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2615 lines
54 KiB
Markdown
2615 lines
54 KiB
Markdown
# HUMP
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## Introduction
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Helper Utilities for a Multitude of Problems is a set of lightweight helpers
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for the awesome LÖVE Engine.
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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.
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## Module hump.gamestate [A gamestate system.]
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Gamestate = require "hump.gamestate"
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A gamestate encapsulates independent data an behaviour in a single table.
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A typical game could consist of a menu-state, a level-state and a game-over-state.
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#### Example:
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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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### Callbacks [Gamestate Callbacks.]
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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:
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=`init()`=
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Called once before entering the state. See [`switch()`](#hump.gamestateswitch).
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=`enter(previous, ...)`=
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Called when entering the state. See [`switch()`](#hump.gamestateswitch).
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=`leave()`=
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Called when leaving a state. See [`switch()`](#hump.gamestateswitch).
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=`update()`=
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Update the game state. Called every frame.
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=`draw()`=
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Draw on the screen. Called every frame.
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=`focus()`=
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Called if the window gets or looses focus.
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=`keypressed()`=
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Triggered when a key is pressed.
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=`keyreleased()`=
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Triggered when a key is released.
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=`mousepressed()`=
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Triggered when a mouse button is pressed.
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=`mousereleased()`=
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Triggered when a mouse button is released.
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=`joystickpressed()`=
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Triggered when a joystick button is pressed.
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=`joystickreleased()`=
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Triggered when a joystick button is released.
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=`quit()`=
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Called on quitting the game. Only called on the active gamestate.
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When using [`registerEvents()`](#hump.gamestateregisterEvents), 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. `state:update(dt)` will be called by
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`love.update(dt)`).
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#### Example:
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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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### function new() [Create a new gamestate.]
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**Deprecated: Use the table constructor instead (see example)**
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Declare a new gamestate (just an empty table). A gamestate can define several
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callbacks.
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#### Returns:
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=Gamestate=
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An empty table.
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#### Example:
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menu = {}
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-- deprecated method:
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menu = Gamestate.new()
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### function switch(to, ...) [Switch to gamestate.]
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Switch to a gamestate, with any additional arguments passed to the new state.
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Switching a gamestate will call the `leave()` callback on the current
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gamestate, replace the current gamestate with `to`, call the `init()` function
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if the state was not yet inialized and finally call `enter(old_state, ...)` on
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the new gamestate.
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#### Parameters:
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=Gamestate to=
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Target gamestate.
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=mixed ...=
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Additional arguments to pass to `to:enter(current, ...)`.
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#### Returns:
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=mixed=
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The results of `to:enter(current, ...)`
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#### Example:
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Gamestate.switch(game, level_two)
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### function current() [Get current gamestate.]
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Returns the currently activated gamestate.
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#### Returns:
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=table=
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The active gamestate.
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#### Example:
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function love.keypressed(key)
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if Gamestate.current() ~= menu and key == 'p' then
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Gamestate.push(pause)
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end
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end
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### function push(to, ...) [Push state on top of the stack.]
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Pushes the `to` on top of the state stack, i.e. makes it the active state.
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Semantics are the same as `switch(to, ...)`, except that `leave()` is *not*
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called on the previously active state.
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Useful for pause screens, menus, etc.
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#### Parameters:
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=Gamestate to=
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Target gamestate.
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=mixed ...=
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Additional arguments to pass to `to:enter(current, ...)`.
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#### Returns:
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=mixed=
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The results of `to:enter(current, ...)`
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#### Example:
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-- pause gamestate
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Pause = Gamestate.new()
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function Pause:enter(from)
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self.from = from -- record previous state
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end
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function Pause:draw()
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local W, H = love.graphics.getWidth(), love.graphics.getHeight()
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-- draw previous screen
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self.from:draw()
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-- overlay with pause message
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love.graphics.setColor(0,0,0, 100)
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love.graphics.rectangle('fill', 0,0, W,H)
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love.graphics.setColor(255,255,255)
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love.graphics.printf('PAUSE', 0, H/2, W, 'center')
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end
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-- [...]
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function love.keypressed(key)
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if Gamestate.current() ~= menu and key == 'p' then
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Gamestate.push(pause)
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end
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end
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### function pop() [Pops state from the stack.]
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Calls `leave()` on the current state and then removes it from the stack, making
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the state below the current state. Does *not* call `enter()` on the activated
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state.
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#### Returns:
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=mixed=
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The results of `state:leave()`
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#### Example:
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-- extending the example of Gamestate.push() above
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function Pause:keypressed(key)
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if key == 'p' then
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Gamestate.pop() -- return to previous state
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end
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end
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### function <callback>(...) [Call function on active gamestate.]
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Calls a function on the current gamestate. Can be any function, but is intended to
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be one of the [callbacks](#hump.gamestateCallbacks). Mostly useful when not using
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[`registerEvents()`](#hump.gamestateregisterEvents).
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#### Parameters:
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=mixed ...=
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Arguments to pass to the corresponding function.
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#### Returns:
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=mixed=
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The result of the callback function.
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#### Example:
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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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### function registerEvents(callbacks) [Automatically do all of the above when needed.]
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Overwrite love callbacks to call `Gamestate.update()`, `Gamestate.draw()`, etc.
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automatically. love callbacks (e.g. `love.update()`) are still invoked.
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This is by done by overwriting the love callbacks, e.g.:
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local old_update = love.update
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function love.update(dt)
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old_update(dt)
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return Gamestate.current:update(dt)
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end
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**Note:** Only works when called in love.load() or any other function that is
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executed *after* the whole file is loaded.
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#### Parameters:
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=table callbacks (optional)=
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Names of the callbacks to register. If omitted, register all love callbacks.
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#### Example:
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function love.load()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end
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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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#### Example:
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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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## Module hump.timer [Delayed and time-limited function calls.]
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Timer = require "hump.timer"
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hump.timer offers a simple interface to schedule the execution of functions. It
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is possible to run functions *after* and *for* 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.
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In addition to that, `hump.timer` offers various
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[tweening](http://en.wikipedia.org/wiki/Inbetweening) functions that make it
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easier to produce [juicy games](http://www.youtube.com/watch?v=Fy0aCDmgnxg).
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#### Example:
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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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### function new() [Create new timer instance.]
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**If you don't need multiple independent schedulers, you can use the
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global/default timer (see examples).**
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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.
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**Note:** Timer instances use the colon-notation (e.g. `instance:update(dt)`),
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while the global timer uses the dot-notation (e.g. `Timer.update(dt)`).
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#### Returns:
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=Timer=
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A timer instance.
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#### Example:
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menuTimer = Timer.new()
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### function add(delay, func) [Schedule a function.]
