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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="#Introduction">Introduction</a></li>
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<li><a href="#Modules">Modules</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><div class="outer-block" id="Introduction"><h3>Introduction<a class="top" href="#top">^top</a></h3><div class="preamble"><p>Helper Utilities for a Multitude of Problems is a set of lightweight helpers
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for the awesome LÖVE Engine.</p>
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<p>hump differs from other libraries in that every component is independent of the
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remaining ones. hump's footprint is very small and thus should fit nicely into
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your projects.</p>
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</div></div><div class="outer-block" id="Modules"><h3>Modules<a class="top" href="#top">^top</a></h3><div class="preamble"><dl><dt><a href="#hump.gamestate">hump.gamestate</a></dt><dd>A gamestate system.</dd><dt><a href="#hump.timer">hump.timer</a></dt><dd>Delayed and time-limited function calls.</dd><dt><a href="#hump.vector">hump.vector</a></dt><dd>2D vector math.</dd><dt><a href="#hump.vector-light">hump.vector-light</a></dt><dd>Lightweight 2D vector math.</dd><dt><a href="#hump.class">hump.class</a></dt><dd>Object oriented programming for Lua.</dd><dt><a href="#hump.signal">hump.signal</a></dt><dd>Simple Signal/Slot (aka. Observer) implementation.</dd><dt><a href="#hump.camera">hump.camera</a></dt><dd>A camera for LÖVE.</dd></dl>
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</div></div><div class="outer-block" id="hump.gamestate"><h3>hump.gamestate<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">Gamestate = require "hump.gamestate"
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</code></pre>
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<p>A gamestate encapsulates independent data an behaviour in a single table.</p>
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<p>A typical game could consist of a menu-state, a level-state and a game-over-state.</p>
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<h4>Example:</h4>
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<pre><code class="lua">local menu = {} -- previously: Gamestate.new()
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local game = {}
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function menu:draw()
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love.graphics.print("Press Enter to continue", 10, 10)
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end
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function menu:keyreleased(key, code)
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if key == 'enter' then
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Gamestate.switch(game)
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end
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end
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function game:enter()
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Entities.clear()
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-- setup entities here
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end
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function game:update(dt)
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Entities.update(dt)
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end
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function game:draw()
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Entities.draw()
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end
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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
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</code></pre>
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</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.gamestateCallbacks ">Callbacks </a></dt><dd>Gamestate Callbacks.</dd><dt><a href="#hump.gamestatenew">new()</a></dt><dd>Create a new gamestate.</dd><dt><a href="#hump.gamestateswitch">switch()</a></dt><dd>Switch to gamestate.</dd><dt><a href="#hump.gamestate<callback>"><callback>()</a></dt><dd>Call function on active gamestate.</dd><dt><a href="#hump.gamestateregisterEvents">registerEvents()</a></dt><dd>Automatically do all of the above when needed.</dd></dl></div><div class="section-block" id="hump.gamestateCallbacks "><h4>Callbacks <a class="top" href="#hump.gamestate">^top</a></h4><p>A gamestate can define all callbacks that LÖVE defines. In addition, there are
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callbacks for initalizing, entering and leaving a state:</p>
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<dl>
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<dt><code class="lua">init()</code></dt>
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<dd>Called once before entering the state. See <a href="#hump.gamestateswitch"><code class="lua">switch()</code></a>.</dd><dt><code class="lua">enter(previous, ...)</code></dt>
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<dd>Called when entering the state. See <a href="#hump.gamestateswitch"><code class="lua">switch()</code></a>.</dd><dt><code class="lua">leave()</code></dt>
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<dd>Called when leaving a state. See <a href="#hump.gamestateswitch"><code class="lua">switch()</code></a>.</dd><dt><code class="lua">update()</code></dt>
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<dd>Update the game state. Called every frame.</dd><dt><code class="lua">draw()</code></dt>
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<dd>Draw on the screen. Called every frame.</dd><dt><code class="lua">focus()</code></dt>
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<dd>Called if the window gets or looses focus.</dd><dt><code class="lua">keypressed()</code></dt>
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<dd>Triggered when a key is pressed.</dd><dt><code class="lua">keyreleased()</code></dt>
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<dd>Triggered when a key is released.</dd><dt><code class="lua">mousepressed()</code></dt>
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<dd>Triggered when a mouse button is pressed.</dd><dt><code class="lua">mousereleased()</code></dt>
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<dd>Triggered when a mouse button is released.</dd><dt><code class="lua">joystickpressed()</code></dt>
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<dd>Triggered when a joystick button is pressed.</dd><dt><code class="lua">joystickreleased()</code></dt>
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<dd>Triggered when a joystick button is released.</dd><dt><code class="lua">quit()</code></dt>
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<dd>Called on quitting the game. Only called on the active gamestate.</dd></dl>
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<p>When using <a href="#hump.gamestateregisterEvents"><code class="lua">registerEvents()</code></a>, all these
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callbacks will be called by the corresponding LÖVE callbacks and receive
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receive the same arguments (e.g. <code class="lua">state:update(dt)</code> will be called by
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<code class="lua">love.update(dt)</code>).</p>
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<h4>Example:</h4>
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<pre><code class="lua">menu = {} -- previously: 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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</code></pre>
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</div><div class="ref-block" id="hump.gamestatenew"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#hump.gamestate">^top</a></h4><p><strong>Deprecated: Use the table constructor instead (see example)</strong></p>
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<p>Declare a new gamestate (just an empty table). A gamestate can define several
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callbacks.</p>
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<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
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<dt>Gamestate</dt>
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<dd>An empty table.</dd></dl>
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</div><div class="example">Example:<pre><code class="lua">menu = {}
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-- deprecated method:
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menu = Gamestate.new()
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</code></pre>
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</div></div><div class="ref-block" id="hump.gamestateswitch"><h4>function <span class="name">switch</span><span class="arglist">(to, ...)</span><a class="top" href="#hump.gamestate">^top</a></h4><p>Switch to a gamestate, with any additional arguments passed to the new state.</p>
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<p>Switching a gamestate will call the <code class="lua">leave()</code> callback on the current
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gamestate, replace the current gamestate with <code class="lua">to</code>, call the <code class="lua">init()</code> function
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if the state was not yet inialized and finally call <code class="lua">enter(old_state, ...)</code> on
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the new gamestate.</p>
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<div class="arguments">Parameters:<dl>
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<dt>Gamestate <code class="lua">to</code></dt>
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<dd>Target gamestate.</dd><dt>mixed <code class="lua">...</code></dt>
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<dd>Additional arguments to pass to <code class="lua">to:enter(current, ...)</code>.</dd></dl>
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</div><div class="returns">Returns:<dl>
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<dt>mixed</dt>
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<dd>The results of <code class="lua">to:enter(current, ...)</code></dd></dl>
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</div><div class="example">Example:<pre><code class="lua">Gamestate.switch(game, level_two)
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</code></pre>
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</div></div><div class="ref-block" id="hump.gamestate<callback>"><h4>function <span class="name"><callback></span><span class="arglist">(...)</span><a class="top" href="#hump.gamestate">^top</a></h4><p>Calls a function on the current gamestate. Can be any function, but is intended to
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be one of the <a href="#hump.gamestateCallbacks">callbacks</a>. Mostly useful when not using
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<a href="#hump.gamestateregisterEvents"><code class="lua">registerEvents()</code></a>.</p>
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<div class="arguments">Parameters:<dl>
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<dt>mixed <code class="lua">...</code></dt>
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<dd>Arguments to pass to the corresponding function.</dd></dl>
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</div><div class="returns">Returns:<dl>
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<dt>mixed</dt>
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<dd>The result of the callback function.</dd></dl>
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</div><div class="example">Example:<pre><code class="lua">function love.draw()
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Gamestate.draw() -- <callback> is `draw'
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end
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function love.update(dt)
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Gamestate.update(dt) -- pass dt to currentState:update(dt)
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end
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function love.keypressed(key, code)
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Gamestate.keypressed(key, code) -- pass multiple arguments
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end
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</code></pre>
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</div></div><div class="ref-block" id="hump.gamestateregisterEvents"><h4>function <span class="name">registerEvents</span><span class="arglist">(callbacks)</span><a class="top" href="#hump.gamestate">^top</a></h4><p>Overwrite love callbacks to call <code class="lua">Gamestate.update()</code>, <code class="lua">Gamestate.draw()</code>, etc.
