mirror of
https://github.com/vrld/hump.git
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1528 lines
42 KiB
Lua
1528 lines
42 KiB
Lua
Module { name = "hump.gamestate",
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title = "Gamestate",
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short = "A gamestate system",
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long = [===[
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A gamestate encapsulates independent data an behaviour into a single entity.
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A typical game could consist of a {*menu-state}, a {*level-state} and a {*game-over-state}.]===],
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Section { name = "callbacks",
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title = "Gamestate Callbacks",
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content = [===[
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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.:
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[|
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{#init()} :Called once before entering the state. See {#switch()}.
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{#enter(previous, ...)} :Called when entering the state. See {#switch()}.
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{#leave()} :Called when leaving a state. See {#switch()}.
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{#update()} :Update the game state. Called every frame.
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{#draw()} :Draw on the screen. Called every frame.
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{#focus()} :Called if the window gets or looses focus.
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{#keypressed()} :Triggered when a key is pressed.
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{#keyreleased()} :Triggered when a key is released.
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{#mousepressed()} :Triggered when a mouse button is pressed.
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{#mousereleased()} :Triggered when a mouse button is released.
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{#joystickpressed()} :Triggered when a joystick button is pressed.
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{#joystickreleased()} :Triggered when a joystick button is released.
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{#quit()} :Called on quitting the game. Only called on the active gamestate.
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]
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When using {#registerEvents()}, all these callbacks will receive the same
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arguments as the [^http://love2d.org/wiki/love LÖVE callbacks] do.]===],
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example = [===[
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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]===]
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},
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Function { name = "new",
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short = "Create a new gamestate.",
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long = "Declare a new gamestate. A gamestate can define several [^#{{MODULE}}-callbacks callbacks].",
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params = {},
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returns = {
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{"Gamestate", "The new gamestate."}
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},
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example = "menu = Gamestate.new()",
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},
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Function { name = "switch",
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short = "Switch to gamestate.",
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long = [===[
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Switch to a gamestate, with any additional arguments passed to the new state.
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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.]===],
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params = {
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{"Gamestate", "to", "Target gamestate."},
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{"mixed", "...", "Additional arguments to pass to to:enter()."}
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},
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returns = {
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{"mixed", "The results of to:enter()"}
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},
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example = "Gamestate.switch(game, level_two)",
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},
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Function { name = {
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"update",
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"draw",
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"focus",
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"keypressed",
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"keyreleased",
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"mousepressed",
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"mousereleased",
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"joystickpressed",
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"joystickreleased",
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"quit",
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},
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short = {
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"Update current gamestate.",
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"Draw the current gamestate.",
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"Inform current gamestate of a focus event.",
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"Inform current gamestate of a keypressed event.",
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"Inform current gamestate of a keyreleased event.",
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"Inform current gamestate of a mousepressed event.",
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"Inform current gamestate of a mousereleased event.",
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"Inform current gamestate of a joystickpressed event.",
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"Inform current gamestate of a joystickreleased event.",
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"Inform current gamestate of a quit event.",
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},
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long = [===[
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Calls the corresponding function on the current gamestate (see [^#{{MODULE}}-callbacks callbacks]).
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Only needed when not using {#registerEvents()}.]===],
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params = {
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{"mixed", "...", "Arguments to pass to the corresponding [^#{{MODULE}}-callbacks callback]."},
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},
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returns = {
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{"mixed", "The results of the callback function."},
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},
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example = [===[
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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]===],
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},
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Function { name = "registerEvents",
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short = "Automatically do all of the above when needed.",
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long = [===[
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Register love callbacks to call {#Gamestate.update()}, {#Gamestate.draw()}, etc. automatically.
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This is by done by overwriting the love callbacks, e.g.:
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[%local old_update = love.update
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function love.update(dt)
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old_update(dt)
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Gamestate.current:update(dt)
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end]
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{!Note:} Only works when called in {#love.load()} or any other function that is executed
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after the whole file is loaded.]===],
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params = {
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{'table', 'callbacks', 'Names of the callbacks to register. If omitted, register all callbacks.', optional = true},
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},
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returns = {},
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example = {
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[===[function love.load()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end]===], [===[function love.load()
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Gamestate.registerEvents{'draw', 'update', 'quit'}
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Gamestate.switch(menu)
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end]===]
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}
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},
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}
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Module { name = "hump.timer",
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title = "Timer",
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short = "Delayed function calls and helpers for interpolating functions.",
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long = [===[
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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.
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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.]===],
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Function { name = "add",
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short = "Add a timed function.",
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long = [===[
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Add a timed function. The function will be executed after {#delay} seconds
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have elapsed, given that {#update(dt)} is called every frame.
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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 {*before} the delay
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has passed.
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It is an error to schedule a function again if it is not yet finished or canceled.
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{#func} will receive itself as only parameter. This is useful to implement
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periodic behavior (see the example).]===],
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params = {
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{"number", "delay", "Number of seconds the function will be delayed."},
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{"function", "func", "The function to be delayed."},
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},
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returns = {
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{"function", "The timer handle."}
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},
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example = {
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[===[
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-- 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)]===],
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[===[
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-- print "foo" every second. See addPeriodic.