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Schedule a function. The function will be executed after `delay` seconds have
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elapsed, given that `update(dt)` is called every frame.
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**Note:** There is no guarantee that the delay will not be exceeded, it is only
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guaranteed that the function will *not* be executed *before* the delay has
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passed.
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`func` will receive itself as only parameter. This is useful to implement
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periodic behavior (see the example).
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#### Parameters:
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=number delay=
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Number of seconds the function will be delayed.
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=function func=
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The function to be delayed.
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#### Returns:
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=table=
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The timer handle.
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#### Example:
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-- grant the player 5 seconds of immortality
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player.isInvincible = true
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Timer.add(5, function() player.isInvincible = false end)
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#### Example:
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-- 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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#### Example:
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--Using a timer instance:
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menuTimer:add(1, finishAnimation)
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### function addPeriodic(delay, func) [Add a periodic function.]
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Add a function that will be called `count` times every `delay` seconds.
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If `count` is omitted, the function will be called until it returns `false` or
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[`cancel(handle)`](#hump.timercancel) or [`clear()`](#hump.timerclear) is
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called.
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#### Parameters:
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=number delay=
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Number of seconds between two consecutive function calls.
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=function func=
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The function to be called periodically.
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=number count (optional)=
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Number of times the function is to be called.
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#### Returns:
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=table=
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The timer handle. See also [`cancel()`](#hump.timercancel).
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#### Example:
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-- toggle light on and off every second
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Timer.addPeriodic(1, function() lamp:toggleLight() end)
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#### Example:
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-- 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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#### Example:
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-- flicker player's image as long as he is invincible
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Timer.addPeriodic(0.1, function()
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player:flipImage()
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return player.isInvincible
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end)
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### function do_for(delay, func, after) [Run a function for the next few seconds.]
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Run `func(dt)` for the next `delta` seconds. The function is called every time
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`update(dt)` is called. Optionally run `after()` once `delta` seconds have
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passed.
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`after()` will receive itself as only parameter.
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**Note:** You should not add new timers in `func(dt)`, as this can lead to random
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crashes.
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#### Parameters:
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=number delta=
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Number of seconds the func will be called.
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=function func=
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The function to be called on `update(dt)`.
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=function after (optional)=
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A function to be called after delta seconds.
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#### Returns:
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=table=
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The timer handle.
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#### Example:
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-- play an animation for 5 seconds
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Timer.do_for(5, function(dt) animation:update(dt) end)
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#### Example:
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-- shake the camera for one second
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local orig_x, orig_y = camera:pos()
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Timer.do_for(1, function()
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camera:lookAt(orig_x + math.random(-2,2), orig_y + math.random(-2,2))
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end, function()
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-- reset camera position
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camera:lookAt(orig_x, orig_y)
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end)
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#### Example:
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player.isInvincible = true
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-- flash player for 3 seconds
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local t = 0
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player.timer:do_for(3, function(dt)
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t = t + dt
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player.visible = (t % .2) < .1
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end, function()
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-- make sure the player is visible after three seconds
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player.visible = true
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player.isInvincible = false
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end)
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### function cancel(handle) [Cancel a scheduled function.]
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Prevent a timer from being executed in the future.
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#### Parameters:
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=table handle=
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The function to be canceled.
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#### Example:
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function tick()
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print('tick... tock...')
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end
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handle = Timer.addPeriodic(1, tick)
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-- later
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Timer.cancel(handle) -- NOT: Timer.cancel(tick)
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#### Example:
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-- using a timer instance
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function tick()
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print('tick... tock...')
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end
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handle = menuTimer:addPeriodic(1, tick)
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-- later
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menuTimer:cancel(handle)
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### function clear() [Remove all timed and periodic functions.]
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Remove all timed and periodic functions. Functions that have not yet been
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executed will discarded.
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#### Example:
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Timer.clear()
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#### Example:
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menu_timer:clear()
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### function update(dt) [Update scheduled functions.]
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Update timers and execute functions if the deadline is reached. Use this in
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`love.update(dt)`.
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#### Parameters:
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=number dt=
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Time that has passed since the last `update()`.
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#### Example:
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function love.update(dt)
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do_stuff()
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Timer.update(dt)
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end
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#### Example:
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-- using hump.gamestate and a timer instance
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function menuState:update(dt)
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self.timer:update(dt)
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end
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### function tween(duration, subject, target, method, after, ...) [Add a tween.]
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Effectively a frontend to `timer:do_for()`.
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See tweening methods.
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Tweens can stack.
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#### Parameters:
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=number duration=
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Duration of the tween.
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=table subject=
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Object to be tweened.
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=table target=
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Target values.
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=string method (optional)=
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Tweening method, defaults to 'linear'.
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=function after (optiona)=
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|
Function to execute after the tween has finished.
|
|
=mixed ...=
|
|
Additional arguments to the *tweening* function.
|
|
|
|
#### Returns:
|
|
|
|
=table=
|
|
A timer handle.
|
|
|
|
#### Example:
|
|
|
|
function love.load()
|
|
color = {0, 0, 0}
|
|
Timer.tween(10, color, {255, 255, 255}, 'in-out-quad')
|
|
end
|
|
|
|
function love.update(dt)
|
|
Timer.update(dt)
|
|
end
|
|
|
|
function love.draw()
|
|
love.graphics.setBackgroundColor(color)
|
|
end
|
|
|
|
#### Example:
|
|
|
|
function love.load()
|
|
circle = {rad = 10, x = 100, y = 100}
|
|
local grow, shrink, move_down, move_up
|
|
grow = function()
|
|
Timer.tween(1, circle, {rad = 50}, 'in-out-quad', shrink)
|
|
end
|
|
shrink = function()
|
|
Timer.tween(2, circle, {rad = 10}, 'in-out-quad', grow)
|
|
end
|
|
|
|
move_down = function()
|
|
Timer.tween(3, circle, {x = 700, y = 500}, 'bounce', move_up)
|
|
end
|
|
move_up = function()
|
|
Timer.tween(5, circle, {x = 200, y = 200}, 'out-elastic', move_down)
|
|
end
|
|
|
|
grow()
|
|
move_down()
|
|
end
|
|
|
|
function love.update(dt)
|
|
Timer.update(dt)
|
|
end
|
|
|
|
function love.draw()
|
|
love.graphics.circle('fill', circle.x, circle.y, circle.rad)
|
|
end
|
|
|
|
|
|
### Defining the tweening method. [Tweening methods.]
|
|
|
|
method name, e.g. linear, quad
|
|
|
|
prefix: in-, out-, in-out-, out-in-, e.g. in-linear (=linear), out-quad
|
|
|
|
methods: linear, quad, cubic, quart, quint, sine, expo, circ, back (bounciness), bounce, elastic(amp, period)
|
|
|
|
advanced: mirroring, chaining methods, adding custom methods
|
|
|
|
|
|
|
|
|
|
## Module hump.vector [2D vector math.]
|
|
|
|
vector = require "hump.vector"
|
|
|
|
A handy 2D vector class providing most of the things you do with vectors.
