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1681 lines
60 KiB
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<meta http-equiv="Content-Type" content="text/html; charset=utf-8"/>
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<title>hump - LÖVE Helper Utilities for More Productivity</title>
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</style>
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</head>
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<body><a name="top"></a>
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<a href="http://github.com/vrld/hump"><img style="position: absolute; top: 0; right: 0; border: 0;" src="http://s3.amazonaws.com/github/ribbons/forkme_right_darkblue_121621.png" alt="Fork me on GitHub" /></a>
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<div id="header">
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<h1>hump <span class="small">Helper Utilities for More Productivity</span></h1>
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<h2>Documentation</h2>
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</div>
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<div id="nav">
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<ul>
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<li><a href="#gamestate">Gamestate</a></li>
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<li><a href="#timer">Timer</a></li>
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<li><a href="#vector">Vector</a></li>
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<li><a href="#class">Class</a></li>
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<li><a href="#camera">Camera</a></li>
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<li><a href="#ringbuffer">Ringbuffer</a></li>
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</ul>
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</div>
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<div class="module"><div class="name">hump</div>
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<div class="preamble">
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<p>hump is a collection of lightweight, yet powerful modules to speed up
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game development with <a href="http://love2d.org/">LÖVE</a>. It offers
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solutions to various small but annoyingly reccurent problems.</p>
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</div>
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<div class="overview">
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<h3>Download</h3>
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<p>You can download the latest packaged version of hump as <a href="http://github.com/vrld/hump/zipball/master">zip</a>-
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or <a href="http://github.com/vrld/hump/tarball/master">tar</a>-archive directly from
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<a href="http://github.com/">github</a>. You can also view and download the sourcecode
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of individual modules <a href="http://github.com/vrld/hump">here</a>.</p>
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<p>If you use the <a href="http://git-scm.com">Git</a> command line client, you can clone
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the repository by running:</p>
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<pre>git clone git://github.com/vrld/hump</pre>
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<p>Once done, you can check for updates by running:</p>
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<pre>git pull</pre>
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<p>from inside the directory.</p>
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</div>
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<div class="overview">
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<h3>License</h3>
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<blockquote id="license">
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<p>Copyright (c) 2010-2011 Matthias Richter</p>
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<p>Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:</p>
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<p>The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.</p>
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<p>Except as contained in this notice, the name(s) of the above copyright holders
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shall not be used in advertising or otherwise to promote the sale, use or
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other dealings in this Software without prior written authorization.</p>
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<p>THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.</p>
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</blockquote>
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</div>
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</div>
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<a name="gamestate"></a>
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<div id="gamestate" class="module">
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<div class="name">hump.gamestate<a class="top" href="#top">^ top</a></div>
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<div class="preamble">
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<pre><code class="lua">Gamestate = require "hump.gamestate"</code></pre>
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<p>A gamestate encapsulates independant data an behaviour into a single entity.</p>
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<p>A typical game could consist of a <em>menu</em>-state, a <em>level</em>-state and a <em>game-over</em>-state.</p>
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</div>
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<div class="overview">
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<h3>Module overview</h3>
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<dl>
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<dt><a href="#gamestate-new">new()</a></dt>
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<dd>Create new gamestate.</dd>
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<dt><a href="#gamestate-switch">switch()</a></dt>
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<dd>Switch to gamestate.</dd>
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<dt><a href="#gamestate-update">update()</a></dt>
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<dd>Manually update current gamestate.</dd>
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<dt><a href="#gamestate-draw">draw()</a></dt>
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<dd>Manually draw the current gamestate.</dd>
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<dt><a href="#gamestate-focus">focus()</a></dt>
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<dd>Inform current gamestate of a focus event.</dd>
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<dt><a href="#gamestate-keypressed">keypressed()</a></dt>
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<dd>Inform current gamestate of a keypressed event.</dd>
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<dt><a href="#gamestate-keyreleased">keyreleased()</a></dt>
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<dd>Inform current gamestate of a keyreleased event.</dd>
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<dt><a href="#gamestate-mousepressed">mousepressed()</a></dt>
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<dd>Inform current gamestate of a mousepressed event.</dd>
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<dt><a href="#gamestate-mousereleased">mousereleased()</a></dt>
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<dd>Inform current gamestate of a mousereleased event.</dd>
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<dt><a href="#gamestate-joystickpressed">joystickpressed()</a></dt>
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<dd>Inform current gamestate of a joystickpressed event.</dd>
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<dt><a href="#gamestate-joystickreleased">joystickreleased()</a></dt>
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<dd>Inform current gamestate of a joystickreleased event.</dd>