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)]===]
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},
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},
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Function { name = "addPeriodic",
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short = "Add a periodic function.",
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long = [===[
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Add a function that will be called {#count} times every {#delay} seconds.
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If {#count} is omitted, the function will be called until it returns {#false}
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or {#clear()} is called.]===],
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params = {
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{"number", "delay", "Number of seconds between two consecutive function calls."},
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{"function", "func", "The function to be called periodically."},
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{"number", "count", "Number of times the function is to be called.", optional = true},
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},
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returns = {
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{"function", "The timer handle."}
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},
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example = {
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"Timer.addPeriodic(1, function() lamp:toggleLight() end)",
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"Timer.addPeriodic(0.3, function() mothership:spawnFighter() end, 5)",
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[===[-- 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)]===],
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},
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},
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Function { name = "cancel",
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short = "Cancel a scheduled function.",
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long = [===[Prevent a timer from being executed in the future.
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{*Always} use the function handle returned by {#add()}/{#addPeriodic()} to cancel a timer.
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{*Never} use this inside another timer.]===],
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params = {
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{"function", "func", "The function to be canceled."},
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},
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returns = {},
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example = {
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[===[function tick()
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print('tick... tock...')
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end
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handle = Timer.addPeriodic(1, tick)
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-- later
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Timer.cancel(handle) -- NOT: Timer.cancel(tick)]===]
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},
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},
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Function { name = "clear",
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short = "Remove all timed and periodic functions.",
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long = "Remove all timed and periodic functions. Functions that have not yet been executed will discarded.",
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params = {},
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returns = {},
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example = "Timer.clear()",
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},
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Function { name = "update",
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short = "Update timed functions.",
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long = "Update timers and execute functions if the deadline is reached. Use this in {#love.update(dt)}.",
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params = {
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{"number", "dt", "Time that has passed since the last update()."},
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},
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returns = {},
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example = [===[
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function love.update(dt)
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do_stuff()
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Timer.update(dt)
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end]===],
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},
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Function { name = "Interpolator",
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short = "Create a new interpolating function.",
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long = [===[
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Create a wrapper for an interpolating function, i.e. a function that acts
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depending on how much time has passed.
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The wrapper will have the prototype:
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[%function wrapper(dt, ...)]
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where {#dt} is the time that has passed since the last call of the wrapper
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and {#...} 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.
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The prototype of the interpolating function is:
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[%function interpolator(fraction, ...)]
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where {#fraction} is a number between 0 and 1 depending on how much time has
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passed and {#...} are additional arguments supplied to the wrapper.]===],
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params = {
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{"number", "length", "Interpolation length in seconds."},
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{"function", "func", "Interpolating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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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]===],
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},
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Function { name = "Oscillator",
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short = "Create a new oscillating function.",
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long = [===[
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Create a wrapper for an oscillating function, which is basically a looping
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interpolating function.
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The function prototypes are the same as with {#Interpolator()}:
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[%function wrapper(dt, ...)]
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[%function oscillator(fraction, ...)]
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As with {#Interpolator}, the wrapper will return whatever {#oscillator()} returns.]===],
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params = {
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{"number", "length", "Length of one interpolation period."},
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{"function", "func", "Oscillating function."},
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},
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returns = {
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{"function", "The wrapper function."}
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},
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example = [===[
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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]===],
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},
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}
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Module { name = "hump.vector",
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title = "vector",
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short = "2D vector math.",
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long = [===[
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A handy 2D vector class providing most of the things you do with vectors.
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You can access the individual coordinates by using {#vec.x} and {#vec.y}.]===],
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Section { name = "operators",
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title = "Arithmetics and relations",
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content = [===[
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Vector arithmetic is implemented by using {#__add}, {#__mul} and other metamethods:
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[|
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{#vector + vector = vector} :Component wise sum.
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{#vector - vector = vector} :Component wise difference.
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{#vector * vector = number} :Dot product.
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{#number * vector = vector} :Scalar multiplication (scaling).
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{#vector * number = vector} :Scalar multiplication.
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{#vector / number = vector} :Scalar multiplication.
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]
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Relational operators are defined, too:
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[|
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a == b :{#true}, if {#a.x == b.x} and {#a.y == b.y}.
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a <= b :{#true}, if {#a.x <= b.x} and {#a.y <= b.y}.
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a < b :Lexical sort: {#true}, if {#a.x < b.x} or {#a.x == b.x} and {#a.y < b.y}.