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automatically. love callbacks (e.g. <code class="lua">love.update()</code>) are still invoked.</p>
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<p>This is by done by overwriting the love callbacks, e.g.:</p>
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<pre><code class="lua">local old_update = love.update
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function love.update(dt)
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old_update(dt)
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return Gamestate.current:update(dt)
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end
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</code></pre>
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<p><strong>Note:</strong> Only works when called in love.load() or any other function that is
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executed <em>after</em> the whole file is loaded.</p>
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<div class="arguments">Parameters:<dl>
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<dt>table <code class="lua">callbacks</code> (optional)</dt>
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<dd>Names of the callbacks to register. If omitted, register all love callbacks.</dd></dl>
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</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Examples:<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
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-- love callback will still be invoked
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function love.update(dt)
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Timer.update(dt)
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-- no need for Gamestate.update(dt)
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end
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</code></pre>
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<pre><code class="lua">function love.load()
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-- only register draw, update and quit
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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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</code></pre>
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</div></div></div><div class="outer-block" id="hump.timer"><h3>hump.timer<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">Timer = require "hump.timer"
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</code></pre>
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<p>hump.timer offers a simple interface to schedule the execution of functions. It
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is possible to run functions <em>after</em> and <em>for</em> some amount of time. For
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example, a timer could be set to move critters every 5 seconds or to make the
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player invincible for a short amount of time.</p>
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<h4>Example:</h4>
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<pre><code class="lua">function love.keypressed(key)
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if key == ' ' then
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Timer.add(1, function() print("Hello, world!") end)
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end
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end
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function love.update(dt)
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Timer.update(dt)
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end
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</code></pre>
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</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.timernew">new()</a></dt><dd>Create new timer instance.</dd><dt><a href="#hump.timeradd">add()</a></dt><dd>Schedule a function.</dd><dt><a href="#hump.timeraddPeriodic">addPeriodic()</a></dt><dd>Add a periodic function.</dd><dt><a href="#hump.timerdo_for">do_for()</a></dt><dd>Run a function for the next few seconds.</dd><dt><a href="#hump.timercancel">cancel()</a></dt><dd>Cancel a scheduled function.</dd><dt><a href="#hump.timerclear">clear()</a></dt><dd>Remove all timed and periodic functions.</dd><dt><a href="#hump.timerupdate">update()</a></dt><dd>Update scheduled functions.</dd></dl></div><div class="ref-block" id="hump.timernew"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#hump.timer">^top</a></h4><p><strong>If you don't need multiple independent schedulers, you can use the
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global/default timer (see examples).</strong></p>
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<p>Creates a new timer instance that is independent of the global timer: It will
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manage it's own list of scheduled functions and does not in any way affect the
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the global timer. Likewise, the global timer does not affect timer instances.</p>
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<p><strong>Note:</strong> Timer instances use the colon-notation (e.g. <code class="lua">instance:update(dt)</code>),
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while the global timer uses the dot-notation (e.g. <code class="lua">Timer.update(dt)</code>).</p>
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<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
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<dt>Timer</dt>
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<dd>A timer instance.</dd></dl>
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</div><div class="example">Example:<pre><code class="lua">menuTimer = Timer.new()
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</code></pre>
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</div></div><div class="ref-block" id="hump.timeradd"><h4>function <span class="name">add</span><span class="arglist">(delay, func)</span><a class="top" href="#hump.timer">^top</a></h4><p>Schedule a function. The function will be executed after <code class="lua">delay</code> seconds have
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elapsed, given that <code class="lua">update(dt)</code> is called every frame.</p>
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<p><strong>Note:</strong> There is no guarantee that the delay will not be exceeded, it is only
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guaranteed that the function will <em>not</em> be executed <em>before</em> the delay has
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passed.</p>
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<p><code class="lua">func</code> will receive itself as only parameter. This is useful to implement
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periodic behavior (see the example).</p>
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<div class="arguments">Parameters:<dl>
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<dt>number <code class="lua">delay</code></dt>
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<dd>Number of seconds the function will be delayed.</dd><dt>function <code class="lua">func</code></dt>
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<dd>The function to be delayed.</dd></dl>
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</div><div class="returns">Returns:<dl>
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<dt>table</dt>
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<dd>The timer handle.</dd></dl>
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</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)
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</code></pre>
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<pre><code class="lua">-- print "foo" every second. See also addPeriodic()
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Timer.add(1, function(func) print("foo") Timer.add(1, func) end)
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</code></pre>
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<pre><code class="lua">--Using a timer instance:
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menuTimer:add(1, finishAnimation)
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</code></pre>
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</div></div><div class="ref-block" id="hump.timeraddPeriodic"><h4>function <span class="name">addPeriodic</span><span class="arglist">(delay, func)</span><a class="top" href="#hump.timer">^top</a></h4><p>Add a function that will be called <code class="lua">count</code> times every <code class="lua">delay</code> seconds.</p>
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<p>If <code class="lua">count</code> is omitted, the function will be called until it returns <code class="lua">false</code> or
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<a href="#hump.timercancel"><code class="lua">cancel(handle)</code></a> or <a href="#hump.timerclear"><code class="lua">clear()</code></a> is
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called.</p>
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<div class="arguments">Parameters:<dl>
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<dt>number <code class="lua">delay</code></dt>
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<dd>Number of seconds between two consecutive function calls.</dd><dt>function <code class="lua">func</code></dt>
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<dd>The function to be called periodically.</dd><dt>number <code class="lua">count</code> (optional)</dt>
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<dd>Number of times the function is to be called.</dd></dl>
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</div><div class="returns">Returns:<dl>
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<dt>table</dt>
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<dd>The timer handle. See also <a href="#hump.timercancel"><code class="lua">cancel()</code></a>.</dd></dl>
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</div><div class="example">Examples:<pre><code class="lua">-- toggle light on and off every second
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Timer.addPeriodic(1, function() lamp:toggleLight() end)
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</code></pre>
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<pre><code class="lua">-- launch 5 fighters in quick succession (using a timer instance)
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mothership_timer:addPeriodic(0.3, function() self:launchFighter() end, 5)
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</code></pre>
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<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)
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</code></pre>
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</div></div><div class="ref-block" id="hump.timerdo_for"><h4>function <span class="name">do_for</span><span class="arglist">(delay, func, after)</span><a class="top" href="#hump.timer">^top</a></h4><p>Run <code class="lua">func(dt)</code> for the next <code class="lua">delta</code> seconds. The function is called every time
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<code class="lua">update(dt)</code> is called. Optionally run <code class="lua">after()</code> once <code class="lua">delta</code> seconds have
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passed.</p>
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<p><code class="lua">after()</code> will receive itself as only parameter.</p>
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<p><strong>Note:</strong> You should not add new timers in <code class="lua">func(dt)</code>, as this can lead to random
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crashes.</p>
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<div class="arguments">Parameters:<dl>
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<dt>number <code class="lua">delta</code></dt>
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<dd>Number of seconds the func will be called.</dd><dt>function <code class="lua">func</code></dt>
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<dd>The function to be called on <code class="lua">update(dt)</code>.</dd><dt>function <code class="lua">after</code> (optional)</dt>
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<dd>A function to be called after delta seconds.</dd></dl>
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</div><div class="returns">Returns:<dl>
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<dt>table</dt>
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<dd>The timer handle.</dd></dl>
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</div><div class="example">Examples:<pre><code class="lua">-- play an animation for 5 seconds
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Timer.do_for(5, function(dt) animation:update(dt) end)
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</code></pre>
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<pre><code class="lua">-- shake the camera for one second
|
|
local orig_x, orig_y = camera:pos()
|
|
Timer.do_for(1, function()
|
|
camera:lookAt(orig_x + math.random(-2,2), orig_y + math.random(-2,2))
|
|
end, function()
|
|
-- reset camera position
|
|
camera:lookAt(orig_x, orig_y)
|
|
end)
|
|
</code></pre>
|
|
<pre><code class="lua">player.isInvincible = true
|
|
-- flash player for 3 seconds
|
|
local t = 0
|
|
player.timer:do_for(3, function(dt)
|
|
t = t + dt
|
|
player.visible = (t % .2) < .1
|
|
end, function()
|
|
-- make sure the player is visible after three seconds
|
|
player.visible = true
|
|
player.isInvincible = false
|
|
end)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.timercancel"><h4>function <span class="name">cancel</span><span class="arglist">(handle)</span><a class="top" href="#hump.timer">^top</a></h4><p>Prevent a timer from being executed in the future.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>table <code class="lua">handle</code></dt>
|
|
<dd>The function to be canceled.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">function tick()
|
|
print('tick... tock...')