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<dt><a href="#gamestate-quit">quit()</a></dt>
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<dd>Inform current gamestate of a quit event.</dd>
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<dt><a href="#gamestate-registerEvents">registerEvents()</a></dt>
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<dd>Automatically do all of the above when needed.</dd>
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</dl>
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</div>
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<a name="gamestate-callbacks"></a>
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<div class="overview"><h3>Gamestate Callbacks</h3>
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<p>A gamestate can define (nearly) all callbacks that LÖVE defines. In addition, there are callbacks
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for entering and leaving a state.:</p>
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<dl>
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<dt>init()</dt>
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<dd>Called once before entering the state. See <a href="#gamestate-switch">switch()</a>.</dd>
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<dt>enter(previous, ...)</dt>
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<dd>Called when entering the state. See <a href="#gamestate-switch">switch()</a>.</dd>
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<dt>leave()</dt>
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<dd>Called when leaving a state. See <a href="#gamestate-switch">switch()</a>.</dd>
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<dt>update()</dt>
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<dd>Update the game state. Called every frame.</dd>
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<dt>draw()</dt>
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<dd>Draw on the screen. Called every frame.</dd>
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<dt>focus()</dt>
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<dd>Called if the window gets or looses focus.</dd>
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<dt>keypressed()</dt>
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<dd>Triggered when a key is pressed.</dd>
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<dt>keyreleased()</dt>
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<dd>Triggered when a key is released.</dd>
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<dt>mousepressed()</dt>
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<dd>Triggered when a mouse button is pressed.</dd>
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<dt>mousereleased()</dt>
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<dd>Triggered when a mouse button is released.</dd>
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<dt>joystickpressed()</dt>
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<dd>Triggered when a joystick button is pressed.</dd>
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<dt>joystickreleased()</dt>
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<dd>Triggered when a joystick button is released.</dd>
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<dt>quit()</dt>
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<dd>Called on quitting the game. Only called on the active gamestate.</dd>
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</dl>
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<p>When using <a href="#gamestate-registerEvents">registerEvents()</a>, all these
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callbacks will receive the same arguments as the <a href="http://love2d.org/wiki/love">LÖVE callbacks</a> do.</p>
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<div class="example">Example:
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<pre><code class="lua">menu = Gamestate.new()
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function menu:init() -- run only once
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self.background = love.graphics.newImage('bg.jpg')
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Buttons.initialize()
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end
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function menu:enter(previous) -- run every time the state is entered
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Buttons.setActive(Buttons.start)
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end
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function menu:update(dt)
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Buttons.update(dt)
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end
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function menu:draw()
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love.graphics.draw(self.background, 0, 0)
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Buttons.draw()
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end
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function menu:keyreleased(key)
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if key == 'up' then
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Buttons.selectPrevious()
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elseif key == 'down' then
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Buttons.selectNext()
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elseif
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Buttons.active:onClick()
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end
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end
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function menu:mousereleased(x,y, mouse_btn)
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local button = Buttons.hovered(x,y)
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if button then
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Button.select(button)
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if mouse_btn == 'l' then
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button:onClick()
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end
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end
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end</code></pre>
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</div>
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</div>
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<a name="gamestate-new"></a>
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<div id="gamestate-new" class="function">
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<div class="definition">function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#gamestate">^ top</a></div>
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<p>Declare a new gamestate. A gamestate can define several <a href="#gamestate-callbacks">callbacks</a>.</p>
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<div class="arguments">Parameters:
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<dl>
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<dt>None</dt>
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</dl>
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</div>
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<div class="returns">Returns:
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<dl>
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<dt>Gamestate</dt>
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<dd>The new gamestate.</dd>
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</dl>
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</div>
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<div class="example">Example:
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<pre><code class="lua">menu = Gamestate.new()</code></pre>
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</div>
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</div>
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<a name="gamestate-switch"></a>
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<div id="gamestate-switch" class="function">
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<div class="definition">function <span class="name">switch</span><span class="arglist">(to, ...)</span><a class="top" href="#gamestate">^ top</a></div>
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<p>Switch to a gamestate, with any additional arguments passed to the new state.</p>
