diff --git a/index.html b/index.html index 3e9850e..e9ee4c4 100644 --- a/index.html +++ b/index.html @@ -34,6 +34,8 @@ ul.nav li { display:inline; margin-right: 1em; } a.top { font-size: 8pt; margin-left: 1em; float: right; } + 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;} + a.source:hover { background: #eee; border-color: #aaa; color: #555;} .doc { padding-left: 1em; margin-bottom: 1em; border-left: 1px dotted #aaa; } .function { display:block; font-weight:bold; font-family: fixed; background: #f9f9f9; border:1px solid #ddd; margin-left: -1em; } @@ -106,6 +108,7 @@ module by clicking these:
A vector class implementing everything you want to do with vectors, and some more.
Overview (click item for more details):
Parameters: | [vector]t : |
+ Translation vector |
---|
p
from camera coordinates to world coordinates.
You probably won't need this, but it is the basis to camera:mousepos()
.
+
+ Parameters: | [vector]p : |
+ Vector to transform to world coordinates |
---|---|---|
Returns: | [vector] transformed vector. |
Returns: | [vector] Mouse position in world coordinates. |
---|
Useful to separate different states of your game (hence "gamestate") like title screens, +
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
+ keyreleased()
, keypressed()
and mousereleased()
which correspond
to the ones defined in love. See the callback list for more details.
Additionally, each gamestate can define a enter(pre, ...)
and leave()
function,
@@ -544,8 +563,8 @@ camera:deapply()
love.*
routines.
- It is an error to call this anywhere else than love.load()
, since it overwrites the
+ 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.
A circular container that can hold arbitrary items. It can be used to create Tomb Raider style inventories, a looping music playlist, recurring dialog sequences and much more.
@@ -688,7 +708,8 @@ rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2sequence.lua offers basic support for automated switching of Scenes. You can use it to add intros and cutscenes to your games.
@@ -708,7 +729,7 @@ rb:removeAt(-1) -- rb = { 2 ,4,5}, rb:get() == 2A Scene
defines three callback functions. Do not try to
+
A Scene
defines three callback functions. Do not try to
access them yourself. Let Sequence
do the job:
scene:draw() : | Draw contents on screen (mandatory) |
Parameters: | [optional]length |
+ |
---|---|---|
Parameters: | [optional]length |
Length of scene. If < 0 scene will never finish. Defaults to -1 |
Returns: | New scene object |
You can download this project in either +
You can view and download the individual modules on github: vrld/hump. +You may also download the whole packed sourcecode either in zip or tar formats.
-You can also clone the project with Git by running: -
$ git clone git://github.com/vrld/hump- - +
You can clone the project with Git by running: +
git clone git://github.com/vrld/hump+Once done, tou can check for updates by running +
git pull