Matthias Richter
52324d5368
Documentation with sphinx
2015-10-12 08:21:31 +02:00
Matthias Richter
f6c5f621e7
Code cleanup
2015-10-12 08:21:16 +02:00
vrld
ca7fa8acb3
(Issue #49 ) Don't overwrite state.init on gamestate.switch
2015-10-07 21:48:20 +02:00
Matthias Richter
eb05aee86f
Add support for camera locking.
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Currently supports:
- Position locking (lock camera at target)
- Window locking (constrain target to be inside rectangular region)
- Position smoothing (none, linear, damped)
With these you can also implement horizontal/vertical camera windows,
target focus, projected focus, etc.
See the great article "Scroll Back: The Theory and Practice of Cameras
in Side-Scrollers" by Itay Keren [1] for details.
[1] http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php#h.949uhirhz51j
2015-05-30 20:21:48 +02:00
Matthias Richter
3c666c558b
Fix #46 : GS.switch should halt current state cycle
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`switch`, `push` and `pop` now set a flag marking the new state as
dirty. Dirty states will not receive any callbacks except `update`.
Before executing `update` the state is marked as clean, so it will
receive callbacks from thereon.
2015-05-30 16:41:37 +02:00
Matthias Richter
5c9d51d356
Fetch event callbacks from love instead of hardcoding it
2015-05-30 16:19:26 +02:00
vrld
c06e8e6ee8
Merge pull request #47 from kneeko/bug-fix
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Fixed include helper skipping false values.
2015-05-30 16:13:07 +02:00
Nico Prins
038bc9025f
Changed how includes are referenced.
2015-05-08 15:41:38 -07:00
Nico Prins
656fd17dc4
Added string includes using import method.
2015-05-06 18:05:19 -07:00
Nico Prins
dbf60e3dc5
Fixed include helper skipping falsy values.
2015-05-05 09:26:52 -07:00
vrld
672a91b56c
Merge pull request #44 from harris-m/master
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Add mousemoved callback to gamestate callbacks (added in LOVE 0.9.2)
2015-03-21 18:22:33 +01:00
Harris Munir
f984cc87e6
add mousemoved callback to gamestate callbacks (added in LOVE 0.9.2)
2015-03-18 20:08:38 -05:00
vrld
b18c399def
Add missing argument to gs:resume(pre, ...)
2014-12-16 18:07:32 +01:00
vrld
605953dddf
Merge pull request #43 from xpol/master
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Fixes wrong arg #1 for resume().
2014-12-16 18:06:21 +01:00
xpol
bdd9ad5c04
Fixes wrong arg #1 for resume().
2014-12-15 15:06:05 +08:00
Matthias Richter
537ca76264
[signal] Use . instead of : in registry instances.
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Mirrors behavior of the timer.lua
2014-11-23 18:02:38 +01:00
Matthias Richter
a9061c68f0
[timer] Place new() at the end of the module.
2014-11-23 18:00:50 +01:00
vrld
03505b9b77
Merge pull request #42 from headchant/master
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Makes sense. The same should be done for `hump.signal`.
2014-11-21 11:53:11 +01:00
Tilmann Hars
49a1e33c56
Merge https://github.com/vrld/hump
2014-11-13 16:03:35 +01:00
headchant
95f07233b9
Punctation change
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Unifies instance and default timer object access of functions to '.' for example: timer.clear(). For instances you had to use ':' until now.
2014-11-13 16:00:20 +01:00
vrld
526ca620c9
Merge pull request #36 from jessevanherk/master
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add assertions to catch incorrect colon-calls to gamestate
2014-08-22 13:57:47 +02:00
Matthias Richter
af8f19a48e
Forward arguments from GS.pop() to state:resume()
2014-08-22 13:57:02 +02:00
Matthias Richter
4f53485fb7
( Fix #37 ) Copy metatable in class:clone()
2014-08-22 13:51:25 +02:00
Matthias Richter
e8af2a6ec2
( Fix #33 , #35 ) A more flexible definition of isvector(v)
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Now returns true if `v' is a table and both `v.x' and `v.y' are numbers.