|
|
end
|
|
handle = Timer.addPeriodic(1, tick)
|
|
-- later
|
|
Timer.cancel(handle) -- NOT: Timer.cancel(tick)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.timerclear"><h4>function <span class="name">clear</span><span class="arglist">()</span><a class="top" href="#hump.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">Examples:<pre><code class="lua">Timer.clear()
|
|
</code></pre>
|
|
<pre><code class="lua">menu_timer:clear()
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.timerupdate"><h4>function <span class="name">update</span><span class="arglist">(dt)</span><a class="top" href="#hump.timer">^top</a></h4><p>Update timers and execute functions if the deadline is reached. Use this in
|
|
<code class="lua">love.update(dt)</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">dt</code></dt>
|
|
<dd>Time that has passed since the last <code class="lua">update()</code>.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Examples:<pre><code class="lua">function love.update(dt)
|
|
do_stuff()
|
|
Timer.update(dt)
|
|
end
|
|
</code></pre>
|
|
<pre><code class="lua">-- using hump.gamestate and a timer instance
|
|
function menuState:update(dt)
|
|
self.timer:update(dt)
|
|
end
|
|
</code></pre>
|
|
</div></div></div><div class="outer-block" id="hump.vector"><h3>hump.vector<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">vector = require "hump.vector"
|
|
</code></pre>
|
|
|
|
<p>A handy 2D vector class providing most of the things you do with vectors.</p>
|
|
|
|
<p>You can access the individual coordinates by using vec.x and vec.y.</p>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<pre><code class="lua">function player:update(dt)
|
|
local delta = vector(0,0)
|
|
if love.keyboard.isDown('left') then
|
|
delta.x = -1
|
|
elseif love.keyboard.isDown('right') then
|
|
delta.x = 1
|
|
end
|
|
if love.keyboard.isDown('up') then
|
|
delta.y = -1
|
|
elseif love.keyboard.isDown('down') then
|
|
delta.y = 1
|
|
end
|
|
delta:normalize_inplace()
|
|
|
|
player.velocity = player.velocity + delta * player.acceleration * dt
|
|
|
|
if player.velocity:len() > player.max_velocity then
|
|
player.velocity = player.velocity:normalized() * player.max_velocity
|
|
end
|
|
|
|
player.position = player.position + player.velocity * dt
|
|
end
|
|
</code></pre>
|
|
</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.vectorOperators ">Operators </a></dt><dd>Arithmetics and relations.</dd><dt><a href="#hump.vectornew">new()</a></dt><dd>Create a new vector.</dd><dt><a href="#hump.vectorisvector">isvector()</a></dt><dd>Test if value is a vector.</dd><dt><a href="#hump.vectorvector:clone">vector:clone()</a></dt><dd>Copy a vector.</dd><dt><a href="#hump.vectorvector:unpack">vector:unpack()</a></dt><dd>Extract coordinates.</dd><dt><a href="#hump.vectorvector:permul">vector:permul()</a></dt><dd>Per element multiplication.</dd><dt><a href="#hump.vectorvector:len">vector:len()</a></dt><dd>Get length.</dd><dt><a href="#hump.vectorvector:len2">vector:len2()</a></dt><dd>Get squared length.</dd><dt><a href="#hump.vectorvector:dist">vector:dist()</a></dt><dd>Distance to other vector.</dd><dt><a href="#hump.vectorvector:normalized">vector:normalized()</a></dt><dd>Get normalized vector.</dd><dt><a href="#hump.vectorvector:normalize_inplace">vector:normalize_inplace()</a></dt><dd>Normalize vector in-place.</dd><dt><a href="#hump.vectorvector:rotated">vector:rotated()</a></dt><dd>Get rotated vector.</dd><dt><a href="#hump.vectorvector:rotate_inplace">vector:rotate_inplace()</a></dt><dd>Rotate vector in-place.</dd><dt><a href="#hump.vectorvector:perpendicular">vector:perpendicular()</a></dt><dd>Get perpendicular vector.</dd><dt><a href="#hump.vectorvector:projectOn">vector:projectOn()</a></dt><dd>Get projection onto another vector.</dd><dt><a href="#hump.vectorvector:mirrorOn">vector:mirrorOn()</a></dt><dd>Mirrors vector on other vector</dd><dt><a href="#hump.vectorvector:cross">vector:cross()</a></dt><dd>Cross product of two vectors.</dd></dl></div><div class="section-block" id="hump.vectorOperators "><h4>Operators <a class="top" href="#hump.vector">^top</a></h4><p>Vector arithmetic is implemented by using <code class="lua">__add</code>, <code class="lua">__mul</code> and other
|
|
metamethods:</p>
|
|
|
|
<dl>
|
|
<dt><code class="lua">vector + vector = vector</code></dt>
|
|
<dd>Component wise sum.</dd><dt><code class="lua">vector - vector = vector</code></dt>
|
|
<dd>Component wise difference.</dd><dt><code class="lua">vector * vector = number</code></dt>
|
|
<dd>Dot product.</dd><dt><code class="lua">number * vector = vector</code></dt>
|
|
<dd>Scalar multiplication (scaling).</dd><dt><code class="lua">vector * number = vector</code></dt>
|
|
<dd>Scalar multiplication.</dd><dt><code class="lua">vector / number = vector</code></dt>
|
|
<dd>Scalar multiplication.</dd></dl>
|
|
|
|
<p>Relational operators are defined, too:</p>
|
|
|
|
<dl>
|
|
<dt><code class="lua">a == b</code></dt>
|
|
<dd>Same as <code class="lua">a.x == b.x and a.y == b.y</code>.</dd><dt><code class="lua">a <= b</code></dt>
|
|
<dd>Same as <code class="lua">a.x <= b.x and a.y <= b.y</code>.</dd><dt><code class="lua">a < b</code></dt>
|
|
<dd>Lexical sort: <code class="lua">a.x < b.x or (a.x == b.x and a.y < b.y)</code>.</dd></dl>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<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 class="ref-block" id="hump.vectornew"><h4>function <span class="name">new</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector">^top</a></h4><p>Create a new vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">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><div class="ref-block" id="hump.vectorisvector"><h4>function <span class="name">isvector</span><span class="arglist">(v)</span><a class="top" href="#hump.vector">^top</a></h4><p>Test whether a variable is a vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>mixed <code class="lua">v</code></dt>
|
|
<dd>The variable to test.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>boolean</dt>
|
|
<dd><code class="lua">true</code> if <code class="lua">v</code> is a vector, <code class="lua">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><div class="ref-block" id="hump.vectorvector:clone"><h4>function <span class="name">vector:clone</span><span class="arglist">()</span><a class="top" href="#hump.vector">^top</a></h4><p>Copy a vector. Simply assigning a vector a vector to a variable will create a
|
|
<em>reference</em>, so when modifying the vector referenced by the new variable would
|
|
also change the old one:</p>
|
|
|
|
<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>
|
|
<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><div class="ref-block" id="hump.vectorvector:unpack"><h4>function <span class="name">vector:unpack</span><span class="arglist">()</span><a class="top" href="#hump.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><div class="ref-block" id="hump.vectorvector:permul"><h4>function <span class="name">vector:permul</span><span class="arglist">(other)</span><a class="top" href="#hump.vector">^top</a></h4><p>Multiplies vectors coordinate wise, i.e. <code class="lua">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 class="lua">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><div class="ref-block" id="hump.vectorvector:len"><h4>function <span class="name">vector:len</span><span class="arglist">()</span><a class="top" href="#hump.vector">^top</a></h4><p>Get length of a vector, i.e. <code class="lua">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><div class="ref-block" id="hump.vectorvector:len2"><h4>function <span class="name">vector:len2</span><span class="arglist">()</span><a class="top" href="#hump.vector">^top</a></h4><p>Get squared length of a vector, i.e. <code class="lua">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><div class="ref-block" id="hump.vectorvector:dist"><h4>function <span class="name">vector:dist</span><span class="arglist">(other)</span><a class="top" href="#hump.vector">^top</a></h4><p>Get distance of two vectors. The same as <code class="lua">(a - b):len()</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>vector <code class="lua">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><div class="ref-block" id="hump.vectorvector:normalized"><h4>function <span class="name">vector:normalized</span><span class="arglist">()</span><a class="top" href="#hump.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><div class="ref-block" id="hump.vectorvector:normalize_inplace"><h4>function <span class="name">vector:normalize_inplace</span><span class="arglist">()</span><a class="top" href="#hump.vector">^top</a></h4><p>Normalize a vector, i.e. make the vector unit length. Great to use on
|
|
intermediate results.</p>
|
|
|
|
<p><strong>This modifies the vector. If in doubt, use
