hump/index.html
2011-11-16 14:58:37 +01:00

559 lines
61 KiB
HTML
Executable File

<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
<html xmlns="http://www.w3.org/1999/xhtml" xml:lang="en" lang="en">
<head>
<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
<title>hump - L&Ouml;VE Helper Utilities for More Productivity</title>
<link rel="stylesheet" type="text/css" href="style.css" />
<link rel="stylesheet" type="text/css" href="highlight.css" />
<script type="text/javascript" src="highlight.pack.js"></script>
<script type="text/javascript">
window.onload = function() {
var examples = document.getElementsByTagName("code");
for (i = 0; i < examples.length; ++i) {
if (examples[i].className == "lua")
hljs.highlightBlock(examples[i], " ");
}
};
</script>
</head>
<body><a name="top"></a>
<div id="header">
<h1><a href="http://github.com/vrld/hump">hump</a>
<span class="small"> Helper Utilities for More Productivity</span></h1>
<ul id="main-nav">
<li><a href="#intro">Introduction</a></li>
<li><a href="#doc">Documenation</a></li>
<li><a href="#license">License</a></li>
<li><a href="#download">Download</a></li>
</ul>
<h2>&nbsp;</h2>
</div>
<a name="intro"></a>
<div class="outer-block">
<h3>Introduction<a class="top" href="#top">^ top</a></h3>
<div class="preamble">
<p><em>Helper Utilities for a Multitude of Problems</em> is a set of lightweight
helpers for the <strong>awesome</strong>
<a href="http://love2d.org/">L&Ouml;VE</a> Engine.</p>
<p>It features
<ul>
<li><em>gamestate.lua</em>: a gamestate system.</li>
<li><em>timer.lua</em>: timed function calling and interpolating functions,</li>
<li><em>vector.lua</em>: a mature vector type,</li>
<li><em>class.lua</em>: a simple and easy class system,</li>
<li><em>camera.lua</em>: a move-, zoom- and rotatable camera and</li>
<li><em>ringbuffer.lua</em>: a circular container.</li>
</ul></p>
<p><em>hump</em> differs from other libraries in that every component is
independent of the remaining ones (apart from camera.lua, which does depends on
vector.lua). <em>hump</em>'s footprint is very small and thus should fit nicely
into your projects.</p>
</div>
</div>
<a name="doc"></a>
<div class="outer-block">
<h3>Documentation<a class="top" href="#top">^ top</a></h3>
<div class="preamble">
<p>Below is the documentation of the various modules. You can directly jump to a
module by clicking these:</p>
<dl>
<dt><a href="#Gamestate">hump.gamestate</a></dt><dd>A gamestate system</dd>
<dt><a href="#Timer">hump.timer</a></dt><dd>Delayed function calls and helpers for interpolating functions.</dd>
<dt><a href="#vector">hump.vector</a></dt><dd>2D vector math</dd>
<dt><a href="#Class">hump.class</a></dt><dd>Class-based object orientated programming for Lua</dd>
<dt><a href="#Camera">hump.camera</a></dt><dd>A camera for L&Ouml;VE</dd>
<dt><a href="#Ringbuffer">hump.ringbuffer</a></dt><dd>A data structure that wraps around itself.</dd>
</dl></div></div>
<a name="Gamestate"></a><div class="outer-block"><h3>hump.gamestate<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.gamestate = require "Gamestate"</code></pre> A gamestate encapsulates independent data an behaviour into a single entity.</p><p> A typical game could consist of a <em>menu-state</em>, a <em>level-state</em> and a <em>game-over-state</em>.</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Gamestate-new">new()</a></dt><dd>Create a new gamestate.</dd><dt><a href="#Gamestate-switch">switch()</a></dt><dd>Switch to gamestate.</dd><dt><a href="#Gamestate-update">update()</a></dt><dd>Update current gamestate.</dd><dt><a href="#Gamestate-draw">draw()</a></dt><dd>Draw the current gamestate.</dd><dt><a href="#Gamestate-focus">focus()</a></dt><dd>Inform current gamestate of a focus event.</dd><dt><a href="#Gamestate-keypressed">keypressed()</a></dt><dd>Inform current gamestate of a keypressed event.</dd><dt><a href="#Gamestate-keyreleased">keyreleased()</a></dt><dd>Inform current gamestate of a keyreleased event.</dd><dt><a href="#Gamestate-mousepressed">mousepressed()</a></dt><dd>Inform current gamestate of a mousepressed event.</dd><dt><a href="#Gamestate-mousereleased">mousereleased()</a></dt><dd>Inform current gamestate of a mousereleased event.</dd><dt><a href="#Gamestate-joystickpressed">joystickpressed()</a></dt><dd>Inform current gamestate of a joystickpressed event.</dd><dt><a href="#Gamestate-joystickreleased">joystickreleased()</a></dt><dd>Inform current gamestate of a joystickreleased event.</dd><dt><a href="#Gamestate-quit">quit()</a></dt><dd>Inform current gamestate of a quit event.</dd><dt><a href="#Gamestate-registerEvents">registerEvents()</a></dt><dd>Automatically do all of the above when needed.</dd></dl></div><a name="Gamestate-callbacks"></a><div class="section-block"><h4>Gamestate Callbacks</h4><p> A gamestate can define (nearly) all callbacks that L&Ouml;VE defines. In addition,
there are callbacks for entering and leaving a state.:</p><p> <dl><dt><code>init()</code></dt><dd>Called once before entering the state. See <code>switch()</code>.
</dd><dt><code>enter(previous, ...)</code></dt><dd>Called when entering the state. See <code>switch()</code>.
</dd><dt><code>leave()</code></dt><dd>Called when leaving a state. See <code>switch()</code>.
</dd><dt><code>update()</code></dt><dd>Update the game state. Called every frame.
</dd><dt><code>draw()</code></dt><dd>Draw on the screen. Called every frame.
</dd><dt><code>focus()</code></dt><dd>Called if the window gets or looses focus.
</dd><dt><code>keypressed()</code></dt><dd>Triggered when a key is pressed.
</dd><dt><code>keyreleased()</code></dt><dd>Triggered when a key is released.
</dd><dt><code>mousepressed()</code></dt><dd>Triggered when a mouse button is pressed.
</dd><dt><code>mousereleased()</code></dt><dd>Triggered when a mouse button is released.
</dd><dt><code>joystickpressed()</code></dt><dd>Triggered when a joystick button is pressed.
</dd><dt><code>joystickreleased()</code></dt><dd>Triggered when a joystick button is released.
</dd><dt><code>quit()</code></dt><dd>Called on quitting the game. Only called on the active gamestate.
