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<title>hump - LÖVE Helper Utilities for More Productivity</title>
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<body><a name="top"></a>
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<div id="header">
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<h1><a href="http://github.com/vrld/hump">hump</a>
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<span class="small"> Helper Utilities for More Productivity</span></h1>
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<ul id="main-nav">
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<li><a href="#intro">Introduction</a></li>
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<li><a href="#doc">Documenation</a></li>
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<li><a href="#license">License</a></li>
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<li><a href="#download">Download</a></li>
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</ul>
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<h2> </h2>
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</div>
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<a name="intro"></a>
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<div class="outer-block">
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<h3>Introduction<a class="top" href="#top">^ top</a></h3>
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<div class="preamble">
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<p><em>Helper Utilities for a Multitude of Problems</em> is a set of lightweight
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helpers for the <strong>awesome</strong>
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<a href="http://love2d.org/">LÖVE</a> Engine.</p>
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<p>It features
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<ul>
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<li><em>gamestate.lua</em>: a gamestate system.</li>
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<li><em>timer.lua</em>: timed function calling and interpolating functions,</li>
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<li><em>vector.lua</em>: a mature vector type,</li>
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<li><em>class.lua</em>: a simple and easy class system,</li>
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<li><em>camera.lua</em>: a move-, zoom- and rotatable camera and</li>
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<li><em>ringbuffer.lua</em>: a circular container.</li>
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</ul></p>
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<p><em>hump</em> differs from other libraries in that every component is
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independent of the remaining ones (apart from camera.lua, which does depends on
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vector.lua). <em>hump</em>'s footprint is very small and thus should fit nicely
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into your projects.</p>
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</div>
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</div>
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<a name="doc"></a>
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<div class="outer-block">
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<h3>Documentation<a class="top" href="#top">^ top</a></h3>
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<div class="preamble">
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<p>Below is the documentation of the various modules. You can directly jump to a
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module by clicking these:</p>
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<dl>
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<dt><a href="#Gamestate">hump.gamestate</a></dt><dd>A gamestate system</dd>
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<dt><a href="#Timer">hump.timer</a></dt><dd>Delayed function calls and helpers for interpolating functions.</dd>
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<dt><a href="#vector">hump.vector</a></dt><dd>2D vector math</dd>
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<dt><a href="#Class">hump.class</a></dt><dd>Class-based object orientated programming for Lua</dd>
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<dt><a href="#Camera">hump.camera</a></dt><dd>A camera for LÖVE</dd>
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<dt><a href="#Ringbuffer">hump.ringbuffer</a></dt><dd>A data structure that wraps around itself.</dd>
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</dl></div></div>
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<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 LÖVE defines. In addition,
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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>.
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</dd><dt><code>enter(previous, ...)</code></dt><dd>Called when entering the state. See <code>switch()</code>.
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</dd><dt><code>leave()</code></dt><dd>Called when leaving a state. See <code>switch()</code>.
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</dd><dt><code>update()</code></dt><dd>Update the game state. Called every frame.
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</dd><dt><code>draw()</code></dt><dd>Draw on the screen. Called every frame.
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</dd><dt><code>focus()</code></dt><dd>Called if the window gets or looses focus.
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</dd><dt><code>keypressed()</code></dt><dd>Triggered when a key is pressed.
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</dd><dt><code>keyreleased()</code></dt><dd>Triggered when a key is released.
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</dd><dt><code>mousepressed()</code></dt><dd>Triggered when a mouse button is pressed.
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</dd><dt><code>mousereleased()</code></dt><dd>Triggered when a mouse button is released.
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</dd><dt><code>joystickpressed()</code></dt><dd>Triggered when a joystick button is pressed.
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</dd><dt><code>joystickreleased()</code></dt><dd>Triggered when a joystick button is released.
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</dd><dt><code>quit()</code></dt><dd>Called on quitting the game. Only called on the active gamestate.
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</dd></dl></p><p> When using <code>registerEvents()</code>, all these callbacks will receive the same
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arguments as the <a href="http://love2d.org/wiki/love">LÖVE callbacks</a> do.</p><div class="example">Example:<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></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,
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replace the current gamestate with to, call the init() function if the state
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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)
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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></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.:
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\[local _update = love.update
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function love.update(dt)
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_update(dt)
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Gamestate.current:update(dt)
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end\]</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()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end</code></pre></div></div></div>
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<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
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that will be executed after some amount time has passed. For example, you can use
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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
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or oscillate over time. An interpolator could fade the color or a text message,
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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
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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
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only guaranteed that the function will not be executed <em>before</em> the delay
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has passed.</p><p> <code>func</code> will receive itself as only parameter. This is useful to implement
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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
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player.isInvincible = true
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Timer.add(5, function() player.isInvincible = false end)</code></pre><pre><code class="lua">-- print "foo" every second. See addPeriodic.