|
|
<a href="#hump.vectornormalized"><code class="lua">vector:normalized()</code></a>.</strong></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><div class="ref-block" id="hump.vectorvector:rotated"><h4>function <span class="name">vector:rotated</span><span class="arglist">(angle)</span><a class="top" href="#hump.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 class="lua">angle</code></dt>
|
|
<dd>Rotation angle in radians.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>vector</dt>
|
|
<dd>The rotated vector</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">-- approximate a circle
|
|
circle = {}
|
|
for i = 1,30 do
|
|
local phi = 2 * math.pi * i / 30
|
|
circle[#circle+1] = vector(0,1):rotated(phi)
|
|
end
|
|
</code></pre>
|
|
</div><div class="example">Sketch:<p><img src="vector-rotated.png" alt="Rotated vector sketch" /></p>
|
|
</div></div><div class="ref-block" id="hump.vectorvector:rotate_inplace"><h4>function <span class="name">vector:rotate_inplace</span><span class="arglist">(angle)</span><a class="top" href="#hump.vector">^top</a></h4><p>Rotate a vector in-place. Great to use on intermediate results.</p>
|
|
|
|
<p><strong>This modifies the vector. If in doubt, use
|
|
<a href="#hump.vectorrotate"><code class="lua">vector:rotate()</code></a>.</strong></p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">angle</code></dt>
|
|
<dd>Rotation angle in radians.</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><div class="ref-block" id="hump.vectorvector:perpendicular"><h4>function <span class="name">vector:perpendicular</span><span class="arglist">()</span><a class="top" href="#hump.vector">^top</a></h4><p>Quick rotation by 90°. Creates a new vector. The same (but faster) as
|
|
<code class="lua">vec:rotate(math.pi/2)</code>.</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="Perpendiculat vector sketch" /></p>
|
|
</div></div><div class="ref-block" id="hump.vectorvector:projectOn"><h4>function <span class="name">vector:projectOn</span><span class="arglist">(v)</span><a class="top" href="#hump.vector">^top</a></h4><p>Project vector onto another vector (see sketch).</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>vector <code class="lua">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="Projected vector sketch" /></p>
|
|
</div></div><div class="ref-block" id="hump.vectorvector:mirrorOn"><h4>function <span class="name">vector:mirrorOn</span><span class="arglist">(v)</span><a class="top" href="#hump.vector">^top</a></h4><p>Mirrors vector on the axis defined by the other vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>vector <code class="lua">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_normal)
|
|
</code></pre>
|
|
</div><div class="example">Sketch:<p><img src="vector-mirrorOn.png" alt="Mirrored vector sketch" /></p>
|
|
</div></div><div class="ref-block" id="hump.vectorvector:cross"><h4>function <span class="name">vector:cross</span><span class="arglist">(other)</span><a class="top" href="#hump.vector">^top</a></h4><p>Get cross product of both vectors. Equals the area of the parallelogram spanned
|
|
by both vectors.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>vector <code class="lua">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><div class="outer-block" id="hump.vector-light"><h3>hump.vector-light<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">vector = require "hump.vector-light"
|
|
</code></pre>
|
|
|
|
<p>An table-free version of <a href="#hump.vector"><code class="lua">hump.vector</code></a>. Instead of a vector
|
|
type, <code class="lua">hump.vector-light</code> provides functions that operate on numbers.</p>
|
|
|
|
<p><strong>Note:</strong> Using this module instead of <a href="#hump.vector"><code class="lua">hump.vector</code></a> 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 using
|
|
<a href="#hump.vector"><code class="lua">hump.vector</code></a>.</p>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<pre><code class="lua">function player:update(dt)
|
|
local dx,dy = 0,0
|
|
if love.keyboard.isDown('left') then
|
|
dx = -1
|
|
elseif love.keyboard.isDown('right') then
|
|
dx = 1
|
|
end
|
|
if love.keyboard.isDown('up') then
|
|
dy = -1
|
|
elseif love.keyboard.isDown('down') then
|
|
dy = 1
|
|
end
|
|
dx,dy = vector.normalize(dx, dy)
|
|
|
|
player.velx, player.vely = vector.add(player.velx, player.vely,
|
|
vector.mul(dy, dx, dy))
|
|
|
|
if vector.len(player.velx, player.vely) > player.max_velocity then
|
|
player.velx, player.vely = vector.mul(player.max_velocity,
|
|
vector.normalize(player.velx, player.vely)
|
|
end
|
|
|
|
player.x = player.x + dt * player.velx
|
|
player.y = player.y + dt * player.vely
|
|
end
|
|
</code></pre>
|
|
</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.vector-lightstr">str()</a></dt><dd>String representation.</dd><dt><a href="#hump.vector-lightmul">mul()</a></dt><dd>Product of a vector and a scalar.</dd><dt><a href="#hump.vector-lightdiv">div()</a></dt><dd>Product of a vector and the inverse of a scalar.</dd><dt><a href="#hump.vector-lightadd">add()</a></dt><dd>Sum of two vectors.</dd><dt><a href="#hump.vector-lightsub">sub()</a></dt><dd>Difference of two vectors.</dd><dt><a href="#hump.vector-lightpermul">permul()</a></dt><dd>Per element multiplication.</dd><dt><a href="#hump.vector-lightdot">dot()</a></dt><dd>Dot product.</dd><dt><a href="#hump.vector-lightcross">cross()</a></dt><dd>Cross product.</dd><dt><a href="#hump.vector-lighteq">eq()</a></dt><dd>Equality.</dd><dt><a href="#hump.vector-lightle">le()</a></dt><dd>Partial lexical order.</dd><dt><a href="#hump.vector-lightlt">lt()</a></dt><dd>Strict lexical order.</dd><dt><a href="#hump.vector-lightlen">len()</a></dt><dd>Get length.</dd><dt><a href="#hump.vector-lightlen2">len2()</a></dt><dd>Get squared length.</dd><dt><a href="#hump.vector-lightdist">dist()</a></dt><dd>Distance of two points.</dd><dt><a href="#hump.vector-lightnormalize">normalize()</a></dt><dd>Normalize vector.</dd><dt><a href="#hump.vector-lightrotate">rotate()</a></dt><dd>Rotate vector.</dd><dt><a href="#hump.vector-lightperpendicular">perpendicular()</a></dt><dd>Get perpendicular vector.</dd><dt><a href="#hump.vector-lightproject">project()</a></dt><dd>Project vector onto another vector.</dd><dt><a href="#hump.vector-lightmirror">mirror()</a></dt><dd>Mirror vector on other vector.</dd></dl></div><div class="ref-block" id="hump.vector-lightstr"><h4>function <span class="name">str</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Transforms a vector to a string of the form <code class="lua">(x,y)</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>string</dt>
|
|
<dd>The string representation</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">print(vector.str(love.mouse.getPosition()))
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightmul"><h4>function <span class="name">mul</span><span class="arglist">(s, x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes <code class="lua">x*s,y*s</code>. The order of arguments is chosen so that it's possible to
|
|
chain multiple operations (see example).</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">s</code></dt>
|
|
<dd>The scalar.</dd><dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd><code class="lua">x*s, y*s</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">velx,vely = vec.mul(dt, vec.add(velx,vely, accx,accy))
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightdiv"><h4>function <span class="name">div</span><span class="arglist">(s, x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes <code class="lua">x/s,y/s</code>. The order of arguments is chosen so that it's possible to
|
|
chain multiple operations.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">s</code></dt>
|
|
<dd>The scalar.</dd><dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd><code class="lua">x/s, y/s</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">x,y = vec.div(self.zoom, x-w/2, y-h/2)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightadd"><h4>function <span class="name">add</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes the sum (<code class="lua">x1+x2,y1+y2</code>) of two vectors. Meant to be used in
|
|
conjunction with other functions.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd><code class="lua">x1+x2, x1+x2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">player.x,player.y = vector.add(player.x,player.y, vector.mul(dt, dx,dy))
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightsub"><h4>function <span class="name">sub</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes the difference (<code class="lua">x1-x2,y1-y2</code>) of two vectors. Meant to be used in
|
|
conjunction with other functions.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd><code class="lua">x1-x2, x1-x2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">dx,dy = vector.sub(400,300, love.mouse.getPosition())