</dd></dl></p><p> When using <code>registerEvents()</code>, all these callbacks will receive the same
arguments as the <a href="http://love2d.org/wiki/love">L&Ouml;VE callbacks</a> do.</p><div class="example">Example:<pre><code class="lua">menu = Gamestate.new()
function menu:init() -- run only once
self.background = love.graphics.newImage(&#39;bg.jpg&#39;)
Buttons.initialize()
end
function menu:enter(previous) -- run every time the state is entered
Buttons.setActive(Buttons.start)
end
function menu:update(dt)
Buttons.update(dt)
end
function menu:draw()
love.graphics.draw(self.background, 0, 0)
Buttons.draw()
end
function menu:keyreleased(key)
if key == &#39;up&#39; then
Buttons.selectPrevious()
elseif key == &#39;down&#39; then
Buttons.selectNext()
elseif
Buttons.active:onClick()
end
end
function menu:mousereleased(x,y, mouse_btn)
local button = Buttons.hovered(x,y)
if button then
Button.select(button)
if mouse_btn == &#39;l&#39; then
button:onClick()
end
end
end</code></pre></div></div><a name="Gamestate-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#Gamestate">^ top</a></h4><p>Declare a new gamestate. A gamestate can define several <a href="#Gamestate-callbacks">callbacks</a></p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>Gamestate</dt><dd>The new gamestate.</dd></dl></div><div class="example">Example:<pre><code class="lua">menu = Gamestate.new()</code></pre></div></div><a name="Gamestate-switch"></a><div class="ref-block"><h4>function <span class="name">switch</span><span class="arglist">(to, ...)</span><a class="top" href="#Gamestate">^ top</a></h4><p> Switch to a gamestate, with any additional arguments passed to the new state.</p><p> Switching a gamestate will call the leave() callback on the current gamestate,
replace the current gamestate with to, call the init() function if the state
was not yet inialized and finally call enter(old_state, ...) on the new gamestate.</p><div class="arguments">Parameters:<dl><dt>Gamestate <code>to</code></dt><dd>Target gamestate.</dd><dt>mixed <code>...</code></dt><dd>Additional arguments to pass to to:enter().</dd></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The results of to:enter()</dd></dl></div><div class="example">Example:<pre><code class="lua">Gamestate.switch(game, level_two)</code></pre></div></div><a name="Gamestate-update"></a><a name="Gamestate-draw"></a><a name="Gamestate-focus"></a><a name="Gamestate-keypressed"></a><a name="Gamestate-keyreleased"></a><a name="Gamestate-mousepressed"></a><a name="Gamestate-mousereleased"></a><a name="Gamestate-joystickpressed"></a><a name="Gamestate-joystickreleased"></a><a name="Gamestate-quit"></a><div class="ref-block"><h4>function <span class="name">update</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">draw</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">focus</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">keypressed</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">keyreleased</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">mousepressed</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">mousereleased</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">joystickpressed</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">joystickreleased</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><h4>function <span class="name">quit</span><span class="arglist">(...)</span><a class="top" href="#Gamestate">^ top</a></h4><p> Calls the corresponding function on the current gamestate (see <a href="#Gamestate-callbacks">callbacks</a>).</p><p> Only needed when not using registerEvents().</p><div class="arguments">Parameters:<dl><dt>mixed <code>...</code></dt><dd>Arguments to pass to the corresponding <a href="#Gamestate-callbacks">callback</a>.</dd></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The results of the callback function.</dd></dl></div><div class="example">Example:<pre><code class="lua">function love.update(dt)
Gamestate.update(dt)
end
function love.draw()
local mx,my = love.mouse.getPosition()
Gamestate.draw(mx, my)
end
function love.keypressed(key, code)
Gamestate.keypressed(key, code)
end</code></pre></div></div><a name="Gamestate-registerEvents"></a><div class="ref-block"><h4>function <span class="name">registerEvents</span><span class="arglist">()</span><a class="top" href="#Gamestate">^ top</a></h4><p> Register all love callbacks to call Gamestate.update(), Gamestate.draw(), etc. automatically.</p><p> This is by done the love callbacks, e.g.:
\[local _update = love.update
function love.update(dt)
_update(dt)
Gamestate.current:update(dt)
end\]</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.load()
Gamestate.registerEvents()
Gamestate.switch(menu)
end</code></pre></div></div></div>
<a name="Timer"></a><div class="outer-block"><h3>hump.timer<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.timer = require "Timer"</code></pre> hump.timer provides a simple interface to use delayed functions, i.e. functions
that will be executed after some amount time has passed. For example, you can use
a timer to set the player invincible for a short amount of time.</p><p> In addition, the module offers facilities to create functions that interpolate
or oscillate over time. An interpolator could fade the color or a text message,
whereas an oscillator could be used for the movement of foes in a shmup.</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Timer-add">add()</a></dt><dd>Add a timed function.</dd><dt><a href="#Timer-addPeriodic">addPeriodic()</a></dt><dd>Add a periodic function.</dd><dt><a href="#Timer-clear">clear()</a></dt><dd>Remove all timed and periodic functions.</dd><dt><a href="#Timer-update">update()</a></dt><dd>Update timed functions.</dd><dt><a href="#Timer-Interpolator">Interpolator()</a></dt><dd>Create a new interpolating function.</dd><dt><a href="#Timer-Oscillator">Oscillator()</a></dt><dd>Create a new oscillating function.</dd></dl></div><a name="Timer-add"></a><div class="ref-block"><h4>function <span class="name">add</span><span class="arglist">(delay, func)</span><a class="top" href="#Timer">^ top</a></h4><p> Add a timed function. The function will be executed after <code>delay</code> seconds
have elapsed, given that update() is called every frame.</p><p> Note that there is no guarantee that the delay will not be exceeded, it is
only guaranteed that the function will not be executed <em>before</em> the delay
has passed.</p><p> <code>func</code> will receive itself as only parameter. This is useful to implement
periodic behavior (see the example).</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds the function will be delayed.</dd><dt>function <code>func</code></dt><dd>The function to be delayed.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Examples:<pre><code class="lua">-- grant the player 5 seconds of immortality
player.isInvincible = true
Timer.add(5, function() player.isInvincible = false end)</code></pre><pre><code class="lua">-- print &quot;foo&quot; every second. See addPeriodic.