|
|
|
|
You can access the individual coordinates by using vec.x and vec.y.
|
|
|
|
#### Example:
|
|
|
|
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
|
|
|
|
### Operators [Arithmetics and relations.]
|
|
|
|
Vector arithmetic is implemented by using `__add`, `__mul` and other
|
|
metamethods:
|
|
|
|
=`vector + vector = vector`=
|
|
Component wise sum.
|
|
=`vector - vector = vector`=
|
|
Component wise difference.
|
|
=`vector * vector = number`=
|
|
Dot product.
|
|
=`number * vector = vector`=
|
|
Scalar multiplication (scaling).
|
|
=`vector * number = vector`=
|
|
Scalar multiplication.
|
|
=`vector / number = vector`=
|
|
Scalar multiplication.
|
|
|
|
Relational operators are defined, too:
|
|
|
|
=`a == b`=
|
|
Same as `a.x == b.x and a.y == b.y`.
|
|
=`a <= b`=
|
|
Same as `a.x <= b.x and a.y <= b.y`.
|
|
=`a < b`=
|
|
Lexical sort: `a.x < b.x or (a.x == b.x and a.y < b.y)`.
|
|
|
|
#### Example:
|
|
|
|
-- 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
|
|
|
|
|
|
### function new(x,y) [Create a new vector.]
|
|
|
|
Create a new vector.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
Coordinates.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
The vector.
|
|
|
|
#### Example:
|
|
|
|
a = vector.new(10,10)
|
|
|
|
#### Example:
|
|
|
|
-- as a shortcut, you can call the module like a function:
|
|
vector = require "hump.vector"
|
|
a = vector(10,10)
|
|
|
|
|
|
### function isvector(v) [Test if value is a vector.]
|
|
|
|
Test whether a variable is a vector.
|
|
|
|
#### Parameters:
|
|
|
|
=mixed v=
|
|
The variable to test.
|
|
|
|
#### Returns:
|
|
|
|
=boolean=
|
|
`true` if `v` is a vector, `false` otherwise
|
|
|
|
#### Example:
|
|
|
|
if not vector.isvector(v) then
|
|
v = vector(v,0)
|
|
end
|
|
|
|
|
|
### function vector:clone() [Copy a vector.]
|
|
|
|
Copy a vector. Simply assigning a vector a vector to a variable will create a
|
|
*reference*, so when modifying the vector referenced by the new variable would
|
|
also change the old one:
|
|
|
|
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)'
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
Copy of the vector
|
|
|
|
#### Example:
|
|
|
|
copy = original:clone()
|
|
|
|
|
|
### function vector:unpack() [Extract coordinates.]
|
|
|
|
Extract coordinates.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
The coordinates
|
|
|
|
#### Example:
|
|
|
|
x,y = pos:unpack()
|
|
|
|
#### Example:
|
|
|
|
love.graphics.draw(self.image, self.pos:unpack())
|
|
|
|
|
|
### function vector:permul(other) [Per element multiplication.]
|
|
|
|
Multiplies vectors coordinate wise, i.e. `result = vector(a.x * b.x, a.y *
|
|
b.y)`.
|
|
|
|
This does not change either argument vectors, but creates a new one.
|
|
|
|
#### Parameters:
|
|
|
|
=vector other=
|
|
The other vector
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
The new vector as described above
|
|
|
|
#### Example:
|
|
|
|
scaled = original:permul(vector(1,1.5))
|
|
|
|
|
|
### function vector:len() [Get length.]
|
|
|
|
Get length of a vector, i.e. `math.sqrt(vec.x * vec.x + vec.y * vec.y)`.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Length of the vector.
|
|
|
|
#### Example:
|
|
|
|
distance = (a - b):len()
|
|
|
|
|
|
### function vector:len2() [Get squared length.]
|
|
|
|
Get squared length of a vector, i.e. `vec.x * vec.x + vec.y * vec.y`.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Squared length of the vector.
|
|
|
|
#### Example:
|
|
|
|
-- 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
|
|
|
|
|
|
### function vector:dist(other) [Distance to other vector.]
|
|
|
|
Get distance of two vectors. The same as `(a - b):len()`.
|
|
|
|
#### Parameters:
|
|
|
|
=vector other=
|
|
Other vector to measure the distance to.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The distance of the vectors.
|
|
|
|
#### Example:
|
|
|
|
-- 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
|
|
|
|
|
|
### function vector:dist2(other) [Squared distance to other vector.]
|
|
|
|
Get squared distance of two vectors. The same as `(a - b):len2()`.
|
|
|
|
#### Parameters:
|
|
|
|
=vector other=
|
|
Other vector to measure the distance to.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The squared distance of the vectors.
|
|
|
|
#### Example:
|
|
|
|
-- get closest vertex to a given vector
|
|
-- slightly faster than the example using len2()
|
|
closest, dsq = vertices[1], pos:dist2(vertices[1])
|
|
for i = 2,#vertices do
|
|
local temp = pos:dist2(vertices[i])
|
|
if temp < dsq then
|
|
closest, dsq = vertices[i], temp
|
|
end
|
|
end
|
|
|
|
|
|
### function vector:normalized() [Get normalized vector.]
|
|
|
|
Get normalized vector, i.e. a vector with the same direction as the input
|
|
vector, but with length 1.
|
|
|
|
This does not change the input vector, but creates a new vector.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
Vector with same direction as the input vector, but length 1.
|
|
|
|
#### Example:
|
|
|
|
direction = velocity:normalized()
|
|
|
|
|
|
### function vector:normalize_inplace() [Normalize vector in-place.]
|
|
|
|
Normalize a vector, i.e. make the vector unit length. Great to use on
|
|
intermediate results.
|
|
|
|
**This modifies the vector. If in doubt, use
|
|
[`vector:normalized()`](#hump.vectornormalized).**
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
Itself - the normalized vector
|
|
|
|
#### Example:
|
|
|
|
normal = (b - a):perpendicular():normalize_inplace()
|
|
|
|
|
|
### function vector:rotated(angle) [Get rotated vector.]
|
|
|
|
Get a rotated vector.
|
|
|
|
This does not change the input vector, but creates a new vector.