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<p>Switching a gamestate will call the <a href="#gamestate-callbacks"><code>leave()</code></a> callback on
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the current gamestate, replace the current gamestate with <code>to</code>, call the
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<a href="#gamestate-callbacks"><code>init()</code></a> function if the state was not yet inialized and
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finally call <a href="#gamestate-callbacks"><code>enter(old_state, ...)</code></a> on the new gamestate.</p>
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<div class="arguments">Parameters:
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<dl>
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<dt>Gamestate <code>to</code></dt>
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<dd>Target gamestate.</dd>
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<dt>mixed <code>...</code></dt>
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<dd>Additional arguments to pass to <code>to:enter()</code>.</dd>
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</dl>
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</div>
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<div class="returns">Returns:
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<dl>
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<dt>mixed</dt>
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<dd>The result of <code>to:enter()</code>.</dd>
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</dl>
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</div>
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<div class="example">Example:
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<pre><code class="lua">Gamestate.switch(game, level_two)</code></pre>
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</div>
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</div>
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<a name="gamestate-update"></a>
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<a name="gamestate-draw"></a>
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<a name="gamestate-focus"></a>
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<a name="gamestate-keypressed"></a>
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<a name="gamestate-keyreleased"></a>
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<a name="gamestate-mousepressed"></a>
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<a name="gamestate-mousereleased"></a>
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<a name="gamestate-joystickpressed"></a>
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<a name="gamestate-joystickreleased"></a>
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<a name="gamestate-quit"></a>
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<div id="gamestate-events" class="function">
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<div class="definition">function <span class="name">update</span><span class="arglist">(...)</span><a class="top" href="#gamestate">^ top</a></div>
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<div class="definition">function <span class="name">draw</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">focus</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">keypressed</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">keyreleased</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">mousepressed</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">mousereleased</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">joystickpressed</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">joystickreleased</span><span class="arglist">(...)</span></div>
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<div class="definition">function <span class="name">quit</span><span class="arglist">(...)</span></div>
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<p>Calls the corresponding function on the current gamestate (see <a href="#gamestate-callbacks">callbacks</a>).</p>
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<p>Only needed when not using <a href="#gamestate-registerEvents"><code>registerEvents()</code></a>.</p>
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<div class="arguments">Parameters:
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<dl>
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<dt>mixed <code>...</code></dt>
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<dd>Arguments to pass to the corresponding <a href="#gamestate-callbacks">callback</a>.</dd>
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</dl>
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</div>
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<div class="returns">Returns:
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<dl>
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<dt>mixed</dt>
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<dd>Result of the callback function.</dd>
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</dl>
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</div>
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<div class="example">Example:
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<pre><code class="lua">function love.update(dt)
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Gamestate.update(dt)
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end
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function love.draw()
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local mx,my = love.mouse.getPosition()
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Gamestate.draw(mx, my)
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end
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function love.keypressed(key, code)
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Gamestate.keypressed(key, code)
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end</code></pre>
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</div>
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</div>
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<a name="gamestate-registerEvents"></a>
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<div id="gamestate-registerEvents" class="function">
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<div class="definition">function <span class="name">registerEvents</span><span class="arglist">()</span><a class="top" href="#gamestate">^ top</a></div>
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<p>Register all love callbacks to call <code>Gamestate.update()</code>, <code>Gamestate.draw()</code>, etc. automatically.</p>
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<p>This is achieved by overwriting the love callbacks, e.g.:</p>
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<pre><code class="lua">local _update = love.update
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function love.update(dt)
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_update(dt)
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Gamestate.current:update(dt)
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end</code></pre>
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<div class="arguments">Parameters:
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<dl>
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<dt>None</dt>
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</dl>
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</div>
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<div class="returns">Returns:
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<dl>
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<dt>Nothing</dt>
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</dl>
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</div>
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<div class="example">Example:
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<pre><code class="lua">function love.load()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end</code></pre>
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</div>
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</div>
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</div>
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<a name="timer"></a>