Timer.add(1, function(func) print(&quot;foo&quot;) Timer.add(1, func) end)</code></pre></div></div><a name="Timer-addPeriodic"></a><div class="ref-block"><h4>function <span class="name">addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#Timer">^ top</a></h4><p> Add a function that will be called <code>count</code> times every <code>delay</code> seconds.</p><p> If <code>count</code> is omitted, the function will be called until it returns <code>false</code>
or clear() is called.</p><div class="arguments">Parameters:<dl><dt>number <code>delay</code></dt><dd>Number of seconds between two consecutive function calls.</dd><dt>function <code>func</code></dt><dd>The function to be called periodically.</dd><dt>number <code>count</code> (optional)</dt><dd>Number of times the function is to be called.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Examples:<pre><code class="lua">Timer.addPeriodic(1, function() lamp:toggleLight() end)</code></pre><pre><code class="lua">Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)</code></pre><pre><code class="lua">-- flicker player&#39;s image as long as he is invincible
Timer.addPeriodic(0.1, function()
player:flipImage()
return player.isInvincible
end)</code></pre></div></div><a name="Timer-clear"></a><div class="ref-block"><h4>function <span class="name">clear</span><span class="arglist">()</span><a class="top" href="#Timer">^ top</a></h4><p>Remove all timed and periodic functions. Functions that have not yet been executed will discarded.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">Timer.clear</code></pre></div></div><a name="Timer-update"></a><div class="ref-block"><h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#Timer">^ top</a></h4><p>Update timers and execute functions if the deadline is reached. Use this in love.update(dt).</p><div class="arguments">Parameters:<dl><dt>number <code>dt</code></dt><dd>Time that has passed since the last update().</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.update(dt)
do_stuff()
Timer.update(dt)
end</code></pre></div></div><a name="Timer-Interpolator"></a><div class="ref-block"><h4>function <span class="name">Interpolator</span><span class="arglist">(length, func)</span><a class="top" href="#Timer">^ top</a></h4><p> Create a wrapper for an interpolating function, i.e. a function that acts
depending on how much time has passed.</p><p> The wrapper will have the prototype:
<pre><code class="lua">function wrapper(dt, ...) </code></pre>
where <code>dt</code> is the time that has passed since the last call of the wrapper
and <code>...</code> are arguments passed to the interpolating function. It will return
whatever the interpolating functions returns if the interpolation is not yet
finished or nil if the interpolation is done.</p><p> The prototype of the interpolating function is:
<pre><code class="lua">function interpolator(fraction, ...) </code></pre>
where <code>fraction</code> is a number between 0 and 1 depending on how much time has
passed and <code>...</code> are additional arguments supplied to the wrapper.</p><div class="arguments">Parameters:<dl><dt>number <code>length</code></dt><dd>Interpolation length in seconds.</dd><dt>function <code>func</code></dt><dd>Interpolating function.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The wrapper function.</dd></dl></div><div class="example">Example:<pre><code class="lua">fader = Timer.Interpolator(5, function(frac, r,g,b)
love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
end)
function love.update(dt)
fader(dt, 255,255,255)
end</code></pre></div></div><a name="Timer-Oscillator"></a><div class="ref-block"><h4>function <span class="name">Oscillator</span><span class="arglist">(length, func)</span><a class="top" href="#Timer">^ top</a></h4><p> Create a wrapper for an oscillating function, which is basically a looping
interpolating function.</p><p> The function prototypes are the same as with Interpolator():
<pre><code class="lua">function wrapper(dt, ...) </code></pre>
<pre><code class="lua">function oscillator(fraction, ...) </code></pre></p><p> As with Interpolator, the wrapper will return whatever <code>oscillator()</code> returns.</p><div class="arguments">Parameters:<dl><dt>number <code>length</code></dt><dd>Length of one interpolation period.</dd><dt>function <code>func</code></dt><dd>Oscillating function.</dd></dl></div><div class="returns">Returns:<dl><dt>function</dt><dd>The wrapper function.</dd></dl></div><div class="example">Example:<pre><code class="lua">mover = Timer.Oscillator(10, function(frac)
return 400 + 300 * math.sin(2*math.pi*frac)
end)
local xpos = 100
function love.update(dt)
xpos = mover(dt)
end
function love.draw()
love.graphics.circle(&#39;fill&#39;, xpos, 300, 80, 36)
end</code></pre></div></div></div>
<a name="vector"></a><div class="outer-block"><h3>hump.vector<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.vector = require "vector"</code></pre> A handy 2D vector class providing most of the things you do with vectors.</p><p> You can access the individual coordinates by using <code>vec.x</code> and <code>vec.y</code>.</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#vector-new">new()</a></dt><dd>Create a new vector.</dd><dt><a href="#vector-isvector">isvector()</a></dt><dd>Test if value is a vector.</dd><dt><a href="#vector-vector:clone">vector:clone()</a></dt><dd>Copy a vector.</dd><dt><a href="#vector-vector:unpack">vector:unpack()</a></dt><dd>Extract coordinates.</dd><dt><a href="#vector-vector:permul">vector:permul()</a></dt><dd>Per element multiplication.</dd><dt><a href="#vector-vector:len">vector:len()</a></dt><dd>Get length.</dd><dt><a href="#vector-vector:len2">vector:len2()</a></dt><dd>Get squared length.</dd><dt><a href="#vector-vector:dist">vector:dist()</a></dt><dd>Distance to other vector.</dd><dt><a href="#vector-vector:normalized">vector:normalized()</a></dt><dd>Get normalized vector.</dd><dt><a href="#vector-vector:normalize_inplace">vector:normalize_inplace()</a></dt><dd>Normalize vector in-place.</dd><dt><a href="#vector-vector:rotated">vector:rotated()</a></dt><dd>Get rotated vector.</dd><dt><a href="#vector-vector:rotate_inplace">vector:rotate_inplace()</a></dt><dd>Rotate vector in-place.</dd><dt><a href="#vector-vector:perpendicular">vector:perpendicular()</a></dt><dd>Get perpendicular vector.</dd><dt><a href="#vector-vector:projectOn">vector:projectOn()</a></dt><dd>Get projection onto another vector.</dd><dt><a href="#vector-vector:mirrorOn">vector:mirrorOn()</a></dt><dd>Mirrors vector on other vector</dd><dt><a href="#vector-vector:cross">vector:cross()</a></dt><dd>Cross product of two vectors.</dd></dl></div><a name="vector-operators"></a><div class="section-block"><h4>Arithmetics and relations</h4><p> Vector arithmetic is implemented by using <code>__add</code>, <code>__mul</code> and other metamethods:</p><p> <dl><dt><code>vector + vector = vector</code></dt><dd>Component wise sum.
</dd><dt><code>vector - vector = vector</code></dt><dd>Component wise difference.
</dd><dt><code>vector * vector = number</code></dt><dd><a href="http://en.wikipedia.org/wiki/Dot_product">Dot product</a>.
</dd><dt><code>number * vector = vector</code></dt><dd>Vector scaling (<a href="http://en.wikipedia.org/wiki/Scalar_multiplication">scalar multiplication</a>).
</dd><dt><code>vector * number = vector</code></dt><dd>Vector scaling.
</dd><dt><code>vector / number = vector</code></dt><dd>Vector scaling.
</dd></dl></p><p> Relational operators are defined, too:</p><p> <dl><dt>a == b</dt><dd><code>true</code>, if <code>a.x == b.x</code> and <code>a.y == b.y</code>.
</dd><dt>a &lt;= b</dt><dd><code>true</code>, if <code>a.x &lt;= b.x</code> and <code>a.y &lt;= b.y</code>.
