hump/README.md
2010-08-09 22:47:47 +02:00

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HUMP - Helper Utilities for Massive Progression
===============================================
__HUMP__ is a small collection of tools for developing games with LÖVE.
Contents:
------------
* *vector.lua*: powerful vector class (pure lua)
* *class.lua*: "class" system supporting function inheritance (pure lua)
* *camera.lua*: translate-, zoom- and rotatable camera
* *gamestate.lua*: class to handle gamestates
Documentation
=============
vector.lua
----------
A vector class implementing everything you want to do with vectors, and some more.
### Basic ###
#### `function vector(x,y)`
Creates a new vector. Element access with `v.x` and `v.y`.
**Parameters:**
* _[number]_ `x`: x coordinate
* _[number]_ `y`: y coordinate
**Returns:** the vector
<br /><br />
#### `function isvector(v)`
Tests for vector type.
**Parameters:**
* `v`: variable to test
**Returns:** `true` if `v` is a vector
<br /><br />
#### `function Vector:clone()`
Clones a vector. Use when you do not want to create references.
**Returns:** New vector with the same coordinates.
<br /><br />
#### `function Vector:unpack()`
Unpacks the vector.
**Returns:** the coordinate tuple `x, y`
**Example:**
v = vector(1,2)
print(v:unpack()) -- prints "1 2"
### Operators ###
Arithmetic (`+`, `-`, `*`, `/`) and comparative operators (`==`, `<=`, `<`) are defined.
* `+` and `-` _only_ work on vectors. `-` is also the unary minus (e.g. `print(-vector(1,0)) -- prints (-1,0)`
* `a * b` works on vectors and numbers:
- If `a` is a number and `b` is a vector (or vice versa), the result the scalar multiplication.
- If `a` and `b` both are vectors, then the result is the _dot product_.
* `a / b` is only defined for `a` being a vector and `b` being a number. Result is the same as `a * 1/b`
`<=` and `<` sort lexically, i.e. `a <= b` is true if it holds: `a.x < b.x` or `a.y < b.y` if `a.x == b.x`
### Even more! ###
#### `function vector:permul(other)`
Perform element-wise multiplication.
<br /><br />
#### `function vector:len()`
Get length of vector.
<br /><br />
#### `function vector:len2()`
Get squared length.
<br /><br />
#### `function vector:dist(other)`
Get distance to other vector.
**Example:**
a,b = vector(0,1), vector(1,0)
print(a:dist(b)) -- prints 1.4142135623731`
<br /><br />
#### `function vector:normalized()`
Get normalized vector. The original vector remains unchanged.
<br /><br />
#### `function vector:normalize_inplace()`
Normalize vector and return it.
**Warning:** This will change the state of all references to this vector.
<br /><br />
#### `function Vector:rotated(phi)`
Get rotated vector. The original vector remains unchanged.
**Parameters:**
* _[number]_ `phi`: Rotation angle in radians.
<br /><br />
#### `function Vector:rotate_inplace(phi)`
Rotate the vector and return it.
**Warning:** This will change the state of all references to this vector.
<br /><br />
class.lua
---------
Simple class-like system for Lua. Supports definition of class types and inheritance of functions.
For an example how to use this, see below.
#### `function Class(constructor`)**</>
Creates a new unnamed class.
**Parameters:**
* _[optional function]_ `constructor`: A function used to construct the class. The first parameter of this function is the object, the others are parameters given upon construction.
**Example:**
Feline = Class(function(self, size, weight)
self.size = size self.weight = weight
end)
function Feline:stats()
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
end
garfield = Feline(.7, 45)
felix = Feline(.8, 12)
print("Garfield: " .. garfield:stats(), "Felix: " .. felix:stats())
<br /><br />
#### `function Class{name = name, constructor}`
Create a named class, i.e. define a __tostring metamethod. Parameters are the same as above.
Great for debugging. Both `name` and `constructor` can be omitted (but why would you want to?)
**Example:**
Feline = Class{name = "Feline", function(self, size, weight)
self.size = size self.weight = weight
end}
print(Feline) -- prints 'Feline'
<br /><br />
#### `function Interface(name)`
Shortcut to `Class{name = name}`, i.e. a possibly named class without constructor.
#### `function Inherit(class, super, ...)`
Add functions of `super` to `class`. Multiple interfaces can be defined.
`super`'s constructor can be accessed via super.construct(self). See example below.
### Example usage ###
Feline = Class{name = "Feline", function(self, size, weight)
self.size = size self.weight = weight
end}
function Feline:stats()
return string.format("size: %.02f, weight %.02f", self.size, self.weight)
end
function Feline:speak() print("meow") end
Cat = Class{name = "Cat", function(self, name, size, weight)
Feline.construct(self, size, weight)
self.name = name
end}
Inherit(Cat, Feline)
function Cat:stats()
return string.format("name: %s, %s", self.name, Feline.stats(self))
end
Tiger = Class{name = "tiger", function(self, size, weight)
Feline.construct(self, size, weight)
end}
Inherit(Tiger, Feline)
function Tiger:speak() print("ROAR!") end
felix = Cat("Felix", .8, 12)
hobbes = Tiger(2.2, 68)
print(felix:stats(), hobbes:stats())
felix:speak()
hobbes:speak()
camera.lua
----------
_Depends on vector.lua_
Camera class to display only a certain zoomed and rotated region of the game.
You can have multiple cameras in one game.
#### `function Camera(pos, zoom, rotation)`
Create a new camera with position `pos`, zoom `zoom` and rotation `rotation`.
**Parameters:**
* _[optional vector]_ `pos`: Initial position of the camera. Defaults to (0,0).
* _[optional number]_ `zoom`: Initial zoom. Defaults to 1.
* _[optional number]_ `rotation`: Initial rotation in radians. Defaults to 0.
**Returns:** The new camera object.
<br /><br />
#### `function camera:rotate(phi)`
Rotate camera by `phi` radians. Same as `camera.rot = camera.rot + phi`.
<br /><br />
#### `function camera:translate(t)`
Translate (move) camera by vector `t`. Same as `camera.pos = camera.pos + t.
<br /><br />
#### `function camera:draw(func)`
Apply camera transformation to drawings in function `func`. Shortcut to
`camera:apply()` and `camera:deapply()` (see below).
**Example:**
cam:draw(function() love.graphics.rectangle('fill', -100,-100, 200,200) end)
<br /><br />
#### `function camera:apply()`
Apply camera transformations to every drawing operation until the next `camera:deapply()`.
<br /><br />
#### `function camera:deapply()`
Revert camera transformations for the rest of the drawing operations.
**Example:** (equivalent to the `cam:draw()` example above)
camera:apply()
love.graphics.rectangle('fill', -100,-100, 200,200)
camera:deapply()
<br /><br />
#### `function camera:transform(p)`
Transform vector `p` from camera coordinates to world coordinates.
You probably won't need this, but it is the basis to `camera:mousepos()`.
<br /><br />
#### `function camera:mousepos()`
Get mouse position in world coordinates, i.e. the position the users mouse
is currently when camera transformations are applied. Use this for _any_
mouse interaction with transformed objects in your game.
gamestate.lua
-------------
**TODO**
License
=======
Yay, *free software*:
> Copyright (c) 2010 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.