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Better documentation for camera. Add 'view source' button
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index.html
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index.html
@ -34,6 +34,8 @@
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ul.nav li { display:inline; margin-right: 1em; }
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a.top { font-size: 8pt; margin-left: 1em; float: right; }
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a.source { border-radius: 5px; -moz-border-radius: 5px; font-weight:bold; float:right; border:1px solid #777; padding: 2px 4px 2px 4px; background: #e4e4e4; text-decoration:none; font-size: 9pt;}
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a.source:hover { background: #eee; border-color: #aaa; color: #555;}
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.doc { padding-left: 1em; margin-bottom: 1em; border-left: 1px dotted #aaa; }
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.function { display:block; font-weight:bold; font-family: fixed; background: #f9f9f9; border:1px solid #ddd; margin-left: -1em; }
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@ -106,6 +108,7 @@ module by clicking these:
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<div class="module">
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<a name="vector.lua"></a>
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<h3>vector.lua<a class="top" href="#doc">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/vector.lua" class="source">view source</a>
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<p>A vector class implementing everything you want to do with vectors, and some more.</p>
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<p>Overview (click item for more details):
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<table class="functionlist">
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@ -260,6 +263,7 @@ print(a:dist(b)) -- prints 1.4142135623731</pre></td></tr>
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<div class="module">
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<a name="class.lua"></a>
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<h3>class.lua<a class="top" href="#doc">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/class.lua" class="source">view source</a>
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<p>class.lua provides a simple and easy to use class system. Albeit it's
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limitations, class.lua offers multiple inheritance and minimal
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reflection capabilities. Note that only methods will be inherited
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@ -388,6 +392,7 @@ result:foo() -- error: method does not exist</pre>
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<div class="module">
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<a name="camera.lua"></a>
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<h3>camera.lua<a class="top" href="#doc">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/camera.lua" class="source">view source</a>
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<em>Depends on <a href="#vector.lua">vector.lua</a></em>
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<p>Camera object to display only a partial region of the game world. The region
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can be zoomed and rotated. You can transform camera coordinates to world coordinated
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@ -428,6 +433,10 @@ result:foo() -- error: method does not exist</pre>
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<a name="camera.lua-translate"></a>
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<div class="doc"><span class="function">function camera:translate(t)<a class="top" href="#camera.lua">^ top</a></span>
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Translate (move) camera by vector <code>t</code>. Same as <code>camera.pos = camera.pos + t</code>.
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<table>
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<tr><th>Parameters:</th><td class="p"><em>[vector]</em><code>t</code>:</td>
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<td>Translation vector</td></tr>
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</table>
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</div>
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<a name="camera.lua-draw"></a>
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@ -460,6 +469,12 @@ camera:deapply()</pre></td></tr>
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<div class="doc"><span class="function">function camera:transform(p)<a class="top" href="#camera.lua">^ top</a></span>
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Transform vector <code>p</code> from camera coordinates to world coordinates.
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You probably won't need this, but it is the basis to <code>camera:mousepos()</code>.
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<table>
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<tr><th>Parameters:</th><td class="p"><em>[vector]</em><code>p</code>:</td>
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<td>Vector to transform to world coordinates</td></tr>
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<tr><th>Returns:</th><td colspan="2"><em>[vector]</em> transformed vector.</td></tr>
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</table>
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</div>
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<a name="camera.lua-mousepos"></a>
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@ -467,16 +482,20 @@ camera:deapply()</pre></td></tr>
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Get mouse position in world coordinates, i.e. the position the users mouse is
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currently pointing at 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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<table>
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<tr><th>Returns:</th><td><em>[vector]</em> Mouse position in world coordinates.</td></tr>
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</table>
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</div>
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</div>
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<div class="module">
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<a name="gamestate.lua"></a>
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<h3>gamestate.lua<a class="top" href="#doc">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/gamestate.lua" class="source">view source</a>
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<p>Useful to separate different states of your game (hence "gamestate") like title screens,
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<p>Useful to separate different states of your game (hence "gamestate") like title screens,
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level loading, main game, etc. Each gamestate can have it's own <code>update()</code>, <code>draw()</code>,
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<code>keyreleased()</code>, <code>keypressed()</code> and <code>mousereleased()</code> which correspond
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<code>keyreleased()</code>, <code>keypressed()</code> and <code>mousereleased()</code> which correspond
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to the ones defined in love. See the <a href="#gamestate.lua-callbackList">callback list</a> for more details.</p>
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<p>Additionally, each gamestate can define a <code>enter(pre, ...)</code> and <code>leave()</code> function,
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@ -544,8 +563,8 @@ camera:deapply()</pre></td></tr>
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<a name="gamestate.lua-registerEvents"></a>
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<div class="doc"><span class="function">function Gamestate.registerEvents()<a class="top" href="#gamestate.lua">^ top</a></span>
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Registers all above events so you don't need to call then in your <code>love.*</code> routines.