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightpermul"><h4>function <span class="name">permul</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Multiplies vectors coordinates, i.e.: <code class="lua">x1*x2, y1*y2</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd><code class="lua">x1*x2, y1*y2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">x,y = vector.permul(x,y, 1,1.5)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightdot"><h4>function <span class="name">dot</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes the <a href="http://en.wikipedia.org/wiki/Dot_product">dot product</a> of two
|
|
vectors: <code class="lua">x1*x2 + y1*y2</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd><code class="lua">x1*x2 + y1*y2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">cosphi = vector.dot(rx,ry, vx,vy)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightcross"><h4>function <span class="name">cross</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Computes the <a href="http://en.wikipedia.org/wiki/Cross_product">cross product</a> of two
|
|
vectors, <code class="lua">x1*y2 - y1*x2</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd><code class="lua">x1*y2 - y1*x2</code></dd></dl>
|
|
<dl>
|
|
<dt>number</dt>
|
|
<dd><code class="lua">x1*y2 - y1*x2</code></dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">parallelogram_area = vector.cross(ax,ay, bx,by)
|
|
</code></pre>
|
|
|
|
<p>Alias to [<code class="lua">vector.cross(x1,y1, x2,y2)</code>].</p>
|
|
<pre><code class="lua">parallelogram_area = vector.det(ax,ay, bx,by)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lighteq"><h4>function <span class="name">eq</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Test for equality.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>boolean</dt>
|
|
<dd><code class="lua">x1 == x2 and y1 == y2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">if vector.eq(x1,y1, x2,y2) then be.happy() end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightle"><h4>function <span class="name">le</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Test for partial lexical order, <code class="lua"><=</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>boolean</dt>
|
|
<dd><code class="lua">x1 <= x2 and y1 <= y2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">if vector.le(x1,y1, x2,y2) then be.happy() end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightlt"><h4>function <span class="name">lt</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Test for strict lexical order, <code class="lua"><</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>boolean</dt>
|
|
<dd><code class="lua">x1 < x2 or (x1 == x2) and y1 <= y2</code></dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">if vector.lt(x1,y1, x2,y2) then be.happy() end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightlen"><h4>function <span class="name">len</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Get length of a vector, i.e. <code class="lua">math.sqrt(x*x + y*y)</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></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 = vector.len(love.mouse.getPosition())
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightlen2"><h4>function <span class="name">len2</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Get squared length of a vector, i.e. <code class="lua">x*x + y*y</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></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], 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
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightdist"><h4>function <span class="name">dist</span><span class="arglist">(x1,y1, x2,y2)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Get distance of two points. The same as <code class="lua">vector.len(x1-x2, y1-y2)</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x1,y1</code></dt>
|
|
<dd>First vector.</dd><dt>numbers <code class="lua">x2,y2</code></dt>
|
|
<dd>Second vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd>The distance of the points.</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], 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
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightnormalize"><h4>function <span class="name">normalize</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><pre><code class="lua">Get normalized vector, i.e. a vector with the same direction as the input
|
|
vector, but with length 1.
|
|
</code></pre>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>Vector with same direction as the input vector, but length 1.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">dx,dy = vector.normalize(vx,vy)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightrotate"><h4>function <span class="name">rotate</span><span class="arglist">(phi, x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Get a rotated vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">phi</code></dt>
|
|
<dd>Rotation angle in radians.</dd><dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</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[i*2-1], circle[i*2] = vector.rotate(phi, 0,1)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightperpendicular"><h4>function <span class="name">perpendicular</span><span class="arglist">(x,y)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Quick rotation by 90°. The same (but faster) as <code class="lua">vector.rotate(math.pi/2, x,y)</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>A vector perpendicular to the input vector</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">nx,ny = vector.normalize(vector.perpendicular(bx-ax, by-ay))
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightproject"><h4>function <span class="name">project</span><span class="arglist">(x,y, u,v)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Project vector onto another vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector to project.</dd><dt>numbers <code class="lua">u,v</code></dt>
|
|
<dd>The vector to project onto.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>The projected vector.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">vx_p,vy_p = vector.project(vx,vy, ax,ay)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.vector-lightmirror"><h4>function <span class="name">mirror</span><span class="arglist">(x,y, u,v)</span><a class="top" href="#hump.vector-light">^top</a></h4><p>Mirrors vector on the axis defined by the other vector.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>The vector to mirror.</dd><dt>numbers <code class="lua">u,v</code></dt>
|
|
<dd>The vector defining the axis.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>The mirrored vector.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">vx,vy = vector.mirror(vx,vy, surface.x,surface.y)
|
|
</code></pre>
|
|
</div></div></div><div class="outer-block" id="hump.class"><h3>hump.class<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">Class = require "hump.class"
|
|
</code></pre>
|
|
|
|
<p>A small, fast class/prototype implementation with multiple inheritance.</p>
|
|
|
|
<p>Implements <a href="https://github.com/bartbes/Class-Commons">class commons</a>.</p>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<pre><code class="lua">Critter = Class{
|
|
init = function(self, pos, img)
|
|
self.pos = pos
|
|
self.img = img
|
|
end,
|
|
speed = 5
|
|
}
|
|
|
|
function Critter:update(dt, player)
|
|
-- see hump.vector
|
|
local dir = (player.pos - self.pos):normalize_inplace()
|
|
self.pos = self.pos + dir * Critter.speed * dt
|
|
end
|
|
|
|
function Critter:draw()
|
|
love.graphics.draw(self.img, self.pos.x, self.pos.y)
|
|
end
|
|
</code></pre>
|
|
</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.classnew">new()</a></dt><dd>Declare a new class.</dd><dt><a href="#hump.classclass.init">class.init()</a></dt><dd>Call class constructor.</dd><dt><a href="#hump.classclass:include">class:include()</a></dt><dd>Explicit class inheritance/mixin support.</dd><dt><a href="#hump.classclass:clone">class:clone()</a></dt><dd>Clone class/prototype support.</dd><dt><a href="#hump.classCaveats ">Caveats </a></dt><dd>Common gotchas.</dd></dl></div><div class="ref-block" id="hump.classnew"><h4>function <span class="name">new</span><span class="arglist">{init = constructor, __includes = parents, ...}</span><a class="top" href="#hump.class">^top</a></h4><p>Declare a new class.</p>
|
|
|
|
<p><code class="lua">init()</code> will receive the new object instance as first argument. Any other
|
|
arguments will also be forwarded (see examples), i.e. <code class="lua">init()</code> has the
|
|
following signature:</p>
|
|
|
|
<pre><code class="lua">function init(self, ...)
