:move(dx/2, dy/2) camera:move(dx/2, dy/2)
end end
List of Functions
-----------------
* :func:`Camera.new(x,y, zoom, rot) <Camera.new>`
* :func:`camera:move(dx,dy) <camera:move>`
* :func:`camera:lookAt(x,y) <camera:lookAt>`
* :func:`camera:position() <camera:position>`
* :func:`camera:rotate(angle) <camera:rotate>`
* :func:`camera:rotateTo(angle) <camera:rotateTo>`
* :func:`camera:zoom(mul) <camera:zoom>`
* :func:`camera:zoomTo(zoom) <camera:zoomTo>`
* :func:`camera:attach() <camera:attach>`
* :func:`camera:detach() <camera:detach>`
* :func:`camera:draw(func) <camera:draw>`
* :func:`camera:worldCoords(x, y) <camera:worldCoords>`
* :func:`camera:cameraCoords(x, y) <camera:cameraCoords>`
* :func:`camera:mousePosition() <camera:mousePosition>`
* :func:`camera:lockX(x, smoother, ...) <camera:lockX>`
* :func:`camera:lockY(y, smoother, ...) <camera:lockY>`
* :func:`camera:lockPosition(x,y, smoother, ...) <camera:lockPosition>`
* :func:`camera:lockWindow(x,y, x_min, x_max, y_min, y_max, smoother, ...) <camera:lockWindow>`
* :func:`Camera.smooth.none() <Camera.smooth.none>`
* :func:`Camera.smooth.linear(speed) <Camera.smooth.linear>`
* :func:`Camera.smooth.damped(stiffness) <Camera.smooth.damped>`
Function Reference Function Reference
------------------ ------------------

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@ -29,11 +29,19 @@ Implements `class commons <https://github.com/bartbes/Class-Commons>`_.
love.graphics.draw(self.img, self.pos.x, self.pos.y) love.graphics.draw(self.img, self.pos.x, self.pos.y)
end end
List of Functions
-----------------
* :func:`Class.new() <Class.new>`
* :func:`class.init(object, ...) <class.init>`
* :func:`Class:include(other) <Class:include>`
* :func:`class:clone() <class:clone>`
Function Reference Function Reference
------------------ ------------------
.. function:: Class.new() .. function:: Class.new()
.. function:: Class.new({init = constructor, __includes = parents, ...}) Class.new({init = constructor, __includes = parents, ...})
:param function constructor: Class constructor. Can be accessed with ``theclass.init(object, ...)``. (optional) :param function constructor: Class constructor. Can be accessed with ``theclass.init(object, ...)``. (optional)
:param class or table of classes parents: Classes to inherit from. Can either be a single class or a table of classes. (optional) :param class or table of classes parents: Classes to inherit from. Can either be a single class or a table of classes. (optional)

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@ -42,6 +42,17 @@ A typical game could consist of a menu-state, a level-state and a game-over-stat
Gamestate.switch(menu) Gamestate.switch(menu)
end end
List of Functions
-----------------
* :func:`Gamestate.new() <Gamestate.new>`
* :func:`Gamestate.switch(to, ...) <Gamestate.switch>`
* :func:`Gamestate.Gamestate.current() <Gamestate.Gamestate.current>`
* :func:`Gamestate.push(to, ...) <Gamestate.push>`
* :func:`Gamestate.pop(...) <Gamestate.pop>`
* :func:`Gamestate.<callback>(...) <Gamestate.<callback>>`
* :func:`Gamestate.registerEvents([callbacks]) <Gamestate.registerEvents>`
.. _callbacks: .. _callbacks:

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@ -2,13 +2,20 @@
======================================================= =======================================================
**hump** is a set of lightweight helpers for the awesome `LÖVE **hump** is a set of lightweight helpers for the awesome `LÖVE
<http://love2d.org>`_ game framework. It will help to get you over the initial <http://love2d.org>`_ game framework.
hump when starting to build a new game. It will help to get you over the initial hump when starting to build a new
game.
**hump** differs from many other libraries in that every component is **hump** does nothing that you couldn't do yourself.
independent of the remaining ones. But why should you?
The footprint is very small, so the library should fit nicely into your You want to write games, not boilerplate!
projects.
**hump**'s components are so loosely coupled that every component is
independent of the others.
You can choose what you need and leave the rest behind.
hump wont judge.
**hump** just wants to make you happy.
Read on Read on
------- -------

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@ -42,6 +42,18 @@ signals that match a `Lua string pattern
end end
end end
List of Functions
-----------------
* :func:`Signal.new() <Signal.new>`
* :func:`Signal.register(s, f) <Signal.register>`
* :func:`Signal.emit(s, ...) <Signal.emit>`
* :func:`Signal.remove(s, ...) <Signal.remove>`
* :func:`Signal.clear(s) <Signal.clear>`
* :func:`Signal.emitPattern(p, ...) <Signal.emitPattern>`
* :func:`Signal.removePattern(p, ...) <Signal.removePattern>`
* :func:`Signal.clearPattern(p) <Signal.clearPattern>`
Function Reference Function Reference
------------------ ------------------