|
|
|
|
#### Parameters:
|
|
|
|
=number angle=
|
|
Rotation angle in radians.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
The rotated vector
|
|
|
|
#### Example:
|
|
|
|
-- approximate a circle
|
|
circle = {}
|
|
for i = 1,30 do
|
|
local phi = 2 * math.pi * i / 30
|
|
circle[#circle+1] = vector(0,1):rotated(phi)
|
|
end
|
|
|
|
#### Sketch:
|
|
|
|
![Rotated vector sketch](vector-rotated.png)
|
|
|
|
|
|
### function vector:rotate_inplace(angle) [Rotate vector in-place.]
|
|
|
|
Rotate a vector in-place. Great to use on intermediate results.
|
|
|
|
**This modifies the vector. If in doubt, use
|
|
[`vector:rotate()`](#hump.vectorrotate).**
|
|
|
|
#### Parameters:
|
|
|
|
=number angle=
|
|
Rotation angle in radians.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
Itself - the rotated vector
|
|
|
|
#### Example:
|
|
|
|
-- ongoing rotation
|
|
spawner.direction:rotate_inplace(dt)
|
|
|
|
|
|
### function vector:perpendicular() [Get perpendicular vector.]
|
|
|
|
Quick rotation by 90°. Creates a new vector. The same (but faster) as
|
|
`vec:rotate(math.pi/2)`.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
A vector perpendicular to the input vector
|
|
|
|
#### Example:
|
|
|
|
normal = (b - a):perpendicular():normalize_inplace()
|
|
|
|
#### Sketch:
|
|
|
|
![Perpendiculat vector sketch](vector-perpendicular.png)
|
|
|
|
|
|
### function vector:projectOn(v) [Get projection onto another vector.]
|
|
|
|
Project vector onto another vector (see sketch).
|
|
|
|
#### Parameters:
|
|
|
|
=vector v=
|
|
The vector to project on.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
The projected vector.
|
|
|
|
#### Example:
|
|
|
|
velocity_component = velocity:projectOn(axis)
|
|
|
|
#### Sketch:
|
|
|
|
![Projected vector sketch](vector-projectOn.png)
|
|
|
|
|
|
### function vector:mirrorOn(v) [Mirrors vector on other vector]
|
|
|
|
Mirrors vector on the axis defined by the other vector.
|
|
|
|
#### Parameters:
|
|
|
|
=vector v=
|
|
The vector to mirror on.
|
|
|
|
#### Returns:
|
|
|
|
=vector=
|
|
The mirrored vector.
|
|
|
|
#### Example:
|
|
|
|
deflected_velocity = ball.velocity:mirrorOn(surface_normal)
|
|
|
|
#### Sketch:
|
|
|
|
![Mirrored vector sketch](vector-mirrorOn.png)
|
|
|
|
|
|
### function vector:cross(other) [Cross product of two vectors.]
|
|
|
|
Get cross product of both vectors. Equals the area of the parallelogram spanned
|
|
by both vectors.
|
|
|
|
#### Parameters:
|
|
|
|
=vector other=
|
|
Vector to compute the cross product with.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Cross product of both vectors.
|
|
|
|
#### Example:
|
|
|
|
parallelogram_area = a:cross(b)
|
|
|
|
|
|
### function vector:angleTo(other) [Measure angle between two vectors.]
|
|
|
|
Measures the angle between two vectors. If `other` is omitted it defaults
|
|
to the vector `(0,0)`, i.e. the function returns the angle to the coordinate
|
|
system.
|
|
|
|
#### Parameters:
|
|
|
|
=vector other (optional)=
|
|
Vector to measure the angle to.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Angle in radians.
|
|
|
|
#### Example:
|
|
|
|
lean = self.upvector:angleTo(vector(0,1))
|
|
if lean > .1 then self:fallOver() end
|
|
|
|
|
|
## Module hump.vector-light [Lightweight 2D vector math.]
|
|
|
|
vector = require "hump.vector-light"
|
|
|
|
An table-free version of [`hump.vector`](#hump.vector). Instead of a vector
|
|
type, `hump.vector-light` provides functions that operate on numbers.
|
|
|
|
**Note:** Using this module instead of [`hump.vector`](#hump.vector) might
|
|
result in faster code, but does so at the expense of readability. Unless you
|
|
are sure that it causes a significant performance penalty, I recommend using
|
|
[`hump.vector`](#hump.vector).
|
|
|
|
#### Example:
|
|
|
|
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
|
|
|
|
### function str(x,y) [String representation.]
|
|
|
|
Transforms a vector to a string of the form `(x,y)`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector
|
|
|
|
#### Returns:
|
|
=string=
|
|
The string representation
|
|
|
|
#### Example:
|
|
|
|
print(vector.str(love.mouse.getPosition()))
|
|
|
|
### function mul(s, x,y) [Product of a vector and a scalar.]
|
|
|
|
Computes `x*s,y*s`. The order of arguments is chosen so that it's possible to
|
|
chain multiple operations (see example).
|
|
|
|
#### Parameters:
|
|
|
|
=number s=
|
|
The scalar.
|
|
= numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
`x*s, y*s`
|
|
|
|
#### Example:
|
|
|
|
velx,vely = vec.mul(dt, vec.add(velx,vely, accx,accy))
|
|
|
|
|
|
### function div(s, x,y) [Product of a vector and the inverse of a scalar.]
|
|
|
|
Computes `x/s,y/s`. The order of arguments is chosen so that it's possible to
|
|
chain multiple operations.
|
|
|
|
#### Parameters:
|
|
|
|
=number s=
|
|
The scalar.
|
|
= numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
`x/s, y/s`
|
|
|
|
#### Example:
|
|
|
|
x,y = vec.div(self.zoom, x-w/2, y-h/2)
|
|
|
|
|
|
### function add(x1,y1, x2,y2) [Sum of two vectors.]
|
|
|
|
Computes the sum (`x1+x2,y1+y2`) of two vectors. Meant to be used in
|
|
conjunction with other functions.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
= numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
`x1+x2, x1+x2`
|
|
|
|
#### Example:
|
|
|
|
player.x,player.y = vector.add(player.x,player.y, vector.mul(dt, dx,dy))
|
|
|
|
### function sub(x1,y1, x2,y2) [Difference of two vectors.]
|
|
|
|
Computes the difference (`x1-x2,y1-y2`) of two vectors. Meant to be used in
|
|
conjunction with other functions.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
= numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
`x1-x2, x1-x2`
|
|
|
|
#### Example:
|
|
|
|
dx,dy = vector.sub(400,300, love.mouse.getPosition())