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]]===],
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example = [===[
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-- acceleration, player.velocity and player.position are vectors
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acceleration = vector(0,-9)
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player.velocity = player.velocity + acceleration * dt
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player.position = player.position + player.velocity * dt]===],
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},
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Function { name = "new",
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short = "Create a new vector.",
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long = "Create a new vector.",
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params = {
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{"numbers", "x,y", "Coordinates."}
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},
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returns = {
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{"vector", "The vector."}
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},
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example = {
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"a = vector.new(10,10)",
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[===[-- as a shortcut, you can call the module like a function:
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vector = require "hump.vector"
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a = vector(10,10)]===],
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},
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},
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Function { name = "isvector",
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short = "Test if value is a vector.",
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long = "Test whether a variable is a vector.",
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params = {
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{"mixed", "v", "The variable to test."}
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},
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returns = {
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{"boolean", "{#true} if {#v} is a vector, {#false} otherwise"}
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},
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example = [===[
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if not vector.isvector(v) then
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v = vector(v,0)
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end]===],
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},
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Function { name = "vector:clone",
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short = "Copy a vector.",
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long = [===[
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Copy a vector. Simply assigning a vector a vector to a variable will create
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a reference, so when modifying the vector referenced by the new variable
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would also change the old one:
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[%a = vector(1,1) -- create vector
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b = a -- b references a
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c = a:clone() -- c is a copy of a
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b.x = 0 -- changes a,b and c
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print(a,b,c) -- prints '(1,0), (1,0), (1,1)']]===],
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params = {},
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returns = {
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{"vector", "Copy of the vector"}
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},
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example = "copy = original:clone",
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},
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Function { name = "vector:unpack",
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short = "Extract coordinates.",
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long = "Extract coordinates.",
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params = {},
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returns = {
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{"numbers", "The coordinates"}
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},
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example = {
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"x,y = pos:unpack()",
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"love.graphics.draw(self.image, self.pos:unpack())"
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},
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},
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Function { name = "vector:permul",
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short = "Per element multiplication.",
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long = [===[
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Multiplies vectors coordinate wise, i.e. {#result = vector(a.x * b.x, a.y * b.y)}.
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This does not change either argument vectors, but creates a new one.]===],
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params = {
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{"vector", "other", "The other vector"}
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},
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returns = {
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{"vector", "The new vector as described above"}
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},
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example = "scaled = original:permul(vector(1,1.5))",
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},
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Function { name = "vector:len",
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short = "Get length.",
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long = "Get length of a vector, i.e. {#math.sqrt(vec.x * vec.x + vec.y * vec.y)}.",
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params = {},
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returns = {
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{"number", "Length of the vector."}
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},
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example = "distance = (a - b):len()",
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},
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Function { name = "vector:len2",
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short = "Get squared length.",
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long = "Get squared length of a vector, i.e. {#vec.x * vec.x + vec.y * vec.y}.",
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params = {},
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returns = {
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{"number", "Squared length of the vector."}
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},
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example = [===[
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-- get closest vertex to a given vector
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closest, dsq = vertices[1], (pos - vertices[1]):len2()
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for i = 2,#vertices do
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local temp = (pos - vertices[i]):len2()
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if temp < dsq then
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closest, dsq = vertices[i], temp
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end
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end]===],
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},
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Function { name = "vector:dist",
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short = "Distance to other vector.",
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long = "Get distance of two vectors. The same as {#(a - b):len()}.",
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params = {
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{"vector", "other", "Other vector to measure the distance to."},
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},
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returns = {
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{"number", "The distance of the vectors."}
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},
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example = [===[
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-- get closest vertex to a given vector
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|
-- 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]===],
|
|
},
|
|
|
|
Function { name = "vector:normalized",
|
|
short = "Get normalized vector.",
|
|
long = [===[
|
|
Get normalized vector, i.e. a vector with the same direction as the input
|
|
vector, but with length 1.
|
|
|
|
This does not change the input vector, but creates a new vector.]===],
|
|
params = {},
|
|
returns = {
|
|
{"vector", "Vector with same direction as the input vector, but length 1."}
|
|
},
|
|
example = "direction = velocity:normalized()"
|
|
},
|
|
|
|
Function { name = "vector:normalize_inplace",
|
|
short = "Normalize vector in-place.",
|
|
long = [===[
|
|
Normalize a vector, i.e. make the vector unit length. Great to use on
|
|
intermediate results.
|
|
|
|
{!This modifies the vector. If in doubt, use {#vector:normalized()}.}]===],
|
|
params = {},
|
|
returns = {
|
|
{"vector", "Itself - the normalized vector"}
|
|
},
|
|
example = "normal = (b - a):perpendicular():normalize_inplace()"
|
|
},
|
|
|
|
Function { name = "vector:rotated",
|
|
short = "Get rotated vector.",
|
|
long = [===[
|
|
Get a rotated vector.
|
|
|
|
This does not change the input vector, but creates a new vector.]===],
|
|
params = {
|
|
{"number", "phi", "Rotation angle in [^http://en.wikipedia.org/wiki/Radians radians]."}
|
|
},
|
|
returns = {
|
|
{"vector", "The rotated vector"}
|
|
},
|
|
example = [===[
|
|
-- 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]===],
|
|
sketch = {
|
|
"vector-rotated.png", "sketch of rotated vectors", width = 260, height = 171
|
|
},
|
|
},
|
|
|
|
Function { name = "vector:rotate_inplace",
|
|
short = "Rotate vector in-place.",
|
|
long = [===[
|
|
Rotate a vector in-place. Great to use on intermediate results.