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<div id="timer" class="module">
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<div class="name">hump.timer<a class="top" href="#top">^ top</a></div>
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<div class="preamble">
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<pre><code class="lua">Timer = require "hump.timer"</code></pre>
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<p>hump.timer provides a simple interface to use delayed functions, i.e.
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functions that will only be executed after some amount time.</p>
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<p>In addition, the module offers facilities to create functions that
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interpolate or oscillate over time.</p>
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</div>
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<div class="overview">
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<h3>Module overview</h3>
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<dl>
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<dt><a href="#timer-add">add()</a></dt>
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<dd>Add a timed function.</dd>
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<dt><a href="#timer-addPeriodic">addPeriodic()</a></dt>
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<dd>Add a periodic function.</dd>
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<dt><a href="#timer-clear">clear()</a></dt>
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<dd>Clear all timed and periodic functions.</dd>
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<dt><a href="#timer-update">update()</a></dt>
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<dd>Update timers.</dd>
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<dt><a href="#timer-Interpolator">Interpolator()</a></dt>
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<dd>Create a new interpolating function.</dd>
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<dt><a href="#timer-Oscillator">Oscillator()</a></dt>
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<dd>Create a new oscillating function.</dd>
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</dl>
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</div>
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<a name="timer-add"></a>
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<div id="timer-add" class="function">
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<div class="definition">function <span class="name">add</span><span class="arglist">(delay, func)</span><a class="top" href="#timer">^ top</a></div>
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<p>Add a timed function. The function will be executed when <code>delay</code> seconds have elapsed.</p>
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<p>Note that there is no guarantee that the delay will be exceeded. It is, however, guaranteed that the
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function will <em>not be executed before</em> the delay has passed.</p>
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<p>If the function is called, it will receive itself as only parameter. This may be useful to implement
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the periodic behavior of <code>Timer.addPeriodic</code>.</p>
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<div class="arguments">Parameters:
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<dl>
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<dt>number <code>delay</code></dt>
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<dd>Time to pass before the function is called.</dd>
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<dt>function <code>func</code></dt>
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<dd>The function to be called.</dd>
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</dl>
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</div>
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<div class="returns">Returns:
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<dl>
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<dt>Nothing</dt>
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</dl>
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</div>
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<div class="example">Example:
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<pre><code class="lua">-- grant the player 5 seconds of immortality
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player:setInvincible(true)
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Timer.add(5, function() player:setInvincible(false) end)</code></pre>
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<pre><code class="lua">-- print "foo" every second
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)</code></pre>
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</div>
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</div>
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|
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<a name="timer-addPeriodic"></a>
|
|
<div id="timer-addPeriodic" class="function">
|
|
<div class="definition">function <span class="name">addPeriodic</span><span class="arglist">(delay, func, count)</span><a class="top" href="#timer">^ top</a></div>
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|
<div class="definition">function <span class="name">addPeriodic</span><span class="arglist">(delay, func)</div>
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|
<p>Add a periodic timed function, i.e. 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 loops until <a href="#timer-clear"><code>clear()</code></a> is called.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>number <code>delay</code></dt>
|
|
<dd>Time to pass before the function is called.</dd>
|
|
<dt>function <code>func</code></dt>
|
|
<dd>The function to be called.</dd>
|
|
<dt>number <code>count</code></dt>
|
|
<dd>The number of times the function is called.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>Nothing</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<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>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="timer-clear"></a>
|
|
<div id="timer-clear" class="function">
|
|
<div class="definition">function <span class="name">clear</span><span class="arglist">()</span><a class="top" href="#timer">^ top</a></div>
|
|
<p>Clears all timers.</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 id="timer-update" class="function">
|
|
<div class="definition">function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#timer">^ top</a></div>
|
|
<p>Update timers and execute functions if the deadline is reached. Use this in <code>love.update()</code>.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>number <code>dt</code></dt>
|
|
<dd>Time that has passed since the last <code>update()</code>.</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 id="timer-Interpolator" class="function">
|
|
<div class="definition">function <span class="name">Interpolator</span><span class="arglist">(length, func)</span><a class="top" href="#timer">^ top</a></div>
|
|
<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>
|
|
<code>dt</code> is the time that has passed since the last call 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
|
|
<code>nil</code> if the interpolation is done.</p>
|
|
<p>The prototype of the interpolating function is:
|
|
<pre><code class="lua">function inter(fraction, ...)</code></pre>
|
|
where <code>fraction</code> is a number between 0 and 1 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 id="timer-Oscillator" class="function">
|
|
<div class="definition">function <span class="name">Oscillator</span><span class="arglist">(length, func)</span><a class="top" href="#timer">^ top</a></div>
|
|
<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 <code>Interpolator()</code>:
|
|
<pre><code class="lua">function wrapper(dt, ...)</code></pre>
|
|
<pre><code class="lua">function oscillator(fraction, ...)</code></pre>
|
|
<p>The wrapper function 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('fill', xpos, 300, 80, 36)
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
</div>
|
|
|
|
<a name="vector"></a>
|
|
<div id="vector" class="module">
|
|
<div class="name">hump.vector<a class="top" href="#top">^ top</a></div>
