Update Types

entar 2025-06-10 12:08:30 +07:00
parent 568f5bd497
commit 908b5cbdbc

@ -15,4 +15,65 @@ But the type itself has functions to manupulate those x and y.
- `Vector2:Div(number) -> Vector2` -- Divide a Vector2 by a certain number
- `Vector2:Negate() -> Vector2` -- Returns the negative version of this Vector2. -x, -y
- `Vector2:Get() -> number, number` -- Returns x and y. local x, y = Vector2:Get()
- `Vector2:Lerp(Vector2, number) -> Vector2` -- Returns a Lineally Interpolated Vector2 between those 2 Vector2's. Position = 0-1
- `Vector2:Lerp(Vector2, number) -> Vector2` -- Returns a Lineally Interpolated Vector2 between those 2 Vector2's. Position = 0-1
## Creation
myTypes.Vector2(number?, number?)
# Image
Another base type. This makes image operating easier than using default love.graphics.newImage, applies camera offsets and other resizes.
## Children
- `Image.image` - love.image -- Actual loaded image.
- `Image.resize` - Vector2(1,1) -- Resize on X and Y.
- `Image.position` - Vector2 -- Position.
- `Image.modifier` - number -- Scroll factor relative to camera position. 0-inf.
- `Image.rotation` - number -- Image rotation.
- `Image.layer` - number -- Layer that Image renders on.
## Functions
- `Image:Destroy()` - Removes the image from the list, won't render anymore.
## Creation
myTypes.Image(string, number?) -- Image path, Scroll factor
# Sprite
Not so base type here now. Loads and caches the spritesheet, parses the atlas, converts it to quads and caches it.
Every update updates the sprite based on it's current animation and framerate.
## Children
- `Sprite.image` - love.image -- Actual loaded image.
- `Sprite.position` - Vector2 -- Sprite position.
- `Sprite.extraOffset` - Vector2 -- Extra offset for character per-animation.
- `Sprite.modifier` - number -- Scroll factor relative to camera position. 0-inf.
- `Sprite.layer` - number -- Layer that Sprite renders on.
- `Sprite.rotation` - number -- Sprite rotation.
## Functions
- `Sprite:Destroy()` -- Removes the sprite from the list, won't render anymore. Cache still remains.
- `Sprite:PlayAnimation(string, number, bool?)` -- Plays a animation from the atlas on the specified FPS, loops if specified.
- `Sprite:StopAnimation()` -- Stops the current animation.
## Creation
myTypes.Sprite(string, string) -- Image path, Atlas path
# Rect
Sprite, but doesn't play a animation and saves up space and game FPS.
## Children
- `Rect.image` - love.image -- Actual loaded image.
- `Rect.position` - Vector2 -- Rect position.
- `Rect.extraOffset` - Vector2 -- Extra offset for character per-animation.
- `Rect.modifier` - number -- Scroll factor relative to camera position. 0-inf.
- `Rect.layer` - number -- Layer that Rect renders on.
- `Rect.rotation` - number -- Rect rotation.
# Functions
- `Rect:Destroy()` -- Removs the rect from the list, won't render anymore. Cache still remains.
- `Rect:Frame(string, number)` -- Sets the current animation and a frame for the Rect.
## Creation
myTypes.Rect(string, string) -- Image path, Atlas path