|
|
|
|
{!This modifies the vector. If in doubt, use {#vector:rotate()}}]===],
|
|
params = {
|
|
{"number", "phi", "Rotation angle in [^http://en.wikipedia.org/wiki/Radians radians]."}
|
|
},
|
|
returns = {
|
|
{"vector", "Itself - the rotated vector"}
|
|
},
|
|
example = [===[
|
|
-- ongoing rotation
|
|
spawner.direction:rotate_inplace(dt)]===],
|
|
},
|
|
|
|
Function { name = "vector:perpendicular",
|
|
short = "Get perpendicular vector.",
|
|
long = [===[
|
|
Quick rotation by 90°. Creates a new vector. The same (but faster) as
|
|
{#vec:rotate(math.pi/2)}]===],
|
|
params = {},
|
|
returns = {
|
|
{"vector", "A vector perpendicular to the input vector"}
|
|
},
|
|
example = "normal = (b - a):perpendicular():normalize_inplace()",
|
|
sketch = {
|
|
"vector-perpendicular.png", "sketch of perpendicular vectors", width = 267, height = 202
|
|
},
|
|
},
|
|
|
|
Function { name = "vector:projectOn",
|
|
short = "Get projection onto another vector.",
|
|
long = "Project vector onto another vector (see sketch).",
|
|
params = {
|
|
{"vector", "v", "The vector to project on."}
|
|
},
|
|
returns = {
|
|
{"vector", "The projected vector."}
|
|
},
|
|
example = "velocity_component = velocity:projectOn(axis)",
|
|
sketch = {
|
|
"vector-projectOn.png", "sketch of vector projection", width = 605, height = 178
|
|
},
|
|
},
|
|
|
|
Function { name = "vector:mirrorOn",
|
|
short = "Mirrors vector on other vector",
|
|
long = "Mirrors vector on the axis defined by the other vector.",
|
|
params = {
|
|
{"vector", "v", "The vector to mirror on."}
|
|
},
|
|
returns = {
|
|
{"vector", "The mirrored vector."}
|
|
},
|
|
example = "deflected_velocity = ball.velocity:mirrorOn(surface_normal)",
|
|
sketch = {
|
|
"vector-mirrorOn.png", "sketch of vector mirroring on axis", width = 334, height = 201
|
|
},
|
|
},
|
|
|
|
Function { name = "vector:cross",
|
|
short = "Cross product of two vectors.",
|
|
long = [===[
|
|
Get cross product of both vectors. Equals the area of the parallelogram
|
|
spanned by both vectors.]===],
|
|
params = {
|
|
{"vector", "other", "Vector to compute the cross product with."}
|
|
},
|
|
returns = {
|
|
{"number", "Cross product of both vectors."}
|
|
},
|
|
example = "parallelogram_area = a:cross(b)",
|
|
sketch = {
|
|
"vector-cross.png", "sketch of vector cross product", width = 271, height = 137
|
|
},
|
|
},
|
|
}
|
|
|
|
|
|
Module { name = "hump.vector-light",
|
|
title = "vector-light",
|
|
short = "Lightweight 2D vector math.",
|
|
long = [===[
|
|
An table-free version of {#hump.vector}. Instead of a vector class, {#hump.vector-light} provides functions that operate on numbers.
|
|
|
|
Using this module instead of {#vector} might result in faster code, but does so at the expense of readability. Unless you are sure that it causes a significant performance penalty, I recommend to use {#hump.vector}.]===],
|
|
|
|
|
|
Function { name = "str",
|
|
short = "String representation.",
|
|
long = "Transforms a vector to a string of the form {#(x,y)}.",
|
|
params = {
|
|
{"numbers", "x,y", "The vector"}
|
|
},
|
|
returns = {
|
|
{"string", "The string representation"}
|
|
},
|
|
example = {
|
|
"print(vector.str(love.mouse.getPosition()))",
|
|
}
|
|
},
|
|
|
|
Function { name = { "mul", "div" },
|
|
short = {
|
|
"Product of a vector and a scalar.",
|
|
"Product of a vector and the inverse of a scalar.",
|
|
},
|
|
long = "Computes {#x*s,y*s} and {#x/s,y/s} respectively. The order of arguments is chosen so that it's possible to chain multiple operations (see example).",
|
|
params = {
|
|
{"number", "s", "The scalar."},
|
|
{"numbers", "x,y", "The vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The result of the operation."}
|
|
},
|
|
example = {
|
|
"velx,vely = vec.mul(dt, vec.add(velx,vely, accx,accy))",
|
|
"x,y = vec.div(self.zoom, x-w/2, y-h/2)",
|
|
},
|
|
},
|
|
|
|
Function { name = { "add", "sub" },
|
|
short = {
|
|
"Sum of two vectors.",
|
|
"Difference of two vectors.",
|
|
},
|
|
long = "Computes the sum/difference of vectors. Same as {#x1+x2,y1+y2} and {#x1-x2,y1-y2} respectively. Meant to be used in conjunction with other functions.",
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The result of the operation."}
|
|
},
|
|
example = {
|
|
"player.x,player.y = vector.add(player.x,player.y, vector.mul(dt, dx,dy))",
|
|
"dx,dy = vector.sub(400,300, love.mouse.getPosition())",
|
|
},
|
|
},
|
|
|
|
Function { name = "permul",
|
|
short = "Per element multiplication.",
|
|
long = [===[
|
|
Multiplies vectors coordinate wise, i.e. {#x1*x2,y1*y2}.]===],
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The result of the operation."}
|
|
},
|
|
example = "x,y = vector.permul(x,y, 1,1.5)",
|
|
},
|
|
|
|
Function { name = "dot",
|
|
short = "[^http://en.wikipedia.org/wiki/Dot_product Dot product]",
|
|
long = "Computes the [^http://en.wikipedia.org/wiki/Dot_product dot product] of two vectors, {#x1*x2+y1*y2}.",