</dd><dt>a &lt; b</dt><dd>Lexical sort: <code>true</code>, if <code>a.x &lt; b.x</code> or <code>a.x == b.x</code> and <code>a.y &lt; b.y</code>.
</dd></dl></p><div class="example">Example:<pre><code class="lua">-- acceleration, player.velocity and player.position are vectors
acceleration = vector(0,-9)
player.velocity = player.velocity + acceleration * dt
player.position = player.position + player.velocity * dt</code></pre></div></div><a name="vector-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">(x,y)</span><a class="top" href="#vector">^ top</a></h4><p>Create a new vector.</p><div class="arguments">Parameters:<dl><dt>numbers <code>x,y</code></dt><dd>Coordinates.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>The vector.</dd></dl></div><div class="example">Examples:<pre><code class="lua">a = vector.new(10,10)</code></pre><pre><code class="lua">-- as a shortcut, you can call the module like a function:
vector = require &quot;hump.vector&quot;
a = vector(10,10)</code></pre></div></div><a name="vector-isvector"></a><div class="ref-block"><h4>function <span class="name">isvector</span><span class="arglist">(v)</span><a class="top" href="#vector">^ top</a></h4><p>Test whether a variable is a vector.</p><div class="arguments">Parameters:<dl><dt>mixed <code>v</code></dt><dd>The variable to test.</dd></dl></div><div class="returns">Returns:<dl><dt>boolean</dt><dd><code>true</code> if <code>v</code> is a vector, <code>false</code> otherwise</dd></dl></div><div class="example">Example:<pre><code class="lua">if not vector.isvector(v) then
v = vector(v,0)
end</code></pre></div></div><a name="vector-vector:clone"></a><div class="ref-block"><h4>function <span class="name">vector:clone</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p> Copy a vector. Simply assigning a vector a vector to a variable will create
a reference, so when modifying the vector referenced by the new variable
would also change the old one:
<pre><code class="lua">a = vector(1,1) -- create vector
b = a -- b references a
c = a:clone() -- c is a copy of a
b.x = 0 -- changes a,b and c
print(a,b,c) -- prints &#39;(1,0), (1,0), (1,1)&#39;</code></pre></p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Copy of the vector</dd></dl></div><div class="example">Example:<pre><code class="lua">copy = original:clone</code></pre></div></div><a name="vector-vector:unpack"></a><div class="ref-block"><h4>function <span class="name">vector:unpack</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p>Extract coordinates.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>numbers</dt><dd>The coordinates</dd></dl></div><div class="example">Examples:<pre><code class="lua">x,y = pos:unpack</code></pre><pre><code class="lua">love.graphics.draw(self.image, self.pos:unpack())</code></pre></div></div><a name="vector-vector:permul"></a><div class="ref-block"><h4>function <span class="name">vector:permul</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></h4><p> Multiplies vectors coordinate wise, i.e. <code>result = vector(a.x * b.x, a.y * b.y)</code>.</p><p> This does not change either argument vectors, but creates a new one.</p><div class="arguments">Parameters:<dl><dt>vector <code>other</code></dt><dd>The other vector</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>The new vector as described above</dd></dl></div><div class="example">Example:<pre><code class="lua">scaled = original:permul(vector(1,1.5))</code></pre></div></div><a name="vector-vector:len"></a><div class="ref-block"><h4>function <span class="name">vector:len</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p>Get length of a vector, i.e. <code>math.sqrt(vec.x * vec.x + vec.y * vec.y)</code>.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>number</dt><dd>Length of the vector.</dd></dl></div><div class="example">Example:<pre><code class="lua">distance = (a - b):len()</code></pre></div></div><a name="vector-vector:len2"></a><div class="ref-block"><h4>function <span class="name">vector:len2</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p>Get squared length of a vector, i.e. <code>vec.x * vec.x + vec.y * vec.y</code>.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>number</dt><dd>Squared length of the vector.</dd></dl></div><div class="example">Example:<pre><code class="lua">-- get closest vertex to a given vector
closest, dsq = vertices[1], (pos - vertices[1]):len2()
for i = 2,#vertices do
local temp = (pos - vertices[i]):len2()
if temp &lt; dsq then
closest, dsq = vertices[i], temp
end
end</code></pre></div></div><a name="vector-vector:dist"></a><div class="ref-block"><h4>function <span class="name">vector:dist</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></h4><p>Get distance of two vectors. The same as <code>(a - b):len()</code>.</p><div class="arguments">Parameters:<dl><dt>vector <code>other</code></dt><dd>Other vector to measure the distance to.</dd></dl></div><div class="returns">Returns:<dl><dt>number</dt><dd>The distance of the vectors.</dd></dl></div><div class="example">Example:<pre><code class="lua">-- get closest vertex to a given vector
-- slightly slower than the example using len2()
closest, dist = vertices[1], pos:dist(vertices[1])
for i = 2,#vertices do
local temp = pos:dist(vertices[i])
if temp &lt; dist then
closest, dist = vertices[i], temp
end
end</code></pre></div></div><a name="vector-vector:normalized"></a><div class="ref-block"><h4>function <span class="name">vector:normalized</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p> Get normalized vector, i.e. a vector with the same direction as the input
vector, but with length 1.</p><p> This does not change the input vector, but creates a new vector.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Vector with same direction as the input vector, but length 1.</dd></dl></div><div class="example">Example:<pre><code class="lua">direction = velocity:normalized()</code></pre></div></div><a name="vector-vector:normalize_inplace"></a><div class="ref-block"><h4>function <span class="name">vector:normalize_inplace</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p> Normalize a vector, i.e. make the vector unit length. Great to use on
intermediate results.</p><p> <span class="warning">This modifies the vector. If in doubt, use <code>vector:normalized()</code>.</span></p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Itself - the normalized vector</dd></dl></div><div class="example">Example:<pre><code class="lua">normal = (b - a):perpendicular():normalize_inplace()</code></pre></div></div><a name="vector-vector:rotated"></a><div class="ref-block"><h4>function <span class="name">vector:rotated</span><span class="arglist">(phi)</span><a class="top" href="#vector">^ top</a></h4><p> Get a rotated vector.</p><p> This does not change the input vector, but creates a new vector.</p><div class="arguments">Parameters:<dl><dt>number <code>phi</code></dt><dd>Rotation angle in <a href="http://en.wikipedia.org/wiki/Radians">radians</a>.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>The rotated vector</dd></dl></div><div class="example">Example:<pre><code class="lua">-- approximate a circle
circle = {}
for i = 1,30 do
local phi = 2 * math.pi * i / 30
circle[#circle+1] = vector(0,1):rotated(phi)
end</code></pre></div><div class="example">Sketch:<p><img src="vector-rotated.png" alt="sketch of rotated vectors" width=260", height="171" /></p></div></div><a name="vector-vector:rotate_inplace"></a><div class="ref-block"><h4>function <span class="name">vector:rotate_inplace</span><span class="arglist">(phi)</span><a class="top" href="#vector">^ top</a></h4><p> Rotate a vector in-place. Great to use on intermediate results.</p><p> <span class="warning">This modifies the vector. If in doubt, use <code>vector:rotate()</code></span></p><div class="arguments">Parameters:<dl><dt>number <code>phi</code></dt><dd>Rotation angle in <a href="http://en.wikipedia.org/wiki/Radians">radians</a>.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Itself - the rotated vector</dd></dl></div><div class="example">Example:<pre><code class="lua">-- ongoing rotation