2014-08-22 13:47:55 +02:00
Matthias Richter
bd10ec4caf
( Fix #34 ) Add callback for returning from push()/pop()
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state:resume() will be called on the state that issued a GS.push()
after the pushed state is popped from the stack.
2014-08-22 13:42:17 +02:00
Jesse van Herk
db9a576aa7
cleanup indenting to match origin style
2014-07-01 11:42:42 -06:00
Jesse van Herk
ed2b38952a
Add assertions for : calls, avoid bad recursion
2014-07-01 11:38:07 -06:00
Matthias Richter
e10fa66e60
Fix vector-light.trim() (see 2abe666ce9
)
2014-03-03 23:01:48 +01:00
vrld
2abe666ce9
Merge pull request #32 from stfan/patch-1
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Fix vector:trim_inplace()
2014-03-03 22:58:19 +01:00
vrld
e6ca809a8c
Merge pull request #31 from mifuyne/master
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ln 179 & 181: second self.y changed to self.x
2014-03-03 22:55:48 +01:00
stfan
65cef0e3dc
Update vector.lua
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Changed vector:trim_inplace so it actually trims the vector when it is longer than the maxLen
2014-03-03 20:28:40 +01:00
Mifuyne
157ec82cd5
ln 179 & 181: second self.y changed to self.x
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For vector:angleTo()
2014-02-17 12:32:42 -05:00
vrld
81f0faf476
Merge pull request #30 from headchant/patch-1
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Update signal.lua
2014-02-16 14:43:54 +01:00
headchant
e9e2019517
Update signal.lua
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register does not return function handle
2014-02-13 22:36:45 +01:00
vrld
a837d1d802
Merge pull request #29 from Bradshaw/master
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Added gamepadreleased to all_callbacks
2014-02-10 10:08:51 +01:00
Kevin Bradshaw
21d87e5119
Added gamepadreleased to all_callbacks
2014-02-08 16:49:34 +01:00
Matthias Richter
d42244ba35
[Gamestate] Undo last commit. Add all 0.9 callbacks.
2013-12-16 16:35:06 +01:00
Matthias Richter
4372c6404c
[Gamestate] Add love.textinput to default callback list
2013-12-14 13:01:45 +01:00
vrld
e3770d462b
Merge pull request #26 from karai17/patch-1
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Update for 0.9.0
2013-11-24 03:56:49 -08:00
Landon Manning
d697664e27
Update for 0.9.0
2013-11-10 00:16:35 -04:00
Matthias Richter
32e0aaeaa6
Fix #25 : vector:angleTo() returns wrong angle.
2013-11-04 22:04:16 +01:00
Matthias Richter
cea730deac
Fix bug in GS.push().
2013-08-24 22:58:30 +02:00
Matthias Richter
ff60ae5372
Fix issue #24 : cancel not removing periodic timers.
2013-08-22 11:10:56 +02:00
Matthias Richter
87b82750ff
Localize function registry to Gamestate.switch().
2013-08-19 14:10:00 +02:00
Matthias Richter
b3c329a1e8
Add vector.dist2(a,b).
2013-08-05 16:35:49 +02:00
Matthias Richter
5c06f3d3d0
[gamestate] Add .current(). Add gamestate stack.
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New methods:
function GS.current()
retrieves currently active gamestate (i.e. the state on top of the
stack)
function GS.push(state, ...)
Pushes a state on the stack. Calls state:enter(...), but *not*
state:leave() on the previous state.
function GS.pop()
Pops a state from the stack, provided that there are states to pop.
Calls state:leave() on the state on top of the stack before popping.
2013-08-05 16:30:30 +02:00
Matthias Richter
015ff8a23a
Add vector.angleTo(x,y, u,v)
2013-07-30 11:55:06 +02:00
Matthias Richter
1f9a7f1f52
Rename vector:angle(). Shorter implementation. Add vector.zero
2013-07-30 11:54:24 +02:00
vrld
51c31f70b2
Merge pull request #21 from theGoodEvil/vector_light_dist2
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Add dist2() function to vector-light
2013-07-30 02:41:12 -07:00
vrld
64f11b9ea5
Merge pull request #20 from out-of-pixel/master
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add angle function
2013-07-30 02:40:50 -07:00