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"number", "The dot product."}
|
|
},
|
|
example = "cosphi = vector.dot(rx,ry, vx,vy)"
|
|
},
|
|
|
|
Function { name = {"det", "cross"},
|
|
short = { "Cross product", "Cross product", },
|
|
long = "Computes the cross product/determinant of two vectors, {#x1*y2-y1*x2}.",
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"number", "The cross product."}
|
|
},
|
|
example = "parallelogram_area = vector.det(ax,ay, bx,by)"
|
|
},
|
|
|
|
Function { name = {"eq", "le", "lt"},
|
|
short = { "Equality.", "Partial lexical order.", "Strict lexical order." },
|
|
long = [===[Compares two vectors according to [|
|
|
{#vector.eq(x1,y1, x2,y2)} :{#x1 == x2 and y1 == y2}
|
|
{#vector.le(x1,y1, x2,y2)} :{#x1 <= x2 and y1 <= y2}
|
|
{#vector.lt(x1,y1, x2,y2)} :{#x1 < x2 or (x1 == x2) and y1 <= y2}
|
|
]
|
|
]===],
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"boolean", "The result of the operation."}
|
|
},
|
|
example = "..."
|
|
},
|
|
|
|
Function { name = "len",
|
|
short = "Get length.",
|
|
long = "Get length of a vector, i.e. {#math.sqrt(x*x + y*y)}.",
|
|
params = {
|
|
{"numbers", "x,y", "The vector."}
|
|
},
|
|
returns = {
|
|
{"number", "Length of the vector."}
|
|
},
|
|
example = "distance = vector.len(love.mouse.getPosition())",
|
|
},
|
|
|
|
Function { name = "len2",
|
|
short = "Get squared length.",
|
|
long = "Get squared length of a vector, i.e. {#x*x + y*y}.",
|
|
params = {
|
|
{"numbers", "x,y", "The vector."}
|
|
},
|
|
returns = {
|
|
{"number", "Squared length of the vector."}
|
|
},
|
|
example = [===[
|
|
-- get closest vertex to a given vector
|
|
closest, dsq = vertices[1], vector.len2(px-vertices[1].x, py-vertices[1].y)
|
|
for i = 2,#vertices do
|
|
local temp = vector.len2(px-vertices[i].x, py-vertices[i].y)
|
|
if temp < dsq then
|
|
closest, dsq = vertices[i], temp
|
|
end
|
|
end]===],
|
|
},
|
|
|
|
Function { name = "dist",
|
|
short = "Distance of two points.",
|
|
long = "Get distance of two points. The same as {#vector.len(x1-x2, y1-y2)}.",
|
|
params = {
|
|
{"numbers", "x1,y1", "First vector."},
|
|
{"numbers", "x2,y2", "Second vector."},
|
|
},
|
|
returns = {
|
|
{"number", "The distance of the points."}
|
|
},
|
|
example = [===[
|
|
-- get closest vertex to a given vector
|
|
-- slightly slower than the example using len2()
|
|
closest, dist = vertices[1], vector.dist(px,py, vertices[1].x,vertices[1].y)
|
|
for i = 2,#vertices do
|
|
local temp = vector.dist(px,py, vertices[i].x,vertices[i].y)
|
|
if temp < dist then
|
|
closest, dist = vertices[i], temp
|
|
end
|
|
end]===],
|
|
},
|
|
|
|
Function { name = "normalize",
|
|
short = "Normalize vector.",
|
|
long = [===[
|
|
Get normalized vector, i.e. a vector with the same direction as the input
|
|
vector, but with length 1.]===],
|
|
params = {
|
|
{"numbers", "x,y", "The vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "Vector with same direction as the input vector, but length 1."}
|
|
},
|
|
example = "dx,dy = vector.normalize(vx,vy)"
|
|
},
|
|
|
|
Function { name = "rotate",
|
|
short = "Rotate vector.",
|
|
long = "Get a rotated vector.",
|
|
params = {
|
|
{"number", "phi", "Rotation angle in [^http://en.wikipedia.org/wiki/Radians radians]."},
|
|
{"numbers", "x,y", "The vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The rotated vector"}
|
|
},
|
|
example = [===[
|
|
-- approximate a circle
|
|
circle = {}
|
|
for i = 1,30 do
|
|
local phi = 2 * math.pi * i / 30
|
|
circle[i*2-1], circle[i*2] = vector.rotate(phi, 0,1)
|
|
end]===],
|
|
},
|
|
|
|
Function { name = "perpendicular",
|
|
short = "Get perpendicular vector.",
|
|
long = "Quick rotation by 90°. The same (but faster) as {#vector.rotate(math.pi/2, x,y)}",
|
|
params = {
|
|
{"numbers", "x,y", "The vector."},
|
|
},
|
|
returns = {
|
|
{"numbers", "A vector perpendicular to the input vector"}
|
|
},
|
|
example = "nx,ny = vector.normalize(vector.perpendicular(bx-ax, by-ay))",
|
|
},
|
|
|
|
Function { name = "project",
|
|
short = "Project projection onto another vector.",
|
|
long = "Project vector onto another vector.",
|
|
params = {
|
|
{"numbers", "x,y", "The vector to project."},
|
|
{"numbers", "u,v", "The vector to project onto."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The projected vector."}
|
|
},
|
|
example = "vx_p,vy_p = vector.project(vx,vy, ax,ay)",
|
|
},
|
|
|
|
Function { name = "mirror",
|
|
short = "Mirrors vector on other vector.",
|
|
long = "Mirrors vector on the axis defined by the other vector.",
|
|
params = {
|
|
{"numbers", "x,y", "The vector to mirror."},
|
|
{"numbers", "u,v", "The vector defining the axis."},
|
|
},
|
|
returns = {
|
|
{"numbers", "The mirrored vector."}
|
|
},
|
|
example = "vx,vy = vector.mirror(vx,vy, surface.x,surface.y)",
|
|
},
|
|
}
|
|
|
|
Module { name = "hump.class",
