Move documentation to project page

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Matthias Richter 2010-08-13 14:45:24 +02:00
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README.md
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Documentation
=============
vector.lua
----------
A vector class implementing everything you want to do with vectors, and some more.
### Basic ###
#### function vector(x,y)
Creates a new vector. Element access with `v.x` and `v.y`.
**Parameters:**
* _[number]_ `x`: x coordinate
* _[number]_ `y`: y coordinate
**Returns:** the vector
<br /><br />
#### function isvector(v)
Tests for vector type.
**Parameters:**
* `v`: variable to test
**Returns:** `true` if `v` is a vector
<br /><br />
#### function Vector:clone()
Clones a vector. Use when you do not want to create references.
**Returns:** New vector with the same coordinates.
<br /><br />
#### function Vector:unpack()
Unpacks the vector.
**Returns:** the coordinate tuple `x, y`
**Example:**
v = vector(1,2)
print(v:unpack()) -- prints "1 2"
### Operators ###
Arithmetic (`+`, `-`, `*`, `/`) and comparative operators (`==`, `<=`, `<`) are defined.
* `+` and `-` _only_ work on vectors. `-` is also the unary minus (e.g. `print(-vector(1,0)) -- prints (-1,0)`
* `a * b` works on vectors and numbers:
- If `a` is a number and `b` is a vector (or vice versa), the result the scalar multiplication.
- If `a` and `b` both are vectors, then the result is the _dot product_.
* `a / b` is only defined for `a` being a vector and `b` being a number. Result is the same as `a * 1/b`
`<=` 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`
### Even more! ###
#### function vector:permul(other)
Perform element-wise multiplication.
<br /><br />
#### function vector:len()
Get length of vector.
<br /><br />
#### function vector:len2()
Get squared length.
<br /><br />
#### function vector:dist(other)
Get distance to other vector.
**Example:**
a,b = vector(0,1), vector(1,0)
print(a:dist(b)) -- prints 1.4142135623731`
<br /><br />
#### function vector:normalized()
Get normalized vector. The original vector remains unchanged.
<br /><br />
#### function vector:normalize_inplace()
Normalize vector and return it.
**Warning:** This will change the state of all references to this vector.
<br /><br />
#### function Vector:rotated(phi)
Get rotated vector. The original vector remains unchanged.
**Parameters:**
* _[number]_ `phi`: Rotation angle in radians.
<br /><br />
#### function Vector:rotate_inplace(phi)
Rotate the vector and return it.
**Warning:** This will change the state of all references to this vector.
<br /><br />
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)
Creates a new unnamed class.
**Parameters:**
* _[optional function]_ `constructor`: A function used to construct the class. The first parameter of this function is the object, the others are parameters given upon construction.
**Example:**
Feline = Class(function(self, size, weight)
self.size = size self.weight = weight
end)
function Feline:stats()
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
end
garfield = Feline(.7, 45)
felix = Feline(.8, 12)
print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())
<br /><br />
#### 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?)
**Example:**
Feline = Class{name = "Feline", function(self, size, weight)
self.size = size self.weight = weight
end}
print(Feline) -- prints 'Feline'
<br /><br />
#### function Interface(name)
Shortcut to `Class{name = name}`, i.e. a possibly named class without constructor.