|
|
|
|
|
|
### function permul(x1,y1, x2,y2) [Per element multiplication.]
|
|
|
|
Multiplies vectors coordinates, i.e.: `x1*x2, y1*y2`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
`x1*x2, y1*y2`
|
|
|
|
#### Example:
|
|
|
|
x,y = vector.permul(x,y, 1,1.5)
|
|
|
|
### function dot(x1,y1, x2,y2) [Dot product.]
|
|
|
|
Computes the [dot product](http://en.wikipedia.org/wiki/Dot_product ) of two
|
|
vectors: `x1*x2 + y1*y2`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
`x1*x2 + y1*y2`
|
|
|
|
#### Example:
|
|
|
|
cosphi = vector.dot(rx,ry, vx,vy)
|
|
|
|
### function cross(x1,y1, x2,y2) [Cross product.]
|
|
|
|
Computes the [cross product](http://en.wikipedia.org/wiki/Cross_product) of two
|
|
vectors, `x1*y2 - y1*x2`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
`x1*y2 - y1*x2`
|
|
|
|
#### Example:
|
|
|
|
parallelogram_area = vector.cross(ax,ay, bx,by)
|
|
|
|
|
|
Alias to [`vector.cross(x1,y1, x2,y2)`].
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
`x1*y2 - y1*x2`
|
|
|
|
#### Example:
|
|
|
|
parallelogram_area = vector.det(ax,ay, bx,by)
|
|
|
|
|
|
### function eq(x1,y1, x2,y2) [Equality.]
|
|
|
|
Test for equality.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=boolean=
|
|
`x1 == x2 and y1 == y2`
|
|
|
|
#### Example:
|
|
|
|
if vector.eq(x1,y1, x2,y2) then be.happy() end
|
|
|
|
|
|
### function le(x1,y1, x2,y2) [Partial lexical order.]
|
|
|
|
Test for partial lexical order, `<=`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=boolean=
|
|
`x1 <= x2 and y1 <= y2`
|
|
|
|
#### Example:
|
|
|
|
if vector.le(x1,y1, x2,y2) then be.happy() end
|
|
|
|
|
|
### function lt(x1,y1, x2,y2) [Strict lexical order.]
|
|
|
|
Test for strict lexical order, `<`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=boolean=
|
|
`x1 < x2 or (x1 == x2) and y1 <= y2`
|
|
|
|
#### Example:
|
|
|
|
if vector.lt(x1,y1, x2,y2) then be.happy() end
|
|
|
|
### function len(x,y) [Get length.]
|
|
|
|
Get length of a vector, i.e. `math.sqrt(x*x + y*y)`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Length of the vector.
|
|
|
|
#### Example:
|
|
|
|
distance = vector.len(love.mouse.getPosition())
|
|
|
|
|
|
### function len2(x,y) [Get squared length.]
|
|
|
|
Get squared length of a vector, i.e. `x*x + y*y`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Squared length of the vector.
|
|
|
|
#### Example:
|
|
|
|
-- get closest vertex to a given vector
|
|
closest, dsq = vertices[1], vector.len2(px-vertices[1].x, py-vertices[1].y)
|
|
for i = 2,#vertices do
|
|
local temp = vector.len2(px-vertices[i].x, py-vertices[i].y)
|
|
if temp < dsq then
|
|
closest, dsq = vertices[i], temp
|
|
end
|
|
end
|
|
|
|
|
|
### function dist(x1,y1, x2,y2) [Distance of two points.]
|
|
|
|
Get distance of two points. The same as `vector.len(x1-x2, y1-y2)`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The distance of the points.
|
|
|
|
#### Example:
|
|
|
|
-- get closest vertex to a given vector
|
|
-- slightly slower than the example using len2()
|
|
closest, dist = vertices[1], vector.dist(px,py, vertices[1].x,vertices[1].y)
|
|
for i = 2,#vertices do
|
|
local temp = vector.dist(px,py, vertices[i].x,vertices[i].y)
|
|
if temp < dist then
|
|
closest, dist = vertices[i], temp
|
|
end
|
|
end
|
|
|
|
|
|
### function dist2(x1,y1, x2,y2) [Squared distance of two points.]
|
|
|
|
Get squared distance of two points. The same as `vector.len2(x1-x2, y1-y2)`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x1,y1=
|
|
First vector.
|
|
=numbers x2,y2=
|
|
Second vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The squared distance of two points.
|
|
|
|
#### Example:
|
|
|
|
-- get closest vertex to a given vector
|
|
closest, dsq = vertices[1], vector.dist2(px,py, vertices[1].x,vertices[1].y)
|
|
for i = 2,#vertices do
|
|
local temp = vector.dist2(px,py, vertices[i].x,vertices[i].y)
|
|
if temp < dsq then
|
|
closest, dsq = vertices[i], temp
|
|
end
|
|
end
|
|
|
|
|
|
### function normalize(x,y) [Normalize vector.]
|
|
|
|
Get normalized vector, i.e. a vector with the same direction as the input
|
|
vector, but with length 1.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
Vector with same direction as the input vector, but length 1.
|
|
|
|
#### Example:
|
|
|
|
dx,dy = vector.normalize(vx,vy)
|
|
|
|
|
|
### function rotate(phi, x,y) [Rotate vector.]
|
|
|
|
Get a rotated vector.
|
|
|
|
#### Parameters:
|
|
|
|
=number phi=
|
|
Rotation angle in radians.
|
|
=numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
The rotated vector
|
|
|
|
#### Example:
|
|
|
|
-- approximate a circle
|
|
circle = {}
|
|
for i = 1,30 do
|
|
local phi = 2 * math.pi * i / 30
|
|
circle[i*2-1], circle[i*2] = vector.rotate(phi, 0,1)
|
|
end
|
|
|
|
|
|
### function perpendicular(x,y) [Get perpendicular vector.]
|
|
|
|
Quick rotation by 90°. The same (but faster) as `vector.rotate(math.pi/2, x,y)`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
A vector perpendicular to the input vector
|
|
|
|
#### Example:
|
|
|
|
nx,ny = vector.normalize(vector.perpendicular(bx-ax, by-ay))
|
|
|
|
|
|
### function project(x,y, u,v) [Project vector onto another vector.]
|
|
|
|
Project vector onto another vector.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector to project.
|
|
=numbers u,v=
|
|
The vector to project onto.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
The projected vector.
|
|
|
|
#### Example:
|
|
|
|
vx_p,vy_p = vector.project(vx,vy, ax,ay)
|
|
|
|
|
|
### function mirror(x,y, u,v) [Mirror vector on other vector.]
|
|
|
|
Mirrors vector on the axis defined by the other vector.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
The vector to mirror.
|
|
=numbers u,v=
|
|
The vector defining the axis.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
The mirrored vector.