spawner.direction:rotate_inplace(dt)</code></pre></div></div><a name="vector-vector:perpendicular"></a><div class="ref-block"><h4>function <span class="name">vector:perpendicular</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></h4><p> Quick rotation by 90&deg;. Creates a new vector. The same as (but faster):
<pre><code class="lua">vec:rotate(math.pi/2)</code></pre></p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>A vector perpendicular to the input vector</dd></dl></div><div class="example">Example:<pre><code class="lua">normal = (b - a):perpendicular():normalize_inplace()</code></pre></div><div class="example">Sketch:<p><img src="vector-perpendicular.png" alt="sketch of perpendicular vectors" width=267", height="202" /></p></div></div><a name="vector-vector:projectOn"></a><div class="ref-block"><h4>function <span class="name">vector:projectOn</span><span class="arglist">(v)</span><a class="top" href="#vector">^ top</a></h4><p>Project vector onto another vector (see sketch).</p><div class="arguments">Parameters:<dl><dt>vector <code>v</code></dt><dd>The vector to project on.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>The projected vector.</dd></dl></div><div class="example">Example:<pre><code class="lua">velocity_component = velocity:projectOn(axis)</code></pre></div><div class="example">Sketch:<p><img src="vector-projectOn.png" alt="sketch of vector projection" width=605", height="178" /></p></div></div><a name="vector-vector:mirrorOn"></a><div class="ref-block"><h4>function <span class="name">vector:mirrorOn</span><span class="arglist">(v)</span><a class="top" href="#vector">^ top</a></h4><p>Mirrors vector on the axis defined by the other axis.</p><div class="arguments">Parameters:<dl><dt>vector <code>v</code></dt><dd>The vector to mirror on.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>The mirrored vector.</dd></dl></div><div class="example">Example:<pre><code class="lua">deflected_velocity = ball.velocity:mirrorOn(surface)</code></pre></div></div><a name="vector-vector:cross"></a><div class="ref-block"><h4>function <span class="name">vector:cross</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></h4><p> Get cross product of both vectors.</p><p> For the math geeks:</p><p> The cross product is usually not defined for 2D vectors. To still get a
meaningful result, we treat the vectors as being 3D vectors <em>(x,y,0)</em>. The
cross product of both vectors has just a z-component, and this is what this
function returns. It&#39;s also the determinant of both vectors <em>d = det(a,b)</em>
which is the area of the parallelogram spanned by both vectors.</p><div class="arguments">Parameters:<dl><dt>vector <code>other</code></dt><dd>Vector to compute the cross product with.</dd></dl></div><div class="returns">Returns:<dl><dt>number</dt><dd>Cross product of both vectors.</dd></dl></div><div class="example">Example:<pre><code class="lua">parallelogram_area = a:cross(b)</code></pre></div></div></div>
<a name="Class"></a><div class="outer-block"><h3>hump.class<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.class = require "Class"</code></pre>A small, fast class implementation with multiple inheritance support</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Class-new">new()</a></dt><dd>Declare a new class.</dd><dt><a href="#Class-class.construct">class.construct()</a></dt><dd>Call class constructor.</dd><dt><a href="#Class-class:inherit">class:inherit()</a></dt><dd>Explicit class inheritance/mixin support.</dd><dt><a href="#Class-object:is_a">object:is_a()</a></dt><dd>Test object&#39;s type.</dd></dl></div><a name="Class-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">{constructor, name = the_name, inherits = super}</span><a class="top" href="#Class">^ top</a></h4><p> Declare a new class.</p><p> The constructor will receive the newly create object as first argument.</p><p> If no name is given, the module will try to guess the name based on the
variable name the class is assigned to. Note that this can only work for
global variables.</p><p> You can check if an object is an instance of a class using <code>object:is_a()</code>.</p><p> The name of the variable that holds the module can be used as a shortcut to
<code>new()</code> (see example).</p><div class="arguments">Parameters:<dl><dt>function <code>constructor</code> (optional)</dt><dd>Class constructor. Can be accessed with <code>theclass.construct(object, ...)</code></dd><dt>string <code>the_name</code> (optional)</dt><dd>Class name (used only to make the class compliant to {# tostring()).</dd><dt>class or table of classes <code>super</code> (optional)</dt><dd>Classes to inherit from. Can either be a single class or a table of classes</dd></dl></div><div class="returns">Returns:<dl><dt>class</dt><dd>The class</dd></dl></div><div class="example">Examples:<pre><code class="lua">Class = require &#39;hump.class&#39; -- `Class&#39; is now a shortcut to new()
-- define class with implicit name &#39;Feline&#39;
Feline = Class{function(self, size, weight)
self.size = size
self.weight = weight
end}
print(Feline) -- prints &#39;Feline&#39;
-- define class method
function Feline:stats()
return string.format(&quot;size: %.02f, weight %.02f&quot;, self.size, self.weight)
end
-- create two objects
garfield = Feline(.7, 45)
felix = Feline(.8, 12)
print(&quot;Garfield: &quot; .. garfield:stats(), &quot;Felix: &quot; .. felix:stats())
</code></pre><pre><code class="lua">Class = require &#39;hump.class&#39;
-- define class with explicit name &#39;Feline&#39;
Feline = Class{name = &quot;Feline&quot;, function(self, size, weight)
self.size = size
self.weight = weight
end}
garfield = Feline(.7, 45)
print(Feline, garfield) -- prints &#39;Feline &lt;instance of Feline&gt;&#39;
</code></pre><pre><code class="lua">Class = require &#39;hump.class&#39;
A = Class{}
function A:foo()
print(&#39;foo&#39;)
end
B = Class{}
function B:bar()
print(&#39;bar&#39;)
end
-- single inheritance
C = Class{inherits = A}
instance = C()
instance:foo() -- prints &#39;foo&#39;
-- multiple inheritance
D = Class{inherits = {A,B}}
instance = D()
instance:foo() -- prints &#39;foo&#39;
instance:bar() -- prints &#39;bar&#39;
</code></pre></div></div><a name="Class-class.construct"></a><div class="ref-block"><h4>function <span class="name">class.construct</span><span class="arglist">(object, ...)</span><a class="top" href="#Class">^ top</a></h4><p> Calls class constructor of a class on an object</p><p> Derived classes use this function their constructors to initialize the
parent class(es) portions of the object.</p><div class="arguments">Parameters:<dl><dt>Object <code>object</code></dt><dd>The object. Usually <code>self</code>.</dd><dt>mixed <code>...</code></dt><dd>Arguments to pass to the constructor</dd></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>Whatever the parent class constructor returns</dd></dl></div><div class="example">Examples:<pre><code class="lua">Class = require &#39;hump.class&#39;
Shape = Class{function(self, area)
self.area = area
end}
function Shape:__tostring()
return &quot;area = &quot; .. self.area
end
Rectangle = Class{inherits = Shape, function(self, width, height)
Shape.construct(self, width * height)
self.width = width
self.height = height
end}
function Rectangle:__tostring()
local strs = {
&quot;width = &quot; .. self.width,
&quot;height = &quot; .. self.height,
Shape.__tostring(self)
},
return table.concat(strs, &quot;, &quot;)
end
print( Rectangle(2,4) ) -- prints &#39;width = 2, height = 4, area = 8&#39;
</code></pre><pre><code class="lua">Menu = Class{function(self)
self.entries = {}
end}
function Menu:add(title, entry)
self.entries[#self.entries + 1] = entry
end
function Menu:display()
-- ...
