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unXedDani edited this page Nov 15, 2015
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###Tile Spec
Tile minimum spec https://u.pomf.io/nhwvzz.png
The coordinate system is based from the middle and X positive is down to the right, Y positive is down to the left. Z is straight up. Origin is in the middle of the screen https://u.pomf.io/lovsds.png
Wall height is 3.7 tiles
###Asset System https://www.youtube.com/watch?v=mQLwtYzGRUc
###Semi Stable Functions
grid.lua
- grid.mouse.x mouse coordinate on the tiles
- grid.mouse.y
- translateToIso() translate a screen coordinate to tile coordinate
- translateToSceen() Does the opposite.
main.lua
- heart.hotload() I use it as a replacement for "require" to be able to reload files without restarting.
- _Time is the time since the program started
- _TimeF is math.floor(_Time)
mouse.lua
- Functions in there maps the raw mouse positions from LÖVE to the canvas where the game is rendered. (hard coded to 1920x1080 currently)
- mouse.x
- mouse.y
- mouse.left True if the left mouse button is down
- mouse.right
Debug.lua
- print() is overwritten to print into the program. (Instead of the console)
- printv() prints a value that goes on the left side of the debug window
- printo() print once, When a module is reloaded
- _Loaded is a variable that is true for a single frame on load
programwalk.lua
- Gives you a file containing every line of code executed.
- programwalk.start()
- programwalk.stop()
ui.lua
- ui.graph() Draws the contents of an array as a graph
- ui.slider() simple slider that takes value and returns a value
v.lua
- Basic vectors.
viewport.lua
- Drawing the canvas to the screen
- viewport.fullCanvas The canvas object that the game is rendered to.
window.lua
- Contains window start up code, and some keyboard toggles
utility.lua
- math.round()
- math.wrap()
- math.minAngle()
- math.dir() returns 1, -1 or 0
- heart.hsv() returns rgba colors. Hue is 0-360. Saturation, value and alpha is 0-1
- heart.sethsv() sets the color to a hsv value
- heart.normalize()
- heart.circle() Smarter circle function
- heart.push() same as love.graphics.push() but safe for live code editing
- heart.pop() same as love.graphics.pop()
- heart.clearTable() clears every key in a table (Don't know if this is a good idea)
- heart.clearArray() clears every index in a table