|
|
|
|
#### Example:
|
|
|
|
vx,vy = vector.mirror(vx,vy, surface.x,surface.y)
|
|
|
|
|
|
### function angleTo(ox,y, u,v) [Measure angle between two vectors.]
|
|
|
|
Measures the angle between two vectors. `u` and `v` default to `0` if omitted,
|
|
i.e. the function returns the angle to the coordinate system.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
Vector to measure the angle.
|
|
=numbers u,v (optional)=
|
|
Reference vector.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
Angle in radians.
|
|
|
|
#### Example:
|
|
|
|
lean = vector.angleTo(self.upx, self.upy, 0,1)
|
|
if lean > .1 then self:fallOver() end
|
|
|
|
|
|
## Module hump.class [Object oriented programming for Lua.]
|
|
|
|
Class = require "hump.class"
|
|
|
|
A small, fast class/prototype implementation with multiple inheritance.
|
|
|
|
Implements [class commons](https://github.com/bartbes/Class-Commons).
|
|
|
|
#### Example:
|
|
|
|
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
|
|
|
|
|
|
### function new{init = constructor, __includes = parents, ...} [Declare a new class.]
|
|
|
|
Declare a new class.
|
|
|
|
`init()` will receive the new object instance as first argument. Any other
|
|
arguments will also be forwarded (see examples), i.e. `init()` has the
|
|
following signature:
|
|
|
|
function init(self, ...)
|
|
|
|
If you do not specify a constructor, an empty constructor will be used instead.
|
|
|
|
The name of the variable that holds the module can be used as a shortcut to
|
|
`new()` (see example).
|
|
|
|
#### Parameters:
|
|
|
|
=function constructor (optional)=
|
|
Class constructor. Can be accessed with theclass.init(object, ...)
|
|
=class or table of classes parents (optional)=
|
|
Classes to inherit from. Can either be a single class or a table of classes
|
|
=mixed ... (optional)=
|
|
Any other fields or methods common to all instances of this class.
|
|
|
|
#### Returns:
|
|
|
|
=class=
|
|
The class.
|
|
|
|
#### Example:
|
|
|
|
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())
|
|
|
|
#### Example:
|
|
|
|
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)
|
|
|
|
#### Example:
|
|
|
|
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'
|
|
|
|
#### Example:
|
|
|
|
-- 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'
|
|
|
|
|
|
### function class.init(object, ...) [Call class constructor.]
|
|
|
|
Calls class constructor of a class on an object.
|
|
|
|
Derived classes should use this function their constructors to initialize the
|
|
parent class(es) portions of the object.
|
|
|
|
#### Parameters:
|
|
|
|
=Object object=
|
|
The object. Usually `self`.
|
|
=mixed ...=
|
|
Arguments to pass to the constructor.
|
|
|
|
#### Returns:
|
|
|
|
=mixed=
|
|
Whatever the parent class constructor returns.
|
|
|
|
|
|
#### Example:
|
|
|
|
Class = require 'hump.class'
|
|
|
|
Shape = Class{
|
|
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'
|
|
|
|
### function class:include(other) [Explicit class inheritance/mixin support.]
|
|
|
|
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.
|
|
|
|
**Note:** `class:include()` doesn't actually care if the arguments supplied are
|
|
hump classes. Just any table will work.
|
|
|
|
**Note 2:** You can use `Class.include(a, b)` to copy any fields from table `a`
|
|
to table `b` (see second example).
|
|
|
|
#### Parameters:
|
|
|
|
=tables other=
|
|
Parent classes/mixins.
|
|
|
|
#### Returns:
|
|
|
|
=table=
|
|
The class.
|
|
|
|
#### Example:
|
|
|
|
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)
|
|
|
|
Spaceship.collision_handler["Spaceship"] = function(self, other, dx, dy)
|
|
-- ...
|
|
end
|
|
|
|
#### Example:
|
|
|
|
-- 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'
|
|
|
|
### function class:clone() [Clone class/prototype support.]
|
|
|
|
Create a clone/deep copy of the class.
|
|
|
|
**Note:** You can use `Class.clone(a)` to create a deep copy of any table
|
|
(see second example).
|
|
|
|
#### Returns:
|
|
|
|
=table=
|
|
A deep copy of the class/table.
|
|
|
|
|
|
#### Example:
|
|
|
|
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'
|
|
|
|
#### Example:
|
|
|
|
-- 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'
|
|
|
|
### Caveats [Common gotchas.]
|
|
|
|
Be careful when using metamethods like `__add` or `__mul`: If subclass inherits
|
|
those methods from a superclass, but does not overwrite them, the result of the
|
|
operation may be of the type superclass. Consider the following:
|
|
|
|
Class = require 'hump.class'
|
|
|
|
A = Class{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
|
|
|
|
Note that while you can define the `__index` metamethod of the class, this is
|
|
not a good idea: It will break the class mechanism. To add a custom `__index`
|
|
metamethod without breaking the class system, you have to use `rawget()`. But
|
|
beware that this won't affect subclasses:
|
|
|
|
Class = require 'hump.class'
|
|
|
|
A = Class{}
|
|
function A:foo() print('bar') end
|
|
|
|
function A:__index(key)
|
|
print(key)
|
|
return rawget(A, key)
|
|
end
|
|
|
|
instance = A()
|
|
instance:foo() -- prints foo bar
|
|
|
|
B = Class{__includes = A}
|
|
instance = B()
|
|
instance:foo() -- prints only foo
|
|
|
|
|
|
## Module hump.signal [Simple Signal/Slot (aka. Observer) implementation.]
|
|
|
|
Signals = require 'hump.signal'
|
|
|
|
A simple yet effective implementation of [Signals and
|
|
Slots](http://en.wikipedia.org/wiki/Signals_and_slots), also known as [Observer
|
|
pattern](http://en.wikipedia.org/wiki/Observer_pattern): Functions can be
|
|
dynamically bound to signals. When a *signal* is *emitted*, all registered
|
|
functions will be invoked. Simple as that.
|
|
|
|
`hump.signal` makes things more interesing by allowing to emit all signals that
|
|
match a [Lua string pattern](http://www.lua.org/manual/5.1/manual.html#5.4.1).
|
|
|
|
#### Example:
|
|
|
|
-- 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
|
|
|
|
### function new() [Create a new signal registry]
|
|
|
|
**If you don't need multiple independent registries, you can use the
|
|
global/default registry (see examples).**
|
|
|
|
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.
|
|
|
|
**Note:** Independent registries use the colon-notation (e.g.
|
|
`instance:emit("foo")`), while the global registry uses the dot-notation (e.g.
|
|
`Signal.emit("foo")`).