end
Entry = Class{function(self, title, command)
self.title = title
self.command = command
end}
function Entry:execute()
return self.command()
end
Submenu = Class{inherits = {Menu, Entry}, function(self, title)
Menu.construct(self)
-- redirect self:execute() to self:display()
Entry.construct(self, title, Menu.display)
end}
</code></pre></div></div><a name="Class-class:inherit"></a><div class="ref-block"><h4>function <span class="name">class:inherit</span><span class="arglist">(...)</span><a class="top" href="#Class">^ top</a></h4><p> Inherit functions and variables of another class, if they are not already
defined for the class. This is done by simply copying the functions and
variables over to the subclass. The Lua rules for copying apply
(i.e. tables are referenced, functions and primitive types are copied by value).</p><p> <span class="warning">Be careful with changing table values in a subclass: This will change the
value in the parent class too.</span></p><p> If more than one parent class is specified, inherit from all of these, in
order of occurrence. That means that when two parent classes define the same
method, the one from the first class will be inherited.</p><p> Note: <code>class:inherit()</code> doesn&#39;t actually care if the arguments supplied are
hump classes. Just any table will work.</p><div class="arguments">Parameters:<dl><dt>tables <code>...</code></dt><dd>Parent classes to inherit from</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">Class = require &#39;hump.class&#39;
Entity = Class{function(self)
GameObjects.register(self)
end}
Collidable = {
dispatch_collision = function(self, other, dx, dy)
if self.collision_handler[other.type])
return collision_handler[other.type](self, other, dx, dy)
end
return collision_handler[&quot;*&quot;](self, other, dx, dy)
end,
collision_handler = {[&quot;*&quot;] = function() end},
}
Spaceship = Class{function(self)
self.type = &quot;Spaceship&quot;
-- ...
end}
-- make Spaceship collidable
Spaceship:inherit(Collidable)
function Spaceship:collision_handler[&quot;Spaceship&quot;](other, dx, dy)
-- ...
end
</code></pre></div></div><a name="Class-object:is_a"></a><div class="ref-block"><h4>function <span class="name">object:is_a</span><span class="arglist">(cls)</span><a class="top" href="#Class">^ top</a></h4><p>Tests whether an object is an instance of a class.</p><div class="arguments">Parameters:<dl><dt>class <code>cls</code></dt><dd>Class to test. Note: this is the class itself, <em>not</em> the name of the class.</dd></dl></div><div class="returns">Returns:<dl><dt>Boolean</dt><dd><code>true</code> if the object is an instance of the class, <code>false</code> otherwise</dd></dl></div><div class="example">Example:<pre><code class="lua">Class = require &#39;hump.class&#39;
A = Class{}
B = Class{inherits=A}
C = Class{inherits=B}
a, b, c = A(), B(), C()
print(a:is_a(A), a:is_a(B), a:is_a(C)) --&gt; true false false
print(b:is_a(A), b:is_a(B), b:is_a(C)) --&gt; true true false
print(c:is_a(A), c:is_a(B), c:is_a(C)) --&gt; true true true
D = Class{}
E = Class{inherits={B,D}}
d, e = D(), E()
print(d:is_a(A), d:is_a(B), d:is_a(D)) --&gt; false false true
print(e:is_a(A), e:is_a(B), e:is_a(D)) --&gt; true true true
</code></pre></div></div><a name="Class-caveats"></a><div class="section-block"><h4>Caveats</h4><p> Be careful when using metamethods like <code>__add</code> or <code>__mul</code>: If subclass
inherits those methods from a superclass, but does not overwrite them, the
result of the operation may be of the type superclass. Consider the following:
<pre><code class="lua">Class = require &#39;hump.class&#39;</p><p>A = Class{function(self, x) self.x = x end}
function A:__add(other) return A(self.x + other.x) end
function A:show() print(&quot;A:&quot;, self.x) end</p><p>B = Class{inherits = A, function(self, x, y) A.construct(self, x) self.y = y end}
function B:show() print(&quot;B:&quot;, self.x, self.y) end
function B:foo() print(&quot;foo&quot;) end</p><p>one, two = B(1,2), B(3,4)
result = one + two
result:show() -- prints &quot;A: 4&quot;
result:foo() -- error: method does not exist</code></pre></p><p> Note that while you can define the <code>__index</code> metamethod of the class, this
is not a good idea: It will break the class. To add a custom __index
metamethod without breaking the class system, you have to use rawget().