|
|
title = "Class",
|
|
short = "Class-based object orientated programming for Lua",
|
|
long = "A small, fast class implementation with multiple inheritance support",
|
|
|
|
Function { name = "new",
|
|
short = "Declare a new class.",
|
|
long = [===[
|
|
Declare a new class.
|
|
|
|
The constructor will receive the newly create object as first argument.
|
|
|
|
You can check if an object is an instance of a class using {#object:is_a()}.
|
|
|
|
The name of the variable that holds the module can be used as a shortcut to
|
|
{#new()} (see example).]===],
|
|
params = { table_argument = true,
|
|
{"function", "constructor", "Class constructor. Can be accessed with {#theclass.construct(object, ...)}", optional = true},
|
|
{"string", "the_name", "Class name (used only to make the class compliant to {#tostring()}.", name = "name", optional = true},
|
|
{"class or table of classes", "super", "Classes to inherit from. Can either be a single class or a table of classes", name = "inherits", optional = true},
|
|
},
|
|
returns = {
|
|
{"class", "The class"}
|
|
},
|
|
example = {
|
|
[===[
|
|
Class = require 'hump.class' -- `Class' is now a shortcut to new()
|
|
|
|
-- define unnamed class
|
|
Feline = Class{function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end}
|
|
print(Feline) -- prints '<unnamed class>
|
|
|
|
-- 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())
|
|
]===],
|
|
[===[
|
|
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 '<unnamed class> <instance of <unnamed class>>'
|
|
]===],
|
|
[===[
|
|
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'
|
|
]===],
|
|
},
|
|
},
|
|
|
|
Function { name = "class.construct",
|
|
short = "Call class constructor.",
|
|
long = [===[
|
|
Calls class constructor of a class on an object
|
|
|
|
Derived classes use this function their constructors to initialize the
|
|
parent class(es) portions of the object.]===],
|
|
params = {
|
|
{"Object", "object", "The object. Usually {#self}."},
|
|
{"mixed", "...", "Arguments to pass to the constructor"},
|
|
},
|
|
returns = {
|
|
{"mixed", "Whatever the parent class constructor returns"},
|
|
},
|
|
example = {
|
|
[===[
|
|
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'
|
|
]===],
|
|
[===[
|
|
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}
|
|
]===]
|
|
},
|
|
|
|
},
|
|
|
|
Function { name = "class:inherit",
|
|
short = "Explicit class inheritance/mixin support.",
|
|
long = [===[
|
|
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).
|
|
|
|
{!Be careful with changing table values in a subclass: This will change the
|
|
value in the parent class too.}
|
|
|
|
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.
|
|
|
|
Note: {#class:inherit()} doesn't actually care if the arguments supplied are
|
|
hump classes. Just any table will work.]===],
|
|
params = {
|
|
{"tables", "...", "Parent classes to inherit from"}
|
|
},
|
|
returns = {},
|
|
example = [===[
|
|
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
|
|
]===]
|
|
},
|
|
|
|
Function { name = "object:is_a",
|
|
short = "Test object's type.",
|
|
long = "Tests whether an object is an instance of a class.",
|
|
params = {
|
|
{"class", "cls", "Class to test. Note: this is the class itself, {*not} the name of the class."}
|
|
},
|
|
returns = {
|
|
{"Boolean", "{#true} if the object is an instance of the class, {#false} otherwise"}
|
|
},
|
|
example = [===[
|
|
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
|
|
]===]
|
|
},
|
|
|
|
Section { name = "caveats",
|
|
title = "Caveats",
|
|
content = [===[
|
|
Be careful when using metamethods like {#__add} or {#__mul}: 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:
|
|
[%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{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
|
|
|
|
one, two = B(1,2), B(3,4)
|
|
result = one + two
|
|
result:show() -- prints "A: 4"
|
|
result:foo() -- error: method does not exist]
|
|
|
|
Note that while you can define the {#__index} 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:
|
|
[%Class = require 'hump.class'
|
|
|
|
A = Class{}
|
|
function A:foo() print('bar') end
|
|
|
|
function A:__index(key)
|
|
print(key)
|
|
return rawget(A, key)
|
|
end
|
|
|
|
instance = A()
|
|
instance:foo() -- prints foo <newline> bar
|
|
|
|
B = Class{inherits = A}
|
|
instance = B()
|
|
instance:foo() -- prints only foo]]===],
|
|
},
|
|
}
|
|
|
|
Module { name = "hump.camera",
|
|
title = "Camera",
|
|
short = "A camera for LÖVE",
|
|
long = [===[
|
|
{!Depends on hump.vector-light}
|
|
|
|
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.]===],
|
|
|
|
Function { name = "new",
|
|
short = "Create a new camera object.",
|
|
long = [===[
|
|
Creates a new camera object. You can access the camera position using
|
|
{#camera.x, camera.y}, the zoom using {#camera.zoom} and the rotation using
|
|
{#camera.rot}.