|
|
</code></pre>
|
|
|
|
<p>If you do not specify a constructor, an empty constructor will be used instead.</p>
|
|
|
|
<p>The name of the variable that holds the module can be used as a shortcut to
|
|
<code class="lua">new()</code> (see example).</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>function <code class="lua">constructor</code> (optional)</dt>
|
|
<dd>Class constructor. Can be accessed with theclass.init(object, ...)</dd><dt>class <code class="lua">or table of classes parents</code> (optional)</dt>
|
|
<dd>Classes to inherit from. Can either be a single class or a table of classes</dd><dt>mixed <code class="lua">...</code> (optional)</dt>
|
|
<dd>Any other fields or methods common to all instances of this class.</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 a class class
|
|
Feline = Class{
|
|
init = function(self, size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end;
|
|
-- define a method
|
|
stats = function(self)
|
|
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'
|
|
|
|
-- same as above, but with 'external' function definitions
|
|
Feline = Class{}
|
|
|
|
function Feline:init(size, weight)
|
|
self.size = size
|
|
self.weight = weight
|
|
end
|
|
|
|
function Feline:stats()
|
|
return string.format("size: %.02f, weight: %.02f", self.size, self.weight)
|
|
end
|
|
|
|
garfield = Feline(.7, 45)
|
|
print(Feline, garfield)
|
|
</code></pre>
|
|
<pre><code class="lua">Class = require 'hump.class'
|
|
A = Class{
|
|
foo = function() print('foo') end
|
|
}
|
|
|
|
B = Class{
|
|
bar = function() print('bar') end
|
|
}
|
|
|
|
-- single inheritance
|
|
C = Class{__includes = A}
|
|
instance = C()
|
|
instance:foo() -- prints 'foo'
|
|
instance:bar() -- error: function not defined
|
|
|
|
-- multiple inheritance
|
|
D = Class{__includes = {A,B}}
|
|
instance = D()
|
|
instance:foo() -- prints 'foo'
|
|
instance:bar() -- prints 'bar'
|
|
</code></pre>
|
|
<pre><code class="lua">-- class attributes are shared across instances
|
|
A = Class{ foo = 'foo' } -- foo is a class attribute/static member
|
|
|
|
one, two, three = A(), A(), A()
|
|
print(one.foo, two.foo, three.foo) --> prints 'foo foo foo'
|
|
|
|
one.foo = 'bar' -- overwrite/specify for instance `one' only
|
|
print(one.foo, two.foo, three.foo) --> prints 'bar foo foo'
|
|
|
|
A.foo = 'baz' -- overwrite for all instances without specification
|
|
print(one.foo, two.foo, three.foo) --> prints 'bar baz baz'
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.classclass.init"><h4>function <span class="name">class.init</span><span class="arglist">(object, ...)</span><a class="top" href="#hump.class">^top</a></h4><p>Calls class constructor of a class on an object.</p>
|
|
|
|
<p>Derived classes should use this function their constructors to initialize the
|
|
parent class(es) portions of the object.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>Object <code class="lua">object</code></dt>
|
|
<dd>The object. Usually <code class="lua">self</code>.</dd><dt>mixed <code class="lua">...</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">Example:<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
Shape = Class{
|
|
init = function(self, area)
|
|
self.area = area
|
|
end;
|
|
__tostring = function(self)
|
|
return "area = " .. self.area
|
|
end
|
|
}
|
|
|
|
Rectangle = Class{__includes = Shape,
|
|
init = function(self, width, height)
|
|
Shape.init(self, width * height)
|
|
self.width = width
|
|
self.height = height
|
|
end;
|
|
__tostring = function(self)
|
|
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>
|
|
</div></div><div class="ref-block" id="hump.classclass:include"><h4>function <span class="name">class:include</span><span class="arglist">(other)</span><a class="top" href="#hump.class">^top</a></h4><p>Inherit functions and variables of another class, but if they are not already
|
|
defined. This is done by (deeply) copying the functions and variables over to
|
|
the subclass.</p>
|
|
|
|
<p><strong>Note:</strong> <code class="lua">class:include()</code> doesn't actually care if the arguments supplied are
|
|
hump classes. Just any table will work.</p>
|
|
|
|
<p><strong>Note 2:</strong> You can use <code class="lua">Class.include(a, b)</code> to copy any fields from table <code class="lua">a</code>
|
|
to table <code class="lua">b</code> (see second example).</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>tables <code class="lua">other</code></dt>
|
|
<dd>Parent classes/mixins.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>table</dt>
|
|
<dd>The class.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
Entity = Class{
|
|
init = 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{
|
|
init = function(self)
|
|
self.type = "Spaceship"
|
|
-- ...
|
|
end
|
|
}
|
|
|
|
-- make Spaceship collidable
|
|
Spaceship:include(Collidable)
|
|
|
|
function Spaceship:collision_handler["Spaceship"](other, dx, dy)
|
|
-- ...
|
|
end
|
|
</code></pre>
|
|
<pre><code class="lua">-- using Class.include()
|
|
Class = require 'hump.class'
|
|
a = {
|
|
foo = 'bar',
|
|
bar = {one = 1, two = 2, three = 3},
|
|
baz = function() print('baz') end,
|
|
}
|
|
b = {
|
|
foo = 'nothing to see here...'
|
|
}
|
|
|
|
Class.include(b, a) -- copy values from a to b
|
|
-- note that neither a nor b are hump classes!
|
|
|
|
print(a.foo, b.foo) -- prints 'bar nothing to see here...'
|
|
|
|
b.baz() -- prints 'baz'
|
|
|
|
b.bar.one = 10 -- changes only values in b
|
|
print(a.bar.one, b.bar.one) -- prints '1 10'
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.classclass:clone"><h4>function <span class="name">class:clone</span><span class="arglist">()</span><a class="top" href="#hump.class">^top</a></h4><p>Create a clone/deep copy of the class.</p>
|
|
|
|
<p><strong>Note:</strong> You can use <code class="lua">Class.clone(a)</code> to create a deep copy of any table
|
|
(see second example).</p>
|
|
<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
|
|
<dt>table</dt>
|
|
<dd>A deep copy of the class/table.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">Class = require 'hump.class'
|
|
|
|
point = Class{ x = 0, y = 0 }
|
|
|
|
a = point:clone()
|
|
a.x, a.y = 10, 10
|
|
print(a.x, a.y) --> prints '10 10'
|
|
|
|
b = point:clone()
|
|
print(b.x, b.y) --> prints '10 10'
|
|
</code></pre>
|
|
<pre><code class="lua">-- using Class.clone() to copy tables
|
|
Class = require 'hump.class'
|
|
a = {
|
|
foo = 'bar',
|
|
bar = {one = 1, two = 2, three = 3},
|
|
baz = function() print('baz') end,
|
|
}
|
|
b = Class.clone(a)
|
|
|
|
b.baz() -- prints 'baz'
|
|
b.bar.one = 10
|
|
print(a.bar.one, b.bar.one) -- prints '1 10'
|
|
</code></pre>
|
|
</div></div><div class="section-block" id="hump.classCaveats "><h4>Caveats <a class="top" href="#hump.class">^top</a></h4><p>Be careful when using metamethods like <code class="lua">__add</code> or <code class="lua">__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:</p>
|
|
|
|
<p>Class = require 'hump.class'</p>
|
|
|
|
<pre><code class="lua">A = Class{init = 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{init = function(self, x, y) A.init(self, x) self.y = y end}
|
|
function B:show() print("B:", self.x, self.y) end
|
|
function B:foo() print("foo") end
|
|
B:include(A)
|
|
|
|
one, two = B(1,2), B(3,4)
|
|
result = one + two -- result will be of type A, *not* B!
|
|
result:show() -- prints "A: 4"
|
|
result:foo() -- error: method does not exist
|
|
</code></pre>
|
|
|
|
<p>Note that while you can define the <code class="lua">__index</code> metamethod of the class, this is
|
|
not a good idea: It will break the class mechanism. To add a custom <code class="lua">__index</code>
|
|
metamethod without breaking the class system, you have to use <code class="lua">rawget()</code>. But
|
|
beware that this won't affect subclasses:</p>
|
|
|
|
<pre><code class="lua">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 bar
|
|
|
|
B = Class{__includes = A}
|
|
instance = B()
|
|
instance:foo() -- prints only foo
|
|
</code></pre>
|
|
</div></div><div class="outer-block" id="hump.signal"><h3>hump.signal<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">Signals = require 'hump.signal'
|
|
</code></pre>
|
|
|
|
<p>A simple yet effective implementation of <a href="http://en.wikipedia.org/wiki/Signals_and_slots">Signals and
|
|
Slots</a>, also known as <a href="http://en.wikipedia.org/wiki/Observer_pattern">Observer
|
|
pattern</a>: Functions can be
|
|
dynamically bound to signals. When a <em>signal</em> is <em>emitted</em>, all registered
|
|
functions will be invoked. Simple as that.</p>
|
|
|
|
<p><code class="lua">hump.signal</code> makes things more interesing by allowing to emit all signals that
|
|
match a <a href="http://www.lua.org/manual/5.1/manual.html#5.4.1">Lua string pattern</a>.</p>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<pre><code class="lua">-- in AI.lua
|
|
signals.register('shoot', function(x,y, dx,dy)
|
|
-- for every critter in the path of the bullet:
|
|
-- try to avoid being hit
|
|
for critter in pairs(critters) do
|
|
if critter:intersectsRay(x,y, dx,dy) then
|
|
critter:setMoveDirection(-dy, dx)
|
|
end
|
|
end
|
|
end)
|
|
|
|
-- in sounds.lua
|
|
signals.register('shoot', function()
|
|
Sounds.fire_bullet:play()
|
|
end)
|
|
|
|
-- in main.lua
|
|
function love.keypressed(key)
|
|
if key == ' ' then
|
|
local x,y = player.pos:unpack()
|
|
local dx,dy = player.direction:unpack()
|
|
signals.emit('shoot', x,y, dx,dy)
|
|
end
|
|
end
|
|
</code></pre>
|
|
</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.signalnew">new()</a></dt><dd>Create a new signal registry</dd><dt><a href="#hump.signalregister">register()</a></dt><dd>Register function with signal.</dd><dt><a href="#hump.signalemit">emit()</a></dt><dd>Call all functions bound to a signal.</dd><dt><a href="#hump.signalremove">remove()</a></dt><dd>Remove functions from registry. </dd><dt><a href="#hump.signalclear">clear()</a></dt><dd>Clears a signal registry.</dd><dt><a href="#hump.signalemit_pattern">emit_pattern()</a></dt><dd>Emits signals matching a pattern.</dd><dt><a href="#hump.signalremove_pattern">remove_pattern()</a></dt><dd>Remove functions from signals matching a pattern.</dd><dt><a href="#hump.signalclear_pattern">clear_pattern()</a></dt><dd>Clears signal registry matching a pattern.</dd></dl></div><div class="ref-block" id="hump.signalnew"><h4>function <span class="name">new</span><span class="arglist">()</span><a class="top" href="#hump.signal">^top</a></h4><p><strong>If you don't need multiple independent registries, you can use the
|
|
global/default registry (see examples).</strong></p>
|
|
|
|
<p>Creates a new signal registry that is independent of the default registry: It
|
|
will manage it's own list of signals and does not in any way affect the the
|
|
global registry. Likewise, the global registry does not affect the instance.</p>
|
|
|
|
<p><strong>Note:</strong> Independent registries use the colon-notation (e.g.