|
|
<div class="preamble">
|
|
<pre><code class="lua">vector = require "hump.vector"</code></pre>
|
|
<p>A handy 2D vector class defining the most common things you do with vectors.</p>
|
|
<p>You can access the individual coordinates by using <code>vec.x</code> and <code>vec.y</code>.</p>
|
|
</div>
|
|
|
|
<div class="overview">
|
|
<h3>Module overview</h3>
|
|
<dl>
|
|
<dt><a href="#vector-new">new()</a></dt>
|
|
<dd>Create 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>Get distance to 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:cross">vector:cross()</a></dt>
|
|
<dd>Cross product of two vectors.</dd>
|
|
</dl>
|
|
</div>
|
|
|
|
<div class="function">
|
|
<div class="definition">Arithmetic and relational operators</div>
|
|
<p>Vector arithmetic is implemented by using <code>__add</code>, <code>__mul</code> and other metamethods:</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>Dot product.</dd>
|
|
<dt><code>number * vector = vector</code></dt><dd>Vector scaling.</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>Relational operators are defined, too:</p>
|
|
<dl>
|
|
<dt><code>a == b</code></dt>
|
|
<dd><code>true</code>, if <code>a.x == b.x</code> and <code>a.y == b.y</code>.</dd>
|
|
<dt><code>a <= b</code></dt>
|
|
<dd><code>true</code>, if <code>a.x <= b.x</code> and <code>a.y <= b.y</code>.</dd>
|
|
<dt><code>a < b</code></dt>
|
|
<dd>Lexical sort: <code>true</code>, if <code>a.x < b.x</code> or <code>a.x == b.x</code> and <code>a.y < b.y</code>.</dd>
|
|
</dl>
|
|
|
|
<div class="example">Example:
|
|
<pre><code class="lua">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 id="vector-new" class="function">
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">(x,y)</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Create 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">Example:
|
|
<pre><code class="lua">a = vector.new(10,10)</code></pre>
|
|
<p>As a shortcut, you can call the module like a function, i.e.:</p>
|
|
<pre><code class="lua">vector = require 'hump.vector'
|
|
a = vector(10,10)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="vector-isvector"></a>
|
|
<div id="vector-isvector" class="function">
|
|
<div class="definition">function <span class="name">isvector</span><span class="arglist">(v)</span><a class="top" href="#vector">^ top</a></div>
|
|
<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 id="vector-vector:clone" class="function">
|
|
<div class="definition">function <span class="name">vector:clone</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Copy a vector. Simply assigning a vector a vector to a variable will create
|
|
a reference, so when you modify the vector referenced by the new variable, will
|
|
also change the old one:</p>
|
|
<pre><code>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 '(1,0), (1,0), (1,1)'</code></pre>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>vector</dt>
|
|
<dd>The copied 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 id="vector-vector:unpack" class="function">
|
|
<div class="definition">function <span class="name">vector:unpack</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<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">Example:
|
|
<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 id="vector-vector.permul" class="function">
|
|
<div class="definition">function <span class="name">vector:permul</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></div>
|
|
<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>New vector as defined 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 id="vector-vector:len" class="function">
|
|
<div class="definition">function <span class="name">vector:len</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<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 id="vector-vector:len2" class="function">
|
|
<div class="definition">function <span class="name">vector:len2</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<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>The squared length.</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 < dsq then
|
|
closest, dsq = vertices[i], temp
|
|
end
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="vector-vector.dist"></a>
|
|
<div id="vector-vector.dist" class="function">
|
|
<div class="definition">function <span class="name">vector:dist</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></div>
|
|
<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.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>number</dt>
|
|
<dd>The distance of both 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 < dist then
|
|
closest, dist = vertices[i], temp
|
|
end
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="vector-vector:normalized"></a>
|
|
<div id="vector-vector:normalized" class="function">
|
|
<div class="definition">function <span class="name">vector:normalized</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Get normalized vector, i.e. a vector with the same direction as the input vector,
|
|
but 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">normal = edge:normalized()</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="vector-vector:normalize_inplace"></a>
|
|
<div id="vector-vector:normalize_inplace" class="function">
|
|
<div class="definition">function <span class="name">vector:normalize_inplace</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Normalize a vector, i.e. make the vector unit length.</p>
|
|
<p class="warning">This modifies the vector. If in doubt, use <code>vector:normalized()</code>.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>vector</dt>
|
|
<dd>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 id="vector-vector:rotated" class="function">
|
|
<div class="definition">function <span class="name">vector:rotated</span><span class="arglist">(phi)</span><a class="top" href="#vector">^ top</a></div>
|
|
<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 radians.</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 id="vector-vector:rotate_inplace" class="function">
|
|
<div class="definition">function <span class="name">vector:rotate_inplace</span><span class="arglist">(phi)</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Rotate a vector.</p>
|
|
<p class="warning">This modifies the vector. If in doubt, use <code>vector:rotate()</code>.</p>
|
|
</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>number <code>phi</code></dt>
|
|
<dd>Rotation angle in radians.</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">-- ongoing rotation
|
|
spawner.direction:rotate_inplace(dt)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="vector-vector:perpendicular"></a>
|
|
<div id="vector-vector:perpendicular" class="function">
|
|
<div class="definition">function <span class="name">vector:perpendicular</span><span class="arglist">()</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Quick rotation by 90°. Creates a new vector. The same as (but faster):</p>
|
|
<pre><code class="lua">vec:rotate(math.pi/2)</code></pre>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>vector</dt>
|
|
<dd>A vector perpendicular on 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 id="vector-vector:projectOn" class="function">
|
|
<div class="definition">function <span class="name">vector:projectOn</span><span class="arglist">(v)</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Project vector onto another vector.</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:cross"></a>
|
|
<div id="vector-vector:cross" class="function">
|
|
<div class="definition">function <span class="name">vector:cross</span><span class="arglist">(other)</span><a class="top" href="#vector">^ top</a></div>
|
|
<p>Get cross product of both vectors.</p>
|
|
<p>For the math geeks:</p>
|
|
<p>The cross product not be defined for 2D vectors. To nonetheless get a result,
|
|
treat the vectors as being 3D vectors <em>(x,y,0)</em>. The cross product of both
|
|
vectors has just a <em>z</em>-component, and this is what this function returns.
|
|
It's also the determinant of both vectors: <em>d = det(a,b)</em>.</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>The cross product of both vectors.</dd>
|
|
</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 id="class" class="module">
|
|
<div class="name">hump.class<a class="top" href="#top">^ top</a></div>
|
|
<div class="preamble">
|
|
<pre><code class="lua">Class = require "hump.class"</code></pre>
|
|
A small, handy class implementation with multiple inheritance.
