LÖVE Helper Utilities for Massive Progression
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HUMP - Helper Utilities for Massive Progression

HUMP is a small collection of tools for developing games with LÖVE.

Contents:

  • vector.lua: powerful vector class (pure lua)
  • class.lua: "class" system supporting function inheritance (pure lua)
  • camera.lua: translate-, zoom- and rotatable camera
  • gamestate.lua: class to handle gamestates

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

function isvector(v)

Tests for vector type.
Parameters:

  • v: variable to test

Returns: true if v is a vector

function Vector:clone()

Clones a vector. Use when you do not want to create references.
Returns: New vector with the same coordinates.

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.

function vector:len()

Get length of vector.

function vector:len2()

Get squared length.

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`



function vector:normalized()

Get normalized vector. The original vector remains unchanged.

function vector:normalize_inplace()

Normalize vector and return it.
Warning: This will change the state of all references to this vector.

function Vector:rotated(phi)

Get rotated vector. The original vector remains unchanged.
Parameters:

  • [number] phi: Rotation angle in radians.

function Vector:rotate_inplace(phi)

Rotate the vector and return it.
Warning: This will change the state of all references to this vector.

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())



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'



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.

function camera:rotate(phi)

Rotate camera by phi radians. Same as camera.rot = camera.rot + phi.

function camera:translate(t)

Translate (move) camera by vector t. Same as `camera.pos = camera.pos + t.

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)



function camera:apply()

Apply camera transformations to every drawing operation until the next camera:deapply().

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()



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().

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, ...)

function Gamestate.update(dt)

Calls update(dt) on current gamestate.

function Gamestate.draw()

Calls draw() on current gamestate.

function Gamestate.keypressed(key, unicode)

Calls keypressed(key, unicode) on current gamestate.

function Gamestate.keyreleased(key)

Calls keyreleased(key on current gamestate.

function Gamestate.mousereleased(x,y,btn)

Calls `mousereleased(x,y,btn) on the current gamestate.

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.

License

Yay, free software:

Copyright (c) 2010 Matthias Richter

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.