|
|
<code class="lua">instance:emit("foo")</code>), while the global registry uses the dot-notation (e.g.
|
|
<code class="lua">Signal.emit("foo")</code>).</p>
|
|
<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
|
|
<dt>Registry</dt>
|
|
<dd>A new signal registry.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">player.signals = Signals.new()
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalregister"><h4>function <span class="name">register</span><span class="arglist">(s, f)</span><a class="top" href="#hump.signal">^top</a></h4><p>Registers a function <code class="lua">f</code> to be called when signal <code class="lua">s</code> is emitted.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">s</code></dt>
|
|
<dd>The signal identifier.</dd><dt>function <code class="lua">f</code></dt>
|
|
<dd>The function to register.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>function</dt>
|
|
<dd>A function handle to use in <a href="#hump.signalremove"><code class="lua">remove()</code></a>.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">Signal.register('level-complete', function() self.fanfare:play() end)
|
|
</code></pre>
|
|
<pre><code class="lua">handle = Signal.register('level-load', function(level) level.show_help() end)
|
|
</code></pre>
|
|
<pre><code class="lua">menu:register('key-left', select_previous_item)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalemit"><h4>function <span class="name">emit</span><span class="arglist">(s, ...)</span><a class="top" href="#hump.signal">^top</a></h4><p>Calls all functions bound to signal <code class="lua">s</code> with the supplied arguments.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">s</code></dt>
|
|
<dd>The signal identifier.</dd><dt>mixed <code class="lua">...</code> (optional)</dt>
|
|
<dd>Arguments to pass to the bound functions.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Examples:<pre><code class="lua">function love.keypressed(key)
|
|
-- using a signal instance
|
|
if key == 'left' then menu:emit('key-left') end
|
|
end
|
|
</code></pre>
|
|
<pre><code class="lua">if level.is_finished() then
|
|
-- adding arguments
|
|
Signal.emit('level-load', level.next_level)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalremove"><h4>function <span class="name">remove</span><span class="arglist">(s, ...)</span><a class="top" href="#hump.signal">^top</a></h4><p>Unbinds (removes) functions from signal <code class="lua">s</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">s</code></dt>
|
|
<dd>The signal identifier.</dd><dt>functions <code class="lua">...</code></dt>
|
|
<dd>Functions to unbind from the signal.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Signal.remove('level-load', handle)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalclear"><h4>function <span class="name">clear</span><span class="arglist">(s)</span><a class="top" href="#hump.signal">^top</a></h4><p>Removes all functions from signal <code class="lua">s</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">s</code></dt>
|
|
<dd>The signal identifier.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Signal.clear('key-left')
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalemit_pattern"><h4>function <span class="name">emit_pattern</span><span class="arglist">(p, ...)</span><a class="top" href="#hump.signal">^top</a></h4><p>Emits all signals matching a <a href="http://www.lua.org/manual/5.1/manual.html#5.4.1">string pattern</a>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">p</code></dt>
|
|
<dd>The signal identifier pattern.</dd><dt>mixed <code class="lua">...</code> (optional)</dt>
|
|
<dd>Arguments to pass to the bound functions.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Signal.emit_pattern('^update%-.*', dt)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalremove_pattern"><h4>function <span class="name">remove_pattern</span><span class="arglist">(p, ...)</span><a class="top" href="#hump.signal">^top</a></h4><p>Removes functions from all signals matching a <a href="http://www.lua.org/manual/5.1/manual.html#5.4.1">string pattern</a>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">p</code></dt>
|
|
<dd>The signal identifier pattern.</dd><dt>functions <code class="lua">...</code></dt>
|
|
<dd>Functions to unbind from the signals.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Example:<pre><code class="lua">Signal.remove_pattern('key%-.*', play_click_sound)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.signalclear_pattern"><h4>function <span class="name">clear_pattern</span><span class="arglist">(p)</span><a class="top" href="#hump.signal">^top</a></h4><p>Removes <em>all</em> functions from all signals matching a <a href="http://www.lua.org/manual/5.1/manual.html#5.4.1">string pattern</a>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>string <code class="lua">p</code></dt>
|
|
<dd>The signal identifier pattern.</dd></dl>
|
|
</div><div class="returns">Returns:<dl><dt>Nothing</dt></dl></div><div class="example">Examples:<pre><code class="lua">Signal.clear_pattern('sound%-.*')
|
|
</code></pre>
|
|
<pre><code class="lua">player.signals:clear_pattern('.*') -- clear all signals
|
|
</code></pre>
|
|
</div></div></div><div class="outer-block" id="hump.camera"><h3>hump.camera<a class="top" href="#top">^top</a></h3><div class="preamble"><pre><code class="lua">Camera = require "hump.camera"
|
|
</code></pre>
|
|
|
|
<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.</p>
|
|
|
|
<h4>Example:</h4>
|
|
|
|
<pre><code class="lua">function love.load()
|
|
cam = Camera(player.pos.x, player.pos.y)
|
|
end
|
|
|
|
function love.update(dt)
|
|
local dx,dy = player.x - cam.x, player.y - cam.y
|
|
cam:move(dx/2, dy/2)
|
|
end
|
|
</code></pre>
|
|
</div><div class="overview"><h4>Module overview</h4><dl><dt><a href="#hump.cameranew">new()</a></dt><dd>Create a new camera.</dd><dt><a href="#hump.cameracamera:move">camera:move()</a></dt><dd>Move camera.</dd><dt><a href="#hump.cameracamera:lookAt">camera:lookAt()</a></dt><dd>Move camera to position.</dd><dt><a href="#hump.cameracamera:pos">camera:pos()</a></dt><dd>Get camera position.</dd><dt><a href="#hump.cameracamera:rotate">camera:rotate()</a></dt><dd>Rotate camera.</dd><dt><a href="#hump.cameracamera:rotateTo">camera:rotateTo()</a></dt><dd>Set camera rotation.</dd><dt><a href="#hump.cameracamera:zoom">camera:zoom()</a></dt><dd>Change zoom.</dd><dt><a href="#hump.cameracamera:zoomTo">camera:zoomTo()</a></dt><dd>Set zoom.</dd><dt><a href="#hump.cameracamera:attach">camera:attach()</a></dt><dd>Attach camera.</dd><dt><a href="#hump.cameracamera:detach">camera:detach()</a></dt><dd>Detach camera.</dd><dt><a href="#hump.cameracamera:draw">camera:draw()</a></dt><dd>Attach, draw, then detach.</dd><dt><a href="#hump.cameracamera:worldCoords">camera:worldCoords()</a></dt><dd>Convert point to world coordinates.</dd><dt><a href="#hump.cameracamera:cameraCoords">camera:cameraCoords()</a></dt><dd>Convert point to camera coordinates.</dd><dt><a href="#hump.cameracamera:mousepos">camera:mousepos()</a></dt><dd>Get mouse position in world coordinates.</dd></dl></div><div class="ref-block" id="hump.cameranew"><h4>function <span class="name">new</span><span class="arglist">(x,y, zoom, rot)</span><a class="top" href="#hump.camera">^top</a></h4><p>Creates a new camera. You can access the camera position using <code class="lua">camera.x,
|
|
camera.y</code>, the zoom using <code class="lua">camera.scale</code> and the rotation using <code class="lua">camera.rot</code>.</p>
|
|
|
|
<p>The module variable name can be used at a shortcut to <code class="lua">new()</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code> (optional)</dt>
|
|
<dd>Point for the camera to look at.</dd><dt>number <code class="lua">zoom</code> (optional)</dt>
|
|
<dd>Camera zoom.</dd><dt>number <code class="lua">rot</code> (optional)</dt>
|
|
<dd>Camera rotation in radians.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>camera</dt>
|
|
<dd>A new camera.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">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)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:move"><h4>function <span class="name">camera:move</span><span class="arglist">(dx,dy)</span><a class="top" href="#hump.camera">^top</a></h4><p>Move the camera <em>by</em> some vector. To set the position, use
|
|