|
|
</div>
|
|
|
|
<div class="overview">
|
|
<h3>Module overview</h3>
|
|
<dl>
|
|
<dt><a href="#class-new">new()</a></dt>
|
|
<dd>Create new class.</dd>
|
|
<dt><a href="#class-class.construct">class.construct()</a></dt>
|
|
<dd>Call class constructor.</dd>
|
|
<dt><a href="#class-inherit">inherit()</a></dt>
|
|
<dd>Class inheritance.</dd>
|
|
</dl>
|
|
</div>
|
|
|
|
<a name="class-new"></a>
|
|
<div id="class-new" class="function">
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">(constructor)</span><a class="top" href="#class">^ top</a></div>
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">{name = the_name, constructor}</span></div>
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">{name = the_name, inherits = super, constructor}</span></div>
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">{name = the_name, inherits = {super1, super2, ...}, constructor}</span></div>
|
|
<p>Define a new class.</p>
|
|
<p>The constructor will receive the newly created object as first argument.</p>
|
|
<p>If you <code>require</code>d the module to a variable, you can use the variable
|
|
as a shortcut to <code>new()</code>.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>function <code>constructor</code></dt>
|
|
<dd>Class constructor.</dd>
|
|
<dt>string <code>the_name</code></dt>
|
|
<dd>Class name to be returned when calling <code>tostring()</code> on the class.</dd>
|
|
<dt>class <code>super</code></dt>
|
|
<dd>Super class to inherit from. Can also be an array of classes to inherit from.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>Class</dt>
|
|
<dd>The class.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
-- define unnamed class
|
|
Feline = Class(function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end)
|
|
|
|
-- define class method
|
|
function Feline:stats()
|
|
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
|
|
end
|
|
|
|
-- create two objects
|
|
garfield = Feline(.7, 45)
|
|
felix = Feline(.8, 12)
|
|
|
|
print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())</code></pre>
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
-- define named class
|
|
Feline = Class{name = "Feline", function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end}
|
|
|
|
garfield = Feline(.7, 45)
|
|
print(Feline, garfield) -- prints 'Feline <instance of Feline>'</code></pre>
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
A = Class{name = 'A'}
|
|
function A:foo()
|
|
print('foo')
|
|
end
|
|
|
|
B = Class{name = 'B'}
|
|
function C:bar()
|
|
print('bar')
|
|
end
|
|
|
|
-- single inheritance
|
|
C = Class{name = 'C', inherits = A}
|
|
instance = C()
|
|
instance:foo() -- prints 'foo'
|
|
|
|
-- multiple inheritance
|
|
D = Class{name = 'D', inherits = {A,B}}
|
|
instance = D()
|
|
instance:foo() -- prints 'foo'
|
|
instance:bar() -- prints 'bar'</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="class-class.construct"></a>
|
|
<div id="class-new" class="function">
|
|
<div class="definition">function <span class="name">class.construct</span><span class="arglist">(object, ...)</span><a class="top" href="#class">^ top</a></div>
|
|
<div class="definition">function <span class="name">class.Construct</span><span class="arglist">(object, ...)</span></div>
|
|
<p>Calls class constructor of a class.</p>
|
|
<p>Needed in constructors of child classes to initialize parts of the object that the parent classes define.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>Object <code>object</code></dt>
|
|
<dd>The object. This is 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>Nothing</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
Feline = Class{name = "Feline", function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end}
|
|
|
|
Cat = Class{name = "Cat", function(self, name, size, weight)
|
|
Feline.construct(self, size, weight)
|
|
self.name = name
|
|
end}
|
|
Cat:inherit(Feline)</code></pre></div>
|
|
</div>
|
|
|
|
<a name="class-inherit"></a>
|
|
<div id="class-inherit" class="function">
|
|
<div class="definition">function <span class="name">inherit</span><span class="arglist">(class, super, ...)</span><a class="top" href="#class">^ top</a></div>
|
|
<div class="definition">function <span class="name">class:inherit</span><span class="arglist">(super, ...)</span></div>
|
|
<div class="definition">function <span class="name">class:Inherit</span><span class="arglist">(super, ...)</span></div>
|
|
<p>Inherit functions (but not class variables).</p>
|
|
<p>If multiple super-classes are defined inherit from all of these. If two super-classes define
|
|
a method of the same name, inherit it from the one mentioned first.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>Class <code>class</code></dt>
|
|
<dd>Child class.</dd>
|
|
<dt>Classes <code>super, ...</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 'hump.class'
|
|
|
|
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}
|
|
Cat:inherit(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}
|
|
Tiger:Inherit(Feline)
|
|
|
|
function Tiger:speak() print("ROAR!") end
|
|
|
|
felix = Cat("Felix", .8, 12)
|
|
hobbes = Tiger(2.2, 68)
|
|
|
|
print(felix:stats()) -- "name: Felix, size: 0.80, weight 12.00"
|
|
print(hobbes:stats()) -- "size: 2.20, weight 68.00"
|
|
felix:speak() -- "meow"
|
|
hobbes:speak() -- "ROAR!"</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="caveats">
|
|
<h3>Caveats</h3>
|
|
<p>Be careful when using metamethods like <code>__add</code> or <code>__mul</code>:
|
|
When 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:</p>
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
A = Class(function(self, x) self.x = x end)
|
|
function A:__add(other) return A(self.x + other.x) end
|
|
function A:show() print("A:", self.x) end
|
|
|
|
B = Class(function(self, x, y) A.construct(self, x) self.y = y end)
|
|
B:Inherit(A)
|
|
function B:show() 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:show() -- prints "A: 4"
|
|
result:foo() -- error: method does not exist</code></pre>
|
|
</div>
|
|
|
|
</div>
|
|
|
|
<a name="camera"></a>
|
|
<div id="camera" class="module">
|
|
<div class="name">hump.camera<a class="top" href="#top">^ top</a></div>
|
|
<div class="preamble">
|
|
<pre><code class="lua">camera = require "hump.camera"</code></pre>