#### 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.
### Example usage ###
Feline = Class{name = "Feline", function(self, size, weight)
self.size = size self.weight = weight
end}
function Feline:stats()
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
end
function Feline:speak() print("meow") end
Cat = Class{name = "Cat", function(self, name, size, weight)
Feline.construct(self, size, weight)
self.name = name
end}
Inherit(Cat, Feline)
function Cat:stats()
return string.format("name: %s, %s", self.name, Feline.stats(self))
end
Tiger = Class{name = "tiger", function(self, size, weight)
Feline.construct(self, size, weight)
end}
Inherit(Tiger, Feline)
function Tiger:speak() print("ROAR!") end
felix = Cat("Felix", .8, 12)
hobbes = Tiger(2.2, 68)
print(felix:stats(), hobbes:stats())
felix:speak()
hobbes:speak()
### Warning ###
Be careful when using metamethods like `__add` or `__mul`: When subclass inherits those methods
from a superclass, but does not overwrite them, the result of the operation will be of the type
superclass. Consider the following:
A = Class(function(self, x) self.x = x end)
function A:__add(other) return A(self.x + other.x) end
function A:print() print("A:", self.x) end
B = Class(function(self, x, y) A.construct(self, x) self.y = y end)
Inherit(B, A)
function B:print() print("B:", self.x, self.y) end
function B:foo() print("foo") end
one, two = B(1,2), B(3,4)
result = one + two
result:print() -- prints "A: 4"
result:foo() -- error: method does not exist
camera.lua
----------
_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)
Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`.
**Parameters:**
* _[optional vector]_ `pos`: Initial position of the camera. Defaults to (0,0).
* _[optional number]_ `zoom`: Initial zoom. Defaults to 1.
* _[optional number]_ `rotation`: Initial rotation in radians. Defaults to 0.
**Returns:** The new camera object.
<br /><br />
#### function camera:rotate(phi)
Rotate camera by `phi` radians. Same as `camera.rot = camera.rot + phi`.
<br /><br />
#### function camera:translate(t)
Translate (move) camera by vector `t`. Same as `camera.pos = camera.pos + t.
<br /><br />
#### function camera:draw(func)
Apply camera transformation to drawings in function `func`. Shortcut to
`camera:apply()` and `camera:deapply()` (see below).
**Example:**
cam:draw(function() love.graphics.rectangle('fill', -100,-100, 200,200) end)
<br /><br />
#### function camera:apply()
Apply camera transformations to every drawing operation until the next `camera:deapply()`.
<br /><br />
#### function camera:deapply()
Revert camera transformations for the rest of the drawing operations.
**Example:** (equivalent to the `cam:draw()` example above)
camera:apply()
love.graphics.rectangle('fill', -100,-100, 200,200)
camera:deapply()
<br /><br />
#### 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()`.
<br /><br />
#### 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.
gamestate.lua
-------------
Useful to separate different states of your game (hence "gamestate") like
title screens, level loading, main game, etc. Each gamestate can have it's
own `update()`, `draw()`, `keyreleased()`, `keypressed()` and `mousereleased()`
which correspond to the ones defined in `love`.
Additionally, each gamestate can define a `enter` and `leave` function, which
are called when using `Gamestate.switch`. See below.
#### function Gamestate.new()
Create a new gamestate.
**Returns:** The new (but empty) gamestate object.
#### function Gamestate.switch(to, ...)
Switch the gamestate.
Calls `leave` on the currently active gamestate.
Calls `enter(current, ...)` on the target gamestate, where
`current` is the gamestate before the switch and `...` are
the additionals arguments given to `Gamestate.switch`.
**Parameters:**
* _[gamestate]_ `to`: The target gamestate.
* `...`: Additional arguments to pass
**Returns:** the result of `to:enter(current, ...)`
<br /><br />
#### function Gamestate.update(dt)
Calls `update(dt)` on current gamestate.
<br /><br />
#### function Gamestate.draw()
Calls `draw()` on current gamestate.
<br /><br />
#### function Gamestate.keypressed(key, unicode)
Calls `keypressed(key, unicode)` on current gamestate.
<br /><br />
#### function Gamestate.keyreleased(key)
Calls `keyreleased(key` on current gamestate.
<br /><br />
#### function Gamestate.mousereleased(x,y,btn)
Calls `mousereleased(x,y,btn) on the current gamestate.
<br /><br />
#### Gamestate.registerEvents()
Registers all above events so you don't need to call then in your
`love.*` routines. It is an error to call this anywhere else than
`love.load()`, since it overwrites the callbacks. Dont worry though,
your callbacks will still be executed.
You can find the documentation here: [http://vrld.github.com/hump/](http://vrld.github.com/hump/ "project page"]
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