But beware that this won&#39;t affect subclasses:
<pre><code class="lua">Class = require &#39;hump.class&#39;</p><p>A = Class{}
function A:foo() print(&#39;bar&#39;) end</p><p>function A:__index(key)
print(key)
return rawget(A, key)
end</p><p>instance = A()
instance:foo() -- prints foo &lt;newline&gt; bar</p><p>B = Class{inherits = A}
instance = B()
instance:foo() -- prints only foo</code></pre></p></div></div>
<a name="Camera"></a><div class="outer-block"><h3>hump.camera<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.camera = require "Camera"</code></pre> <span class="warning">Depends on hump.vector</span></p><p> A camera utility for L&Ouml;VE. A camera can &quot;look&quot; at a position. It can zoom in and
out and it can rotate it&#39;s view. In the background, this is done by actually
moving, scaling and rotating everything in the game world. But don&#39;t worry about
that.</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Camera-new">new()</a></dt><dd>Create a new camera object.</dd><dt><a href="#Camera-camera:rotate">camera:rotate()</a></dt><dd>Rotate camera object.</dd><dt><a href="#Camera-camera:move">camera:move()</a></dt><dd>Move camera object.</dd><dt><a href="#Camera-camera:attach">camera:attach()</a></dt><dd>Attach camera object.</dd><dt><a href="#Camera-camera:detach">camera:detach()</a></dt><dd>Detach camera object.</dd><dt><a href="#Camera-camera:draw">camera:draw()</a></dt><dd>Attach, draw and detach.</dd><dt><a href="#Camera-camera:worldCoords">camera:worldCoords()</a></dt><dd>Convert point to world coordinates.</dd><dt><a href="#Camera-camera:cameraCoords">camera:cameraCoords()</a></dt><dd>Convert point to camera coordinates.</dd><dt><a href="#Camera-camera:mousepos">camera:mousepos()</a></dt><dd>Get mouse position in world coordinates.</dd></dl></div><a name="Camera-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">(pos, zoom, rot)</span><a class="top" href="#Camera">^ top</a></h4><p> Creates a new camera object. You can access the camera position using
<code>camera.pos</code>, the zoom using <code>camera.zoom</code> and the rotation using
<code>camera.rot</code>.</p><p> The module variable name can be used at a shortcut to <code>new()</code>.</p><div class="arguments">Parameters:<dl><dt>vector <code>pos</code> (screen center)</dt><dd>Point for the camera to look at.</dd><dt>number <code>zoom</code> (1)</dt><dd>Camera zoom.</dd><dt>number <code>rot</code> (0)</dt><dd>Camera rotation in radians.</dd></dl></div><div class="returns">Returns:<dl><dt>camera</dt><dd>A new camera object.</dd></dl></div><div class="example">Example:<pre><code class="lua">camera = require &#39;hump.camera&#39;
vector = require &#39;hump.vector&#39;
-- camera looking at (100,100) with zoom 2 and rotated by 45 degrees
cam = camera(vector(100,100), 2, math.pi/2)
</code></pre></div></div><a name="Camera-camera:rotate"></a><div class="ref-block"><h4>function <span class="name">camera:rotate</span><span class="arglist">(angle)</span><a class="top" href="#Camera">^ top</a></h4><p> Rotate the camera <em>by</em> some angle. To <em>set</em> the angle use
<code>camera.rot = new_angle</code>.</p><p> This function is shortcut to <code>camera.rot = camera.rot + angle</code>.</p><div class="arguments">Parameters:<dl><dt>number <code>angle</code></dt><dd>Rotation angle in radians</dd></dl></div><div class="returns">Returns:<dl><dt>camera</dt><dd>The camera object.</dd></dl></div><div class="example">Examples:<pre><code class="lua">function love.update(dt)
camera:rotate(dt)
end</code></pre><pre><code class="lua">function love.update(dt)
camera:rotate(dt):move(dt)
end</code></pre></div></div><a name="Camera-camera:move"></a><div class="ref-block"><h4>function <span class="name">camera:move</span><span class="arglist">(v)</span><a class="top" href="#Camera">^ top</a></h4><h4>function <span class="name">camera:move</span><span class="arglist">(x, y)</span><a class="top" href="#Camera">^ top</a></h4><p> <em>Move</em> the camera <em>by</em> some vector. To <em>set</em> the position, use
<code>camera.pos = some_vector</code> or <code>camera.pos.x, camera.pos.y = new_x, new_y</code>.</p><p> This function is shortcut to <code>camera.pos = camera.pos + v</code>.</p><div class="arguments">Parameters:<dl><dt>vector <code>v</code></dt><dd>Direction to move the camera.</dd><dt>numbers <code>x, y</code></dt><dd>Direction to move the camera.</dd></dl></div><div class="returns">Returns:<dl><dt>camera</dt><dd>The camera object.</dd></dl></div><div class="example">Examples:<pre><code class="lua">function love.update(dt)
camera:move(dt * velocity)
end</code></pre><pre><code class="lua">function love.update(dt)
camera:move(dt * 5, dt * 6):rotate(dt)
end</code></pre></div></div><a name="Camera-camera:attach"></a><div class="ref-block"><h4>function <span class="name">camera:attach</span><span class="arglist">()</span><a class="top" href="#Camera">^ top</a></h4><p> Start looking through the camera.</p><p> Apply camera transformations, i.e. move, scale and rotate everything until
<code>camera:detach()</code> as if looking through the camera.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.draw()
camera:attach()
draw_world()
cam:detach()
draw_hud()
end</code></pre></div></div><a name="Camera-camera:detach"></a><div class="ref-block"><h4>function <span class="name">camera:detach</span><span class="arglist">()</span><a class="top" href="#Camera">^ top</a></h4><p>Stop looking through the camera.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.draw()
camera:attach()
draw_world()
cam:detach()
draw_hud()
end</code></pre></div></div><a name="Camera-camera:draw"></a><div class="ref-block"><h4>function <span class="name">camera:draw</span><span class="arglist">(func)</span><a class="top" href="#Camera">^ top</a></h4><p> Wrap a function between a <code>camera:attach()</code>/<code>camera:detach()</code> pair:
<pre><code class="lua">cam:attach()
func()
cam:detach()</code></pre></p><div class="arguments">Parameters:<dl><dt>function <code>func</code></dt><dd>Drawing function to be wrapped.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">function love.draw()
camera:draw(draw_world)
draw_hud()
end</code></pre></div></div><a name="Camera-camera:worldCoords"></a><a name="Camera-camera:cameraCoords"></a><div class="ref-block"><h4>function <span class="name">camera:worldCoords</span><span class="arglist">(v)</span><a class="top" href="#Camera">^ top</a></h4><h4>function <span class="name">camera:worldCoords</span><span class="arglist">(x, y)</span><a class="top" href="#Camera">^ top</a></h4><h4>function <span class="name">camera:cameraCoords</span><span class="arglist">(v)</span><a class="top" href="#Camera">^ top</a></h4><h4>function <span class="name">camera:cameraCoords</span><span class="arglist">(x, y)</span><a class="top" href="#Camera">^ top</a></h4><p> Because a camera has a point it looks at, a rotation and a zoom factor, it
defines a coordinate system. A point now has two sets of coordinates: One
defines where the point is to be found in the game world, and the other
describes the position on the computer screen. The first set of coordinates
is called <em>world coordinates</em>, the second one <em>camera coordinates</em>.