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@ -26,6 +26,19 @@ easier to produce `juicy games <http://www.youtube.com/watch?v=Fy0aCDmgnxg>`_.
Timer.update(dt) Timer.update(dt)
end end
List of Functions
-----------------
* :func:`Timer.new() <Timer.new>`
* :func:`Timer.after(delay, func) <Timer.after>`
* :func:`Timer.script(func) <Timer.script>`
* :func:`Timer.every(delay, func, count) <Timer.every>`
* :func:`Timer.during(delay, func, after) <Timer.during>`
* :func:`Timer.cancel(handle) <Timer.cancel>`
* :func:`Timer.clear() <Timer.clear>`
* :func:`Timer.update(dt) <Timer.update>`
* :func:`Timer.tween(duration, subject, target, method, after, ...) <Timer.tween>`
Function Reference Function Reference
------------------ ------------------
@ -152,7 +165,7 @@ wait is: ``wait(delay)``.
end) end)
.. function:: Timer.every(delay, func[, count]) .. function:: Timer.every(delay, func, count)
:param number delay: Number of seconds between two consecutive function calls. :param number delay: Number of seconds between two consecutive function calls.
:param function func: The function to be called periodically. :param function func: The function to be called periodically.
@ -184,7 +197,7 @@ or :func:`Timer.cancel` or :func:`Timer.clear` is called on the timer instance.
end) end)
.. function:: Timer.during(delay, func[, after]) .. function:: Timer.during(delay, func, after)
:param number delay: Number of seconds the func will be called. :param number delay: Number of seconds the func will be called.
:param function func: The function to be called on ``update(dt)``. :param function func: The function to be called on ``update(dt)``.
@ -303,7 +316,7 @@ Update timers and execute functions if the deadline is reached. Call in
:param string method: Tweening method, defaults to 'linear' (:ref:`see here :param string method: Tweening method, defaults to 'linear' (:ref:`see here
<tweening-methods>`, optional). <tweening-methods>`, optional).
:param function after: Function to execute after the tween has finished :param function after: Function to execute after the tween has finished
(optiona). (optional).
:param mixed ...: Additional arguments to the *tweening* function. :param mixed ...: Additional arguments to the *tweening* function.
:returns: A timer handle. :returns: A timer handle.

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@ -44,6 +44,35 @@ An table-free version of :doc:`hump.vector <vector>`. Instead of a vector type,
player.y = player.y + dt * player.vely player.y = player.y + dt * player.vely
end end
List of Functions
-----------------
* :func:`vector.str(x,y) <vector.str>`
* :func:`vector.fromPolar(angle, radius) <vector.fromPolar>`
* :func:`vector.toPolar(x, y) <vector.toPolar>`
* :func:`vector.randomDirection(len_min, len_max) <vector.randomDirection>`
* :func:`vector.mul(s, x,y) <vector.mul>`
* :func:`vector.div(s, x,y) <vector.div>`
* :func:`vector.add(x1,y1, x2,y2) <vector.add>`
* :func:`vector.sub(x1,y1, x2,y2) <vector.sub>`
* :func:`vector.permul(x1,y1, x2,y2) <vector.permul>`
* :func:`vector.dot(x1,y1, x2,y2) <vector.dot>`
* :func:`vector.cross(x1,y1, x2,y2) <vector.cross>`
* :func:`vector.vector.det(x1,y1, x2,y2) <vector.vector.det>`
* :func:`vector.eq(x1,y1, x2,y2) <vector.eq>`
* :func:`vector.le(x1,y1, x2,y2) <vector.le>`
* :func:`vector.lt(x1,y1, x2,y2) <vector.lt>`
* :func:`vector.len(x,y) <vector.len>`
* :func:`vector.len2(x,y) <vector.len2>`
* :func:`vector.dist(x1,y1, x2,y2) <vector.dist>`
* :func:`vector.dist2(x1,y1, x2,y2) <vector.dist2>`
* :func:`vector.normalize(x,y) <vector.normalize>`
* :func:`vector.rotate(phi, x,y) <vector.rotate>`
* :func:`vector.perpendicular(x,y) <vector.perpendicular>`
* :func:`vector.project(x,y, u,v) <vector.project>`
* :func:`vector.mirror(x,y, u,v) <vector.mirror>`
* :func:`vector.angleTo(ox,y, u,v) <vector.angleTo>`
* :func:`vector.trim(max_length, x,y) <vector.trim>`
Function Reference Function Reference
------------------ ------------------

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@ -41,6 +41,33 @@ You can access the individual coordinates by ``vec.x`` and ``vec.y``.
player.position = player.position + player.velocity * dt player.position = player.position + player.velocity * dt
end end
List of Functions
-----------------
* :func:`vector.new(x,y) <vector.new>`
* :func:`vector.fromPolar(angle, radius) <vector.fromPolar>`
* :func:`vector.randomDirection(len_min, len_max) <vector.randomDirection>`
* :func:`vector.isvector(v) <vector.isvector>`
* :func:`vector:clone() <vector:clone>`
* :func:`vector:unpack() <vector:unpack>`
* :func:`vector:permul(other) <vector:permul>`
* :func:`vector:len() <vector:len>`
* :func:`vector:toPolar() <vector:toPolar>`
* :func:`vector:len2() <vector:len2>`
* :func:`vector:dist(other) <vector:dist>`
* :func:`vector:dist2(other) <vector:dist2>`
* :func:`vector:normalized() <vector:normalized>`
* :func:`vector:normalizeInplace() <vector:normalizeInplace>`
* :func:`vector:rotated(angle) <vector:rotated>`
* :func:`vector:rotateInplace(angle) <vector:rotateInplace>`
* :func:`vector:perpendicular() <vector:perpendicular>`
* :func:`vector:projectOn(v) <vector:projectOn>`
* :func:`vector:mirrorOn(v) <vector:mirrorOn>`
* :func:`vector:cross(other) <vector:cross>`
* :func:`vector:angleTo(other) <vector:angleTo>`
* :func:`vector:trimmed(max_length) <vector:trimmed>`
* :func:`vector:trimInplace(max_length) <vector:trimInplace>`
Vector arithmetic Vector arithmetic
----------------- -----------------