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Timer.add(1, function(func) print("foo") 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>
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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's image as long as he is invincible
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Timer.addPeriodic(0.1, function()
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player:flipImage()
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return player.isInvincible
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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)
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do_stuff()
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Timer.update(dt)
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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
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depending on how much time has passed.</p><p> The wrapper will have the prototype:
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<pre><code class="lua">function wrapper(dt, ...) </code></pre>
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where <code>dt</code> is the time that has passed since the last call of the wrapper
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and <code>...</code> are arguments passed to the interpolating function. It will return
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whatever the interpolating functions returns if the interpolation is not yet
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finished or nil if the interpolation is done.</p><p> The prototype of the interpolating function is:
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<pre><code class="lua">function interpolator(fraction, ...) </code></pre>
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where <code>fraction</code> is a number between 0 and 1 depending on how much time has
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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)
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love.graphics.setBackgroundColor(frac*r,frac*g,frac*b)
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end)
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function love.update(dt)
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fader(dt, 255,255,255)
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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
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interpolating function.</p><p> The function prototypes are the same as with Interpolator():
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<pre><code class="lua">function wrapper(dt, ...) </code></pre>
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<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)
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return 400 + 300 * math.sin(2*math.pi*frac)
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end)
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local xpos = 100
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function love.update(dt)
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xpos = mover(dt)
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end
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function love.draw()
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love.graphics.circle('fill', xpos, 300, 80, 36)
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end</code></pre></div></div></div>
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<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 <= b</dt><dd><code>true</code>, if <code>a.x <= b.x</code> and <code>a.y <= b.y</code>.
|
|
</dd><dt>a < b</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></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 "hump.vector"
|
|
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 '(1,0), (1,0), (1,1)'</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 < 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 < 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°. 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'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'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 'hump.class' -- `Class' is now a shortcut to new()
|
|
|
|
-- define class with implicit name 'Feline'
|
|
Feline = Class{function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end}
|
|
print(Feline) -- prints 'Feline'
|
|
|
|
-- 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 class with explicit name 'Feline'
|
|
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{}
|
|
function A:foo()
|
|
print('foo')
|
|
end
|
|
|
|
B = Class{}
|
|
function B:bar()
|
|
print('bar')
|
|
end
|
|
|
|
-- single inheritance
|
|
C = Class{inherits = A}
|
|
instance = C()
|
|
instance:foo() -- prints 'foo'
|
|
|
|
-- multiple inheritance
|
|
D = Class{inherits = {A,B}}
|
|
instance = D()
|
|
instance:foo() -- prints 'foo'
|
|
instance:bar() -- prints 'bar'
|
|
</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 'hump.class'
|
|
|
|
Shape = Class{function(self, area)
|
|
self.area = area
|
|
end}
|
|
function Shape:__tostring()
|
|
return "area = " .. 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 = {
|
|
"width = " .. self.width,
|
|
"height = " .. self.height,
|
|
Shape.__tostring(self)
|
|
},
|
|
return table.concat(strs, ", ")
|
|
end
|
|
|
|
print( Rectangle(2,4) ) -- prints 'width = 2, height = 4, area = 8'
|
|
</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'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 'hump.class'
|
|
|
|
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["*"](self, other, dx, dy)
|
|
end,
|
|
|
|
collision_handler = {["*"] = function() end},
|
|
}
|
|
|
|
Spaceship = Class{function(self)
|
|
self.type = "Spaceship"
|
|
-- ...
|
|
end}
|
|
|
|
-- make Spaceship collidable
|
|
Spaceship:inherit(Collidable)
|
|
|
|
function Spaceship:collision_handler["Spaceship"](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 'hump.class'
|
|
|
|
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)) --> true false false
|
|
print(b:is_a(A), b:is_a(B), b:is_a(C)) --> true true false
|
|
print(c:is_a(A), c:is_a(B), c:is_a(C)) --> 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)) --> false false true
|
|
print(e:is_a(A), e:is_a(B), e:is_a(D)) --> 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 'hump.class'</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("A:", 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("B:", self.x, self.y) end
|
|
function B:foo() print("foo") end</p><p>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></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't affect subclasses:
|
|
<pre><code class="lua">Class = require 'hump.class'</p><p>A = Class{}
|
|
function A:foo() print('bar') end</p><p>function A:__index(key)
|
|
print(key)
|
|
return rawget(A, key)
|
|
end</p><p>instance = A()
|
|
instance:foo() -- prints foo <newline> 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 LÖVE. A camera can "look" at a position. It can zoom in and
|
|
out and it can rotate it's view. In the background, this is done by actually
|
|
moving, scaling and rotating everything in the game world. But don'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 'hump.camera'
|
|
vector = require 'hump.vector'
|
|
|
|
-- 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'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 'hump.ringbuffer'
|
|
|
|
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'
|
|
</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'
|
|
</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'
|
|
</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 '2'
|
|
</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 '3'
|
|
rb:remove()
|
|
print(rb:size()) -- prints '2'
|
|
</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>
|