Sometimes it is needed to convert between the two coordinate systems, for
example to get the position of a mouse click in the game world in a strategy
game, or to see if an object is visible on the screen.</p><p> These two functions convert a point between these two coordinate systems.</p><div class="arguments">Parameters:<dl><dt>vector <code>v</code></dt><dd>Point to transform.</dd><dt>numbers <code>x, y</code></dt><dd>Point to transform.</dd></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Transformed point.</dd></dl></div><div class="example">Examples:<pre><code class="lua">target = camera:worldCoords( vector(love.mouse.getPosition()) )
selectedUnit:plotPath(target)
</code></pre><pre><code class="lua">pos = cam:toCameraCoords(player.pos)
love.graphics.line(pos.x, pos.y, love.mouse.getPosition())
</code></pre></div></div><a name="Camera-camera:mousepos"></a><div class="ref-block"><h4>function <span class="name">camera:mousepos</span><span class="arglist">()</span><a class="top" href="#Camera">^ top</a></h4><p>Shortcut to <code>camera:worldCoords(vector(love.mouse.getPosition()))</code>.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>vector</dt><dd>Mouse position in world coordinates.</dd></dl></div><div class="example">Example:<pre><code class="lua">target = camera:mousepos()
selectedUnit:plotPath(target)
</code></pre></div></div></div>
<a name="Ringbuffer"></a><div class="outer-block"><h3>hump.ringbuffer<a class="top" href="#top">^ top</a></h3><div class="preamble"><pre><code class="lua">hump.ringbuffer = require "Ringbuffer"</code></pre> A ring-buffer is a circular array: It does not have a first nor a last item,
but it has a <em>selected</em> or <em>current</em> element.</p><p> A ring-buffer can be used to implement <em>Tomb Raider</em> style inventories, looping
play-lists, recurring dialogs (like a unit&#39;s answers when selecting it multiple
times in <em>Warcraft</em>) and generally everything that has a circular or looping
structure.</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#Ringbuffer-new">new()</a></dt><dd>Create new ring-buffer.</dd><dt><a href="#Ringbuffer-ringbuffer:insert">ringbuffer:insert()</a></dt><dd>Insert element.</dd><dt><a href="#Ringbuffer-ringbuffer:remove">ringbuffer:remove()</a></dt><dd>Remove currently selected item.</dd><dt><a href="#Ringbuffer-ringbuffer:removeAt">ringbuffer:removeAt()</a></dt><dd>Remove an item.</dd><dt><a href="#Ringbuffer-ringbuffer:next">ringbuffer:next()</a></dt><dd>Select next item.</dd><dt><a href="#Ringbuffer-ringbuffer:prev">ringbuffer:prev()</a></dt><dd>Select previous item.</dd><dt><a href="#Ringbuffer-ringbuffer:get">ringbuffer:get()</a></dt><dd>Get currently selected item.</dd><dt><a href="#Ringbuffer-ringbuffer:size">ringbuffer:size()</a></dt><dd>Get ringbuffer size.</dd></dl></div><a name="Ringbuffer-new"></a><div class="ref-block"><h4>function <span class="name">new</span><span class="arglist">(...)</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Create new ring-buffer.</p><p>The module name is a shortcut to this function.</p><div class="arguments">Parameters:<dl><dt>mixed <code>...</code></dt><dd>Initial elements.</dd></dl></div><div class="returns">Returns:<dl><dt>Ringbuffer</dt><dd>The ring-buffer object.</dd></dl></div><div class="example">Example:<pre><code class="lua">Ringbuffer = require &#39;hump.ringbuffer&#39;
rb = ringbuffer(1,2,3)
</code></pre></div></div><a name="Ringbuffer-ringbuffer:insert"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:insert</span><span class="arglist">(...)</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Insert items behind current element.</p><div class="arguments">Parameters:<dl><dt>mixed <code>...</code></dt><dd>Items to insert.</dd></dl></div><div class="returns">Returns:<dl><dt>Nothing.</dt></dl></div><div class="example">Example:<pre><code class="lua">rb = RingbuffeR(1,5,6) -- content: 1,5,6
rb:insert(2,3,4) -- content: 1,2,3,4,5,6
</code></pre></div></div><a name="Ringbuffer-ringbuffer:remove"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:remove</span><span class="arglist">()</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Remove current item, return it and select next element.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The removed item.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3,4) -- content: 1,2,3,4
val = rb:remove() -- content: 2,3,4
print(val) -- prints `1&#39;
</code></pre></div></div><a name="Ringbuffer-ringbuffer:removeAt"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:removeAt</span><span class="arglist">(pos)</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Remove the item at a position relative to the current element.</p><div class="arguments">Parameters:<dl><dt>number <code>pos</code></dt><dd>Position of the item to remove.</dd></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The removed item.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3,4,5) -- content: 1,2,3,4,5
rb:removeAt(2) -- content: 1,2,4,5
rb:removeAt(-1) -- content: 1,2,4
</code></pre></div></div><a name="Ringbuffer-ringbuffer:next"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:next</span><span class="arglist">()</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Select and return the next element.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The next item.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3)
rb:next() -- content: 2,3,1
rb:next() -- content: 3,1,2
x = rb:next() -- content: 1,2,3
print(x) -- prints `1&#39;
</code></pre></div></div><a name="Ringbuffer-ringbuffer:prev"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:prev</span><span class="arglist">()</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Select and return the previous item.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The previous item.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3)
rb:prev()) -- content: 3,1,2
rb:prev()) -- content: 2,3,1
x = rb:prev() -- content: 1,2,3
print(x) -- prints `1&#39;
</code></pre></div></div><a name="Ringbuffer-ringbuffer:get"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:get</span><span class="arglist">()</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Return the current element.</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>mixed</dt><dd>The currently selected element.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3)
rb:next() -- content: 2,3,1
print(rb:get()) -- prints &#39;2&#39;
</code></pre></div></div><a name="Ringbuffer-ringbuffer:size"></a><div class="ref-block"><h4>function <span class="name">ringbuffer:size</span><span class="arglist">()</span><a class="top" href="#Ringbuffer">^ top</a></h4><p>Get number of items in the buffer</p><div class="arguments">Parameters:<dl><dt>None.</dt></dl></div><div class="returns">Returns:<dl><dt>number</dt><dd>Number of items in the buffer.</dd></dl></div><div class="example">Example:<pre><code class="lua">rb = Ringbuffer(1,2,3)
print(rb:size()) -- prints &#39;3&#39;
rb:remove()
print(rb:size()) -- prints &#39;2&#39;
</code></pre></div></div></div>
</div>
<a name="license"></a>
<div class="outer-block">
<h3>License<a class="top" href="#top">^ top</a></h3>
<div class="preamble">
<p>Yay, <em>free software</em>:</p>
<blockquote><p>Copyright (c) 2010 Matthias Richter</p>
<p>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:</p>
<p>The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.</p>
<p>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.</p>
<p>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.</p></blockquote>
</div>
</div>
<a name="download"></a>
<div class="outer-block">
<h3>Download<a class="top" href="#top">^ top</a></h3>
<div class="preamble">
<p>You can view and download the individual modules on github: <a href="http://github.com/vrld/hump">vrld/hump</a>.
You may also download the whole packed sourcecode either in
<a href="http://github.com/vrld/hump/zipball/master">zip</a> or
<a href="http://github.com/vrld/hump/tarball/master">tar</a> formats.</p>
<p>You can clone the project with <a href="http://git-scm.com">Git</a> by running:
<pre>git clone git://github.com/vrld/hump</pre>
Once done, tou can check for updates by running
<pre>git pull</pre></p>
</div>
</div>
</body>
</html>