|
|
<p class="warning">Depends on <a href="#vector">vector</a></p>
|
|
<p>Camera abstraction for LÖVE. A camera "looks" at a position and can be moved,
|
|
zoomed and rotated.</p>
|
|
<p>A camera defines it's own coordinate system, meaning that an object shown on
|
|
the screen likely has different coordinates in the game world than it has on the screen.</p>
|
|
<p>For example, the mouse position could be at pixel <code>400,400</code> on the screen
|
|
(= camera coordinates), but the camera looks at the point <code>100,100</code> and
|
|
is rotated by <code>90°</code>. The world coordinates of the mouse cursor are <code>200,100</code>.</p>
|
|
<p>The camera class defines methods to convert between both coordinate systems.</p>
|
|
</div>
|
|
|
|
<div class="overview">
|
|
<h3>Module overview</h3>
|
|
<dl>
|
|
<dt><a href="#camera-new">new()</a></dt>
|
|
<dd>Create new camera object.</dd>
|
|
<dt><a href="#camera-camera:rotate">camera:rotate()</a></dt>
|
|
<dd>Rotate camera.</dd>
|
|
<dt><a href="#camera-camera:translate">camera:translate()</a></dt>
|
|
<dd>Move camera.</dd>
|
|
<dt><a href="#camera-camera:predraw">camera:predraw()</a></dt>
|
|
<dd>Apply camera transformation.</dd>
|
|
<dt><a href="#camera-camera:postdraw">camera:postdraw()</a></dt>
|
|
<dd>Revert camera transformation.</dd>
|
|
<dt><a href="#camera-camera:draw">camera:draw()</a></dt>
|
|
<dd>Apply camera transformations to a function.</dd>
|
|
<dt><a href="#camera-camera:toCameraCoords">camera:toCameraCoords()</a></dt>
|
|
<dd>Convert vector to camera coordinates.</dd>
|
|
<dt><a href="#camera-camera:toWorldCoords">camera:toWorldCoords()</a></dt>
|
|
<dd>Convert vector to world 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 id="camera-new" class="function">
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">(pos, zoom, rot)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Create new camera object.</p>
|
|
<p>You can access and modify the camera parameters using <code>camera.pos</code>, <code>camera.zoom</code> and
|
|
<code>camera.rot</code>.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a> <code>pos</code> (screen center)</dt>
|
|
<dd>Position the camera should 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>Camera object.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">cam = hump.camera.new(vector(400,300), 2)</code></pre>
|
|
<p>If you assigned the module to a variable, you can call the module as a
|
|
shortcut to <code>hump.camera.new()</code>:</p>
|
|
<pre><code class="lua">camera = require 'hump.camera'
|
|
vector = require 'hump.vector'
|
|
|
|
cam = camera(vector(400,300), 2)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:rotate"></a>
|
|
<div id="camera-camera:rotate" class="function">
|
|
<div class="definition">function <span class="name">camera:rotate</span><span class="arglist">(phi)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Rotate the camera. Same as <code>cam.rot = cam.rot + phi</code>.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>number <code>phi</code></dt>
|
|
<dd>Rotation angle in radians.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>Nothing</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">cam:rotate(dt)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:translate"></a>
|
|
<div id="camera-camera:translate" class="function">
|
|
<div class="definition">function <span class="name">camera:translate</span><span class="arglist">(direction)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Move the camera. Same as <code>cam.pos = cam.pos + direction</code></p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a> <code>direction</code></dt>
|
|
<dd>Direction to move the camera.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>Nothing</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">cam:translate(vector(100,0) * dt)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:predraw"></a>
|
|
<div id="camera-camera:predraw" class="function">
|
|
<div class="definition">function <span class="name">camera:predraw</span><span class="arglist">()</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Apply camera transformations, i.e. move, scale and rotate everything so that you see
|
|
what you would see when looking through the camera.</p>
|
|
<p>Everything until the next <code>camera:postdraw()</code> will be transformed.</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()
|
|
cam:predraw()
|
|
draw_world()
|
|
cam:postdraw()
|
|
draw_hud()
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:postdraw"></a>
|
|
<div id="camera-camera:postdraw" class="function">
|
|
<div class="definition">function <span class="name">camera:postdraw</span><span class="arglist">()</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Revert camera transformations done by <code>camera:predraw()</code>.</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()
|
|
cam:predraw()
|
|
draw_world()
|
|
cam:postdraw()
|
|
draw_hud()
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:draw"></a>
|
|
<div id="camera-camera:draw" class="function">
|
|
<div class="definition">function <span class="name">camera:draw</span><span class="arglist">(func)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Wrap a function between <code>predraw()</code> and <code>postdraw()</code>:</p>
|
|
<pre><code class="lua">cam:predraw()
|
|
func()
|
|
cam:postdraw()</code></pre>
|
|
<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()
|
|
cam:draw( draw_world )
|
|
draw_hud()
|
|
end</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:toCameraCoords"></a>
|
|
<div id="camera-camera:toCameraCoords" class="function">
|
|
<div class="definition">function <span class="name">camera:toCameraCoords</span><span class="arglist">(pos)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Convert world coordinates to camera coordinates.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a> <code>pos</code></dt>
|
|
<dd>Position in world coordinates.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a></dt>
|
|
<dd>Position in camera coordinates.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">screen_pos = cam:toCameraCoords( player.pos )
|
|
love.graphics.line(love.mouse.getX(), love.mouse.getY(), screen_pos:unpack()</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:toWorldCoords"></a>