|
|
|
|
#### Returns:
|
|
|
|
=Registry=
|
|
A new signal registry.
|
|
|
|
#### Example:
|
|
|
|
player.signals = Signals.new()
|
|
|
|
|
|
### function register(s, f) [Register function with signal.]
|
|
|
|
Registers a function `f` to be called when signal `s` is emitted.
|
|
|
|
#### Parameters:
|
|
|
|
=string s=
|
|
The signal identifier.
|
|
=function f=
|
|
The function to register.
|
|
|
|
#### Returns:
|
|
|
|
=function=
|
|
A function handle to use in [`remove()`](#hump.signalremove).
|
|
|
|
#### Example:
|
|
|
|
Signal.register('level-complete', function() self.fanfare:play() end)
|
|
|
|
#### Example:
|
|
|
|
handle = Signal.register('level-load', function(level) level.show_help() end)
|
|
|
|
#### Example:
|
|
|
|
menu:register('key-left', select_previous_item)
|
|
|
|
|
|
### function emit(s, ...) [Call all functions bound to a signal.]
|
|
|
|
Calls all functions bound to signal `s` with the supplied arguments.
|
|
|
|
|
|
#### Parameters:
|
|
|
|
=string s=
|
|
The signal identifier.
|
|
=mixed ... (optional)=
|
|
Arguments to pass to the bound functions.
|
|
|
|
#### Example:
|
|
|
|
function love.keypressed(key)
|
|
-- using a signal instance
|
|
if key == 'left' then menu:emit('key-left') end
|
|
end
|
|
|
|
#### Example
|
|
|
|
if level.is_finished() then
|
|
-- adding arguments
|
|
Signal.emit('level-load', level.next_level)
|
|
end
|
|
|
|
|
|
### function remove(s, ...) [Remove functions from registry. ]
|
|
|
|
Unbinds (removes) functions from signal `s`.
|
|
|
|
#### Parameters:
|
|
|
|
=string s=
|
|
The signal identifier.
|
|
=functions ...=
|
|
Functions to unbind from the signal.
|
|
|
|
#### Example:
|
|
|
|
Signal.remove('level-load', handle)
|
|
|
|
|
|
### function clear(s) [Clears a signal registry.]
|
|
|
|
Removes all functions from signal `s`.
|
|
|
|
#### Parameters:
|
|
|
|
=string s=
|
|
The signal identifier.
|
|
|
|
#### Example:
|
|
|
|
Signal.clear('key-left')
|
|
|
|
|
|
### function emit_pattern(p, ...) [Emits signals matching a pattern.]
|
|
|
|
Emits all signals matching a [string pattern](http://www.lua.org/manual/5.1/manual.html#5.4.1).
|
|
|
|
#### Parameters:
|
|
|
|
=string p=
|
|
The signal identifier pattern.
|
|
=mixed ... (optional)=
|
|
Arguments to pass to the bound functions.
|
|
|
|
#### Example:
|
|
|
|
Signal.emit_pattern('^update%-.*', dt)
|
|
|
|
|
|
### function remove_pattern(p, ...) [Remove functions from signals matching a pattern.]
|
|
|
|
Removes functions from all signals matching a [string pattern](http://www.lua.org/manual/5.1/manual.html#5.4.1).
|
|
|
|
#### Parameters:
|
|
|
|
=string p=
|
|
The signal identifier pattern.
|
|
=functions ...=
|
|
Functions to unbind from the signals.
|
|
|
|
#### Example:
|
|
|
|
Signal.remove_pattern('key%-.*', play_click_sound)
|
|
|
|
|
|
### function clear_pattern(p) [Clears signal registry matching a pattern.]
|
|
|
|
Removes *all* functions from all signals matching a [string pattern](http://www.lua.org/manual/5.1/manual.html#5.4.1).
|
|
|
|
#### Parameters:
|
|
|
|
=string p=
|
|
The signal identifier pattern.
|
|
|
|
#### Example:
|
|
|
|
Signal.clear_pattern('sound%-.*')
|
|
|
|
#### Example:
|
|
|
|
player.signals:clear_pattern('.*') -- clear all signals
|
|
|
|
|
|
## Module hump.camera [A camera for LÖVE.]
|
|
|
|
Camera = require "hump.camera"
|
|
|
|
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.
|
|
|
|
#### Example:
|
|
|
|
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
|
|
|
|
### function new(x,y, zoom, rot) [Create a new camera.]
|
|
|
|
Creates a new camera. You can access the camera position using `camera.x,
|
|
camera.y`, the zoom using `camera.scale` and the rotation using `camera.rot`.
|
|
|
|
The module variable name can be used at a shortcut to `new()`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y (optional)=
|
|
Point for the camera to look at.
|
|
=number zoom (optional)=
|
|
Camera zoom.
|
|
=number rot (optional)=
|
|
Camera rotation in radians.
|
|
|
|
|
|
#### Returns:
|
|
|
|
=camera=
|
|
A new camera.
|
|
|
|
#### Example:
|
|
|
|
camera = require 'hump.camera'
|
|
-- camera looking at (100,100) with zoom 2 and rotated by 45 degrees
|
|
cam = camera(100,100, 2, math.pi/2)
|
|
|
|
|
|
### function camera:move(dx,dy) [Move camera.]
|
|
|
|
Move the camera *by* some vector. To set the position, use
|
|
[`camera:lookAt(x,y)`](#hump.cameralookAt).
|
|
|
|
This function is shortcut to camera.x,camera.y = camera.x+dx, camera.y+dy.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers dx,dy=
|
|
Direction to move the camera.
|
|
|
|
#### Returns:
|
|
|
|
=camera=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:move(dt * 5, dt * 6)
|
|
end
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:move(dt * 5, dt * 6):rotate(dt)
|
|
end
|
|
|
|
|
|
### function camera:lookAt(x,y) [Move camera to position.]
|
|
|
|
Let the camera look at a point. In other words, it sets the camera position. To
|
|
move the camera *by* some amount, use [`camera:move(x,y)`](#hump.cameramove).
|
|
|
|
This function is shortcut to `camera.x,camera.y = x, y`.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x,y=
|
|
Position to look at.
|
|
|
|
#### Returns:
|
|
|
|
=camera=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:lookAt(player.pos:unpack())
|
|
end
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:lookAt(player.pos:unpack()):rotation(player.rot)
|
|
end
|
|
|
|
### function camera:pos() [Get camera position.]
|
|
|
|
Returns `camera.x, camera.y`.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
Camera position.
|
|
|
|
#### Example:
|
|
|
|
-- 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
|
|
|
|
|
|
### function camera:rotate(angle) [Rotate camera.]
|
|
|
|
Rotate the camera by some angle. To set the angle use `camera.rot = new_angle`.
