Update Types
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Types.md
63
Types.md
@ -15,4 +15,65 @@ But the type itself has functions to manupulate those x and y.
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- `Vector2:Div(number) -> Vector2` -- Divide a Vector2 by a certain number
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- `Vector2:Negate() -> Vector2` -- Returns the negative version of this Vector2. -x, -y
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- `Vector2:Get() -> number, number` -- Returns x and y. local x, y = Vector2:Get()
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- `Vector2:Lerp(Vector2, number) -> Vector2` -- Returns a Lineally Interpolated Vector2 between those 2 Vector2's. Position = 0-1
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- `Vector2:Lerp(Vector2, number) -> Vector2` -- Returns a Lineally Interpolated Vector2 between those 2 Vector2's. Position = 0-1
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## Creation
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myTypes.Vector2(number?, number?)
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# Image
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Another base type. This makes image operating easier than using default love.graphics.newImage, applies camera offsets and other resizes.
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## Children
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- `Image.image` - love.image -- Actual loaded image.
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- `Image.resize` - Vector2(1,1) -- Resize on X and Y.
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- `Image.position` - Vector2 -- Position.
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- `Image.modifier` - number -- Scroll factor relative to camera position. 0-inf.
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- `Image.rotation` - number -- Image rotation.
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- `Image.layer` - number -- Layer that Image renders on.
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## Functions
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- `Image:Destroy()` - Removes the image from the list, won't render anymore.
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## Creation
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myTypes.Image(string, number?) -- Image path, Scroll factor
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# Sprite
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Not so base type here now. Loads and caches the spritesheet, parses the atlas, converts it to quads and caches it.
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Every update updates the sprite based on it's current animation and framerate.
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## Children
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- `Sprite.image` - love.image -- Actual loaded image.
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- `Sprite.position` - Vector2 -- Sprite position.
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- `Sprite.extraOffset` - Vector2 -- Extra offset for character per-animation.
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- `Sprite.modifier` - number -- Scroll factor relative to camera position. 0-inf.
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- `Sprite.layer` - number -- Layer that Sprite renders on.
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- `Sprite.rotation` - number -- Sprite rotation.
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## Functions
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- `Sprite:Destroy()` -- Removes the sprite from the list, won't render anymore. Cache still remains.
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- `Sprite:PlayAnimation(string, number, bool?)` -- Plays a animation from the atlas on the specified FPS, loops if specified.
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- `Sprite:StopAnimation()` -- Stops the current animation.
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## Creation
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myTypes.Sprite(string, string) -- Image path, Atlas path
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# Rect
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Sprite, but doesn't play a animation and saves up space and game FPS.
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## Children
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- `Rect.image` - love.image -- Actual loaded image.
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- `Rect.position` - Vector2 -- Rect position.
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- `Rect.extraOffset` - Vector2 -- Extra offset for character per-animation.
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- `Rect.modifier` - number -- Scroll factor relative to camera position. 0-inf.
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- `Rect.layer` - number -- Layer that Rect renders on.
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- `Rect.rotation` - number -- Rect rotation.
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# Functions
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- `Rect:Destroy()` -- Removs the rect from the list, won't render anymore. Cache still remains.
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- `Rect:Frame(string, number)` -- Sets the current animation and a frame for the Rect.
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## Creation
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myTypes.Rect(string, string) -- Image path, Atlas path
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