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<p>It is an error to call this anywhere else than <code>love.load()</code>, since it overwrites the
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Registers all above events so you don't need to call then in your <code>love.*</code> routines.
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<p>It is an error to call this anywhere else than <code>love.load()</code>, since it overwrites the
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callbacks. Dont worry though, your callbacks will still be executed.</p>
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</div>
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@ -574,6 +593,7 @@ camera:deapply()</pre></td></tr>
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<div class="module">
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<a name="ringbuffer.lua"></a>
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<h3>ringbuffer.lua<a href="#doc" class="top">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/ringbuffer.lua" class="source">view source</a>
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<p>A circular container that can hold arbitrary items. It can be used to create <em>Tomb Raider</em> style
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inventories, a looping music playlist, recurring dialog sequences and much more.</p>
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@ -688,7 +708,8 @@ rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2</pre></td></tr>
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<div class="module">
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<a name="sequence.lua"></a>
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<h3>sequence.lua<a href="doc" class="top">^ top</a></h3>
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<h3>sequence.lua<a href="#doc" class="top">^ top</a></h3>
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<a href="http://github.com/vrld/hump/blob/master/sequence.lua" class="source">view source</a>
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<em>Depends on <a href="#ringbuffer.lua">ringbuffer.lua</a></em>
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<p>sequence.lua offers basic support for automated switching of <em>Scenes</em>. You can use it to
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add intros and cutscenes to your games.</p>
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@ -708,7 +729,7 @@ rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2</pre></td></tr>
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<tr><td><a href="#sequence.lua-Scene">Scene(length)</a></td><td>New scene object</td></tr>
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<tr><td><a href="#sequence.lua-isFinished">scene:isFinished()</a></td><td>Indicate end of scene</td></tr>
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</table></p>
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<p>A <code>Scene</code> defines three callback functions. <em>Do not</em> try to
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<p>A <code>Scene</code> defines three callback functions. <em>Do not</em> try to
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access them yourself. Let <code>Sequence</code> do the job:
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<table>
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<tr><td><code>scene:draw()</code>:</td><td>Draw contents on screen <em>(mandatory)</em></td></tr>
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@ -789,7 +810,7 @@ rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2</pre></td></tr>
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<span class="function">function Scene(length)<a href="#sequence.lua" class="top">^ top</a></span>
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Create a new scene of length <code>length</code>
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<table>
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<tr> <th>Parameters:</th> <td class="p"><em>[optional]</em><code>length</code></td>
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<tr> <th>Parameters:</th> <td class="p"><em>[optional]</em><code>length</code></td>
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<td>Length of scene. If <code>< 0</code> scene will never finish. Defaults to <code>-1</code></td> </tr>
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<tr> <th>Returns:</th> <td colspan="2">New scene object</td> </tr>
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</table>
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@ -901,15 +922,14 @@ end
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<a name="download"></a>
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<h2>Download<a class="top" href="#top">^ top</a></h2>
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<p>You can download this project in either
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<p>You can view and download the individual modules on github: <a href="http://github.com/vrld/hump">vrld/hump</a>.
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You may also download the whole packed sourcecode either in
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<a href="http://github.com/vrld/hump/zipball/master">zip</a> or
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<a href="http://github.com/vrld/hump/tarball/master">tar</a> formats.</p>
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<p>You can also clone the project with <a href="http://git-scm.com">Git</a> by running:
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<pre>$ git clone git://github.com/vrld/hump</pre></p>
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<div class="footer">
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get the source code on GitHub : <a href="http://github.com/vrld/hump">vrld/hump</a>
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</div>
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<p>You can clone the project with <a href="http://git-scm.com">Git</a> by running:
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<pre>git clone git://github.com/vrld/hump</pre>
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Once done, tou can check for updates by running
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<pre>git pull</pre></p>
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</div>
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