|
|
|
|
This function is shortcut to `camera.rot = camera.rot + angle`.
|
|
|
|
#### Parameters:
|
|
|
|
=number angle=
|
|
Rotation angle in radians
|
|
|
|
#### Returns:
|
|
|
|
=camera=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:rotate(dt)
|
|
end
|
|
|
|
#### Example:
|
|
|
|
function love.update(dt)
|
|
camera:rotate(dt):move(dt,dt)
|
|
end
|
|
|
|
|
|
### function camera:rotateTo(angle) [Set camera rotation.]
|
|
|
|
Set rotation: `camera.rot = angle`.
|
|
|
|
#### Parameters:
|
|
|
|
=number angle=
|
|
Rotation angle in radians
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
camera:rotateTo(math.pi/2)
|
|
|
|
|
|
### function camera:zoom(mul) [Change zoom.]
|
|
|
|
*Multiply* zoom: `camera.scale = camera.scale * mul`.
|
|
|
|
#### Parameters:
|
|
|
|
=number mul=
|
|
Zoom change. Should be > 0.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
camera:zoom(2) -- make everything twice as big
|
|
|
|
#### Example:
|
|
|
|
camera:zoom(0.5) -- ... and back to normal
|
|
|
|
#### Example:
|
|
|
|
camera:zoom(-1) -- flip everything
|
|
|
|
|
|
### function camera:zoomTo(zoom) [Set zoom.]
|
|
|
|
Set zoom: `camera.scale = zoom`.
|
|
|
|
#### Parameters:
|
|
|
|
=number zoom=
|
|
New zoom.
|
|
|
|
#### Returns:
|
|
|
|
=number=
|
|
The camera.
|
|
|
|
#### Example:
|
|
|
|
camera:zoomTo(1)
|
|
|
|
|
|
### function camera:attach() [Attach camera.]
|
|
|
|
Start looking through the camera.
|
|
|
|
Apply camera transformations, i.e. move, scale and rotate everything until
|
|
`camera:detach()` as if looking through the camera.
|
|
|
|
#### Example:
|
|
|
|
function love.draw()
|
|
camera:attach()
|
|
draw_world()
|
|
cam:detach()
|
|
|
|
draw_hud()
|
|
end
|
|
|
|
|
|
### function camera:detach() [Detach camera.]
|
|
|
|
Stop looking through the camera.
|
|
|
|
#### Example:
|
|
|
|
function love.draw()
|
|
camera:attach()
|
|
draw_world()
|
|
cam:detach()
|
|
|
|
draw_hud()
|
|
end
|
|
|
|
|
|
### function camera:draw(func) [Attach, draw, then detach.]
|
|
|
|
Wrap a function between a `camera:attach()/camera:detach()` pair:
|
|
|
|
cam:attach()
|
|
func()
|
|
cam:detach()
|
|
|
|
|
|
#### Parameters:
|
|
|
|
=function func=
|
|
Drawing function to be wrapped.
|
|
|
|
#### Example:
|
|
|
|
function love.draw()
|
|
camera:draw(draw_world)
|
|
draw_hud()
|
|
end
|
|
|
|
|
|
### function camera:worldCoords(x, y) [Convert point to world coordinates.]
|
|
|
|
Because a camera has a point it looks at, a rotation and a zoom factor, it
|
|
defines a coordinate system. A point now has two sets of coordinates: One
|
|
defines where the point is to be found in the game world, and the other
|
|
describes the position on the computer screen. The first set of coordinates is
|
|
called *world coordinates*, the second one *camera coordinates*. Sometimes it
|
|
is needed to convert between the two coordinate systems, for example to get the
|
|
position of a mouse click in the game world in a strategy game, or to see if an
|
|
object is visible on the screen.
|
|
|
|
`camera:worldCoords(x,y)` and `camera:cameraCoords(x,y)` transform a point
|
|
between these two coordinate systems.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x, y=
|
|
Point to transform.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
Transformed point.
|
|
|
|
#### Example:
|
|
|
|
x,y = camera:worldCoords(love.mouse.getPosition())
|
|
selectedUnit:plotPath(x,y)
|
|
|
|
|
|
### function camera:cameraCoords(x, y) [Convert point to camera coordinates.]
|
|
|
|
Because a camera has a point it looks at, a rotation and a zoom factor, it
|
|
defines a coordinate system. A point now has two sets of coordinates: One
|
|
defines where the point is to be found in the game world, and the other
|
|
describes the position on the computer screen. The first set of coordinates is
|
|
called *world coordinates*, the second one *camera coordinates*. Sometimes it
|
|
is needed to convert between the two coordinate systems, for example to get the
|
|
position of a mouse click in the game world in a strategy game, or to see if an
|
|
object is visible on the screen.
|
|
|
|
`camera:worldCoords(x,y)` and `camera:cameraCoords(x,y)` transform a point
|
|
between these two coordinate systems.
|
|
|
|
#### Parameters:
|
|
|
|
=numbers x, y=
|
|
Point to transform.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
Transformed point.
|
|
|
|
#### Example:
|
|
|
|
x,y = cam:cameraCoords(player.pos)
|
|
love.graphics.line(x, y, love.mouse.getPosition())
|
|
|
|
|
|
### function camera:mousepos() [Get mouse position in world coordinates.]
|
|
|
|
Shortcut to `camera:worldCoords(love.mouse.getPosition())`.
|
|
|
|
#### Returns:
|
|
|
|
=numbers=
|
|
Mouse position in world coordinates.
|
|
|
|
#### Example:
|
|
|
|
x,y = camera:mousepos()
|
|
selectedUnit:plotPath(x,y)
|
|
|
|
## License
|
|
|
|
Yay, *free software*
|
|
|
|
> Copyright (c) 2010-2012 Matthias Richter
|
|
>
|
|
> 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:
|
|
>
|
|
> The above copyright notice and this permission notice shall be included in
|
|
> all copies or substantial portions of the Software.
|
|
>
|
|
> 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.
|
|
>
|
|
> 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.
|
|
|
|
## Download
|
|
|
|
You can view and download the individual modules on github: [vrld/hump](http://github.com/vrld/hump)
|
|
You may also download the whole packed sourcecode either in
|
|
[zip](http://github.com/vrld/hump/zipball/master) or
|
|
[tar](http://github.com/vrld/hump/tarball/master) formats.
|
|
|
|
Using [Git](http://git-scm.com), you can clone the project by running:
|
|
|
|
git clone git://github.com/vrld/hump
|
|
|
|
Once done, tou can check for updates by running
|
|
|
|
git pull
|