<a href="#hump.cameralookAt"><code class="lua">camera:lookAt(x,y)</code></a>.</p>
|
|
|
|
<p>This function is shortcut to camera.x,camera.y = camera.x+dx, camera.y+dy.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">dx,dy</code></dt>
|
|
<dd>Direction to move the camera.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>camera</dt>
|
|
<dd>The camera.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">function love.update(dt)
|
|
camera:move(dt * 5, dt * 6)
|
|
end
|
|
</code></pre>
|
|
<pre><code class="lua">function love.update(dt)
|
|
camera:move(dt * 5, dt * 6):rotate(dt)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:lookAt"><h4>function <span class="name">camera:lookAt</span><span class="arglist">(x,y)</span><a class="top" href="#hump.camera">^top</a></h4><p>Let the camera look at a point. In other words, it sets the camera position. To
|
|
move the camera <em>by</em> some amount, use <a href="#hump.cameramove"><code class="lua">camera:move(x,y)</code></a>.</p>
|
|
|
|
<p>This function is shortcut to <code class="lua">camera.x,camera.y = x, y</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x,y</code></dt>
|
|
<dd>Position to look at.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>camera</dt>
|
|
<dd>The camera.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">function love.update(dt)
|
|
camera:lookAt(player.pos:unpack())
|
|
end
|
|
</code></pre>
|
|
<pre><code class="lua">function love.update(dt)
|
|
camera:lookAt(player.pos:unpack()):rotation(player.rot)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:pos"><h4>function <span class="name">camera:pos</span><span class="arglist">()</span><a class="top" href="#hump.camera">^top</a></h4><p>Returns <code class="lua">camera.x, camera.y</code>.</p>
|
|
<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>Camera position.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">-- let the camera fly!
|
|
local cam_dx, cam_dy = 0, 0
|
|
|
|
function love.mousereleased(x,y)
|
|
local cx,cy = camera:position()
|
|
dx, dy = x-cx, y-cy
|
|
end
|
|
|
|
function love.update(dt)
|
|
camera:move(dx * dt, dy * dt)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:rotate"><h4>function <span class="name">camera:rotate</span><span class="arglist">(angle)</span><a class="top" href="#hump.camera">^top</a></h4><p>Rotate the camera by some angle. To set the angle use <code class="lua">camera.rot = new_angle</code>.</p>
|
|
|
|
<p>This function is shortcut to <code class="lua">camera.rot = camera.rot + angle</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">angle</code></dt>
|
|
<dd>Rotation angle in radians</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>camera</dt>
|
|
<dd>The camera.</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,dt)
|
|
end
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:rotateTo"><h4>function <span class="name">camera:rotateTo</span><span class="arglist">(angle)</span><a class="top" href="#hump.camera">^top</a></h4><p>Set rotation: <code class="lua">camera.rot = angle</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">angle</code></dt>
|
|
<dd>Rotation angle in radians</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd>The camera.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">camera:rotateTo(math.pi/2)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:zoom"><h4>function <span class="name">camera:zoom</span><span class="arglist">(mul)</span><a class="top" href="#hump.camera">^top</a></h4><p><em>Multiply</em> zoom: <code class="lua">camera.scale = camera.scale * mul</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">mul</code></dt>
|
|
<dd>Zoom change. Should be > 0.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd>The camera.</dd></dl>
|
|
</div><div class="example">Examples:<pre><code class="lua">camera:zoom(2) -- make everything twice as big
|
|
</code></pre>
|
|
<pre><code class="lua">camera:zoom(0.5) -- ... and back to normal
|
|
</code></pre>
|
|
<pre><code class="lua">camera:zoom(-1) -- flip everything
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:zoomTo"><h4>function <span class="name">camera:zoomTo</span><span class="arglist">(zoom)</span><a class="top" href="#hump.camera">^top</a></h4><p>Set zoom: <code class="lua">camera.scale = zoom</code>.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>number <code class="lua">zoom</code></dt>
|
|
<dd>New zoom.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>number</dt>
|
|
<dd>The camera.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">camera:zoomTo(1)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:attach"><h4>function <span class="name">camera:attach</span><span class="arglist">()</span><a class="top" href="#hump.camera">^top</a></h4><p>Start looking through the camera.</p>
|
|
|
|
<p>Apply camera transformations, i.e. move, scale and rotate everything until
|
|
<code class="lua">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><div class="ref-block" id="hump.cameracamera:detach"><h4>function <span class="name">camera:detach</span><span class="arglist">()</span><a class="top" href="#hump.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><div class="ref-block" id="hump.cameracamera:draw"><h4>function <span class="name">camera:draw</span><span class="arglist">(func)</span><a class="top" href="#hump.camera">^top</a></h4><p>Wrap a function between a <code class="lua">camera:attach()/camera:detach()</code> pair:</p>
|
|
|
|
<pre><code class="lua">cam:attach()
|
|
func()
|
|
cam:detach()
|
|
</code></pre>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>function <code class="lua">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><div class="ref-block" id="hump.cameracamera:worldCoords"><h4>function <span class="name">camera:worldCoords</span><span class="arglist">(x, y)</span><a class="top" href="#hump.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><code class="lua">camera:worldCoords(x,y)</code> and <code class="lua">camera:cameraCoords(x,y)</code> transform a point
|
|
between these two coordinate systems.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x, y</code></dt>
|
|
<dd>Point to transform.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>Transformed point.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">x,y = camera:worldCoords(love.mouse.getPosition())
|
|
selectedUnit:plotPath(x,y)
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:cameraCoords"><h4>function <span class="name">camera:cameraCoords</span><span class="arglist">(x, y)</span><a class="top" href="#hump.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><code class="lua">camera:worldCoords(x,y)</code> and <code class="lua">camera:cameraCoords(x,y)</code> transform a point
|
|
between these two coordinate systems.</p>
|
|
<div class="arguments">Parameters:<dl>
|
|
<dt>numbers <code class="lua">x, y</code></dt>
|
|
<dd>Point to transform.</dd></dl>
|
|
</div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>Transformed point.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">x,y = cam:cameraCoords(player.pos)
|
|
love.graphics.line(x, y, love.mouse.getPosition())
|
|
</code></pre>
|
|
</div></div><div class="ref-block" id="hump.cameracamera:mousepos"><h4>function <span class="name">camera:mousepos</span><span class="arglist">()</span><a class="top" href="#hump.camera">^top</a></h4><p>Shortcut to <code class="lua">camera:worldCoords(love.mouse.getPosition())</code>.</p>
|
|
<div class="arguments">Parameters:<dl><dt>None</dt></dl></div><div class="returns">Returns:<dl>
|
|
<dt>numbers</dt>
|
|
<dd>Mouse position in world coordinates.</dd></dl>
|
|
</div><div class="example">Example:<pre><code class="lua">x,y = camera:mousepos()
|
|
selectedUnit:plotPath(x,y)
|
|
</code></pre>
|
|
</div></div></div><div class="outer-block" id="License"><h3>License<a class="top" href="#top">^top</a></h3><div class="preamble"><p>Yay, <em>free software</em></p>
|
|
|
|
<blockquote><p>Copyright (c) 2010-2012 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><div class="outer-block" id="Download"><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>Using <a href="http://git-scm.com">Git</a>, you can clone the project by running:</p>
|
|
|
|
<pre><code class="lua">git clone git://github.com/vrld/hump
|
|
</code></pre>
|
|
|
|
<p>Once done, tou can check for updates by running</p>
|
|
|
|
<pre><code class="lua">git pull
|
|
</code></pre>
|
|
</div></div></body></html>
|