|
|
|
|
The module variable name can be used at a shortcut to {#new()}.]===],
|
|
|
|
params = {
|
|
{"numbers", "x,y", "Point for the camera to look at.", default = "screen center"},
|
|
{"number", "zoom", "Camera zoom.", default = "1"},
|
|
{"number", "rot", "Camera rotation in radians.", default = "0"},
|
|
},
|
|
|
|
returns = {
|
|
{"camera", "A new camera object."}
|
|
},
|
|
|
|
example = [===[
|
|
camera = require 'hump.camera'
|
|
|
|
-- camera looking at (100,100) with zoom 2 and rotated by 45 degrees
|
|
cam = camera(100,100, 2, math.pi/2)
|
|
]===]
|
|
},
|
|
|
|
Function { name = "camera:rotate",
|
|
short = "Rotate camera object.",
|
|
long = [===[
|
|
Rotate the camera {*by} some angle. To {*set} the angle use
|
|
{#camera.rot = new_angle}.
|
|
|
|
This function is shortcut to {#camera.rot = camera.rot + angle}.]===],
|
|
|
|
params = {
|
|
{"number", "angle", "Rotation angle in radians"}
|
|
},
|
|
|
|
returns = {
|
|
{"camera", "The camera object."}
|
|
},
|
|
|
|
example = {
|
|
"function love.update(dt)\n camera:rotate(dt)\nend",
|
|
"function love.update(dt)\n camera:rotate(dt):move(dt,dt)\nend"
|
|
},
|
|
},
|
|
|
|
Function { name = "camera:move",
|
|
short = "Move camera object.",
|
|
long = [===[
|
|
{*Move} the camera {*by} some vector. To {*set} the position, use {#camera.x,camera.y = new_x,new_y}.
|
|
|
|
This function is shortcut to {#camera.x,camera.y = camera.x+dx, camera.y+dy}.]===],
|
|
|
|
params = {
|
|
{"numbers", "dx,dy", "Direction to move the camera."},
|
|
},
|
|
|
|
returns = {
|
|
{"camera", "The camera object."},
|
|
},
|
|
|
|
example = {
|
|
"function love.update(dt)\n camera:move(dt * 5, dt * 6):rotate(dt)\nend"
|
|
},
|
|
},
|
|
|
|
Function { name = "camera:attach",
|
|
short = "Attach camera object.",
|
|
long = [===[
|
|
Start looking through the camera.
|
|
|
|
Apply camera transformations, i.e. move, scale and rotate everything until
|
|
{#camera:detach()} as if looking through the camera.]===],
|
|
|
|
params = {},
|
|
returns = {},
|
|
|
|
example = [===[
|
|
function love.draw()
|
|
camera:attach()
|
|
draw_world()
|
|
cam:detach()
|
|
|
|
draw_hud()
|
|
end]===]
|
|
},
|
|
|
|
Function { name = "camera:detach",
|
|
short = "Detach camera object.",
|
|
long = "Stop looking through the camera.",
|
|
|
|
params = {},
|
|
returns = {},
|
|
|
|
example = [===[
|
|
function love.draw()
|
|
camera:attach()
|
|
draw_world()
|
|
cam:detach()
|
|
|
|
draw_hud()
|
|
end]===]
|
|
},
|
|
|
|
Function { name = "camera:draw",
|
|
short = "Attach, draw and detach.",
|
|
long = [===[
|
|
Wrap a function between a {#camera:attach()}/{#camera:detach()} pair:
|
|
[%cam:attach()
|
|
func()
|
|
cam:detach()]]===],
|
|
|
|
params = {
|
|
{"function", "func", "Drawing function to be wrapped."},
|
|
},
|
|
|
|
returns = {},
|
|
|
|
example = [===[
|
|
function love.draw()
|
|
camera:draw(draw_world)
|
|
draw_hud()
|
|
end]===]
|
|
},
|
|
|
|
Function { name = {
|
|
"camera:worldCoords",
|
|
"camera:cameraCoords",
|
|
},
|
|
short = {
|
|
"Convert point to world coordinates.",
|
|
"Convert point to camera coordinates.",
|
|
},
|
|
long = [===[
|
|
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 {*world coordinates}, the second one {*camera coordinates}.