|
|
<div id="camera-camera:toWorldCoords" class="function">
|
|
<div class="definition">function <span class="name">camera:toWorldCoords</span><span class="arglist">(pos)</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Convert camera coordinates to world coordinates.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a> <code>pos</code></dt>
|
|
<dd>Position in camera coordinates.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a></dt>
|
|
<dd>Position in world coordinates.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">target = cam:toWorldCoords( vector(love.mouse.getPosition()) )
|
|
unit:plotPathTo(target)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="camera-camera:mousepos"></a>
|
|
<div id="camera-camera:mousepos" class="function">
|
|
<div class="definition">function <span class="name">camera:mousepos</span><span class="arglist">()</span><a class="top" href="#camera">^ top</a></div>
|
|
<p>Get mouse position in world coordinates.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt><a href="#vector">vector</a></dt>
|
|
<dd>Mouse position in world coordinates.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">target = cam:mousepos()
|
|
unit:plotPathTo(target)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
</div>
|
|
|
|
<a name="ringbuffer"></a>
|
|
<div id="ringbuffer" class="module">
|
|
<div class="name">hump.ringbuffer<a class="top" href="#top">^ top</a></div>
|
|
<div class="preamble">
|
|
<pre><code class="lua">ringbuffer = require "hump.ringbuffer"</code></pre>
|
|
<p>A ring-buffer is a circular array. That means it does not have a first nor a
|
|
last, but only a <em>selected/current</em> element.</p>
|
|
<p>You can use this to implement <em>Tomb Raider</em> style inventories, looping
|
|
playlists, recurring dialogs (like a unit's answers when selecting it multiple times in <em>Warcraft</em>)
|
|
and generally everything that has a circular or looping structure.</p>
|
|
</div>
|
|
|
|
<div class="overview">
|
|
<h3>Module overview</h3>
|
|
<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 id="ringbuffer-new" class="function">
|
|
<div class="definition">function <span class="name">new</span><span class="arglist">(...)</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Create new ringbuffer.</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>Ringbuffer object.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">rb = hump.ringbuffer.new(1,2,3)</code></pre>
|
|
<p>As with <a href="#vector">vector</a>, <a href="#camera">camera</a> and <a href="#class">class</a>,
|
|
you can call the module as shortcut to <code>new()</code>:</p>
|
|
<pre><code class="lua">ringbuffer = require 'hump.ringbuffer'
|
|
|
|
rb = ringbuffer(1,2,3)</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="ringbuffer-ringbuffer:insert"></a>
|
|
<div id="ringbuffer-ringbuffer:insert" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:insert</span><span class="arglist">(item, ...)</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Insert items behind current element.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>mixed <code>item, ...</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 id="ringbuffer-ringbuffer:remove" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:remove</span><span class="arglist">()</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Remove currently selected item and select next item.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>mixed</dt>
|
|
<dd>The item removed.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">rb = ringbuffer(1,2,3,4) -- content: 1,2,3,4
|
|
rb:next() -- content: 2,3,4,1
|
|
rb:remove() -- content: 3,4,1</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="ringbuffer-ringbuffer:removeAt"></a>
|
|
<div id="ringbuffer-ringbuffer:removeAt" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:removeAt</span><span class="arglist">(pos)</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Remove item at position relative to current item.</p>
|
|
</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>number <code>pos</code></dt>
|
|
<dd>Position to remove.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>mixed</dt>
|
|
<dd>The item removed.</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 id="ringbuffer-ringbuffer:next" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:next</span><span class="arglist">()</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Select and return next item.</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)
|
|
print(rb:next()) -- prints '2'
|
|
print(rb:next()) -- prints '3'
|
|
print(rb:next()) -- prints '1'</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="ringbuffer-ringbuffer:prev"></a>
|
|
<div id="ringbuffer-ringbuffer:prev" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:prev</span><span class="arglist">()</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Select and return 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)
|
|
print(rb:prev()) -- prints '3'
|
|
print(rb:prev()) -- prints '2'
|
|
print(rb:prev()) -- prints '1'</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="ringbuffer-ringbuffer:get"></a>
|
|
<div id="ringbuffer-ringbuffer:get" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:get</span><span class="arglist">()</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<p>Get currently selected item.</p>
|
|
<div class="arguments">Parameters:
|
|
<dl>
|
|
<dt>None</dt>
|
|
</dl>
|
|
</div>
|
|
<div class="returns">Returns:
|
|
<dl>
|
|
<dt>mixed</dt>
|
|
<dd>Currently selected item.</dd>
|
|
</dl>
|
|
</div>
|
|
<div class="example">Example:
|
|
<pre><code class="lua">rb = ringbuffer(1,2,3)
|
|
rb:next()
|
|
print(rb:get()) -- prints '2'
|
|
</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
<a name="ringbuffer-ringbuffer:size"></a>
|
|
<div id="ringbuffer-ringbuffer:size" class="function">
|
|
<div class="definition">function <span class="name">ringbuffer:size</span><span class="arglist">()</span><a class="top" href="#ringbuffer">^ top</a></div>
|
|
<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 '3'
|
|
rb:remove()
|
|
print(rb:size()) -- prints '2'</code></pre>
|
|
</div>
|
|
</div>
|
|
|
|
</div>
|
|
|
|
</div>
|
|
</body>
|