|
|
|
|
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.
|
|
|
|
These two functions convert a point between these two coordinate systems.]===],
|
|
|
|
params = {
|
|
{"numbers", "x, y", "Point to transform."},
|
|
},
|
|
|
|
returns = {
|
|
{"numbers", "Transformed point."},
|
|
},
|
|
|
|
example = {
|
|
[===[
|
|
x,y = camera:worldCoords(love.mouse.getPosition())
|
|
selectedUnit:plotPath(x,y)
|
|
]===], [===[
|
|
x,y = cam:toCameraCoords(player.pos)
|
|
love.graphics.line(x, y, love.mouse.getPosition())
|
|
]===]
|
|
},
|
|
},
|
|
|
|
Function { name = "camera:mousepos",
|
|
short = "Get mouse position in world coordinates.",
|
|
long = "Shortcut to {#camera:worldCoords(love.mouse.getPosition())}.",
|
|
params = {},
|
|
returns = {
|
|
{"numbers", "Mouse position in world coordinates."},
|
|
},
|
|
example = [===[
|
|
x,y = camera:mousepos()
|
|
selectedUnit:plotPath(x,y)
|
|
]===],
|
|
},
|
|
}
|
|
|
|
Module { name = "hump.ringbuffer",
|
|
title = "Ringbuffer",
|
|
short = "A data structure that wraps around itself.",
|
|
long = [===[
|
|
A ring-buffer is a circular array: It does not have a first nor a last item,
|
|
but it has a {*selected} or {*current} element.
|
|
|
|
A ring-buffer can be used to implement {*Tomb Raider} style inventories, looping
|
|
play-lists, recurring dialogs (like a unit's answers when selecting it multiple
|
|
times in {*Warcraft}) and generally everything that has a circular or looping
|
|
structure.]===],
|
|
|
|
Function { name = "new",
|
|
short = "Create new ring-buffer.",
|
|
long = "Create new ring-buffer.\n\nThe module name is a shortcut to this function.",
|
|
params = {
|
|
{"mixed", "...", "Initial elements."}
|
|
},
|
|
returns = {
|
|
{"Ringbuffer", "The ring-buffer object."},
|
|
},
|
|
example = [===[
|
|
Ringbuffer = require 'hump.ringbuffer'
|
|
|
|
rb = ringbuffer(1,2,3)
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:insert",
|
|
short = "Insert element.",
|
|
long = "Insert items behind current element.",
|
|
|
|
params = {
|
|
{"mixed", "...", "Items to insert."},
|
|
},
|
|
|
|
returns = {},
|
|
|
|
example = [===[
|
|
rb = RingbuffeR(1,5,6) -- content: 1,5,6
|
|
rb:insert(2,3,4) -- content: 1,2,3,4,5,6
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:remove",
|
|
short = "Remove currently selected item.",
|
|
long = "Remove current item, return it and select next element.",
|
|
|
|
params = {},
|
|
|
|
returns = {
|
|
{"mixed", "The removed item."}
|
|
},
|
|
|
|
example = [===[
|
|
rb = Ringbuffer(1,2,3,4) -- content: 1,2,3,4
|
|
val = rb:remove() -- content: 2,3,4
|
|
print(val) -- prints `1'
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:removeAt",
|
|
short = "Remove an item.",
|
|
long = "Remove the item at a position relative to the current element.",
|
|
|
|
params = {
|
|
{"number", "pos", "Position of the item to remove."}
|
|
},
|
|
|
|
returns = {
|
|
{"mixed", "The removed item."}
|
|
},
|
|
|
|
example = [===[
|
|
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
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:next",
|
|
short = "Select next item.",
|
|
long = "Select and return the next element.",
|
|
|
|
params = {},
|
|
|
|
returns = {
|
|
{"mixed", "The next item."}
|
|
},
|
|
|
|
example = [===[
|
|
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'
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:prev",
|
|
short = "Select previous item.",
|
|
long = "Select and return the previous item.",
|
|
|
|
params = {},
|
|
|
|
returns = {
|
|
{"mixed", "The previous item."}
|
|
},
|
|
|
|
example = [===[
|
|
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'
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:get",
|
|
short = "Get currently selected item.",
|
|
long = "Return the current element.",
|
|
|
|
params = {},
|
|
|
|
returns = {
|
|
{"mixed", "The currently selected element."}
|
|
},
|
|
|
|
example = [===[
|
|
rb = Ringbuffer(1,2,3)
|
|
rb:next() -- content: 2,3,1
|
|
print(rb:get()) -- prints '2'
|
|
]===]
|
|
},
|
|
|
|
Function { name = "ringbuffer:size",
|
|
short = "Get ringbuffer size.",
|
|
long = "Get number of items in the buffer",
|
|
|
|
params = {},
|
|
|
|
returns = {
|
|
{"number", "Number of items in the buffer."},
|
|
},
|
|
|
|
example = [===[
|
|
rb = Ringbuffer(1,2,3)
|
|
print(rb:size()) -- prints '3'
|
|
rb:remove()
|
|
print(rb:size()) -- prints '2'
|
|
]===]
|
|
},
|
|
}
|