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authorjussi2023-11-10 00:18:34 +0200
committerjussi2023-11-10 00:18:34 +0200
commite06d98e0ed820c64df99c451e2c24a481d7349e8 (patch)
treedbc82c4c16495123eb0ac0d4bfb0d08b0ea96de4 /examples/resources
parent8effd050ffb736df2124da00227d8b2843d298f6 (diff)
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More color and rectangle lib functionality.
Diffstat (limited to 'examples/resources')
-rw-r--r--examples/resources/lib/color.lua109
-rw-r--r--examples/resources/lib/rectangle.lua112
-rw-r--r--examples/resources/lib/vector2.lua10
-rw-r--r--examples/resources/lib/vector3.lua10
4 files changed, 160 insertions, 81 deletions
diff --git a/examples/resources/lib/color.lua b/examples/resources/lib/color.lua
index a7bec55..5f868b6 100644
--- a/examples/resources/lib/color.lua
+++ b/examples/resources/lib/color.lua
@@ -1,35 +1,40 @@
+-- For luaJit compatibility.
+if table.unpack == nil then
+ table.unpack = unpack
+end
+
Color = {}
Color.meta = {
__index = Color,
- __tostring = function( r )
- return "{"..tostring( r.r )..", "..tostring( r.g )..", "..tostring( r.b )..", "..tostring( r.a ).."}"
+ __tostring = function( c )
+ return "{"..math.floor( c.r )..", "..math.floor( c.g )..", "..math.floor( c.b )..", "..math.floor( c.a ).."}"
+ end,
+ __add = function( c1, c2 )
+ return Color:new( c1.r + c2.r, c1.g + c2.g, c1.b + c2.b, c1.a + c2.a )
+ end,
+ __sub = function( c1, c2 )
+ return Color:new( c1.r - c2.r, c1.g - c2.g, c1.b - c2.b, c1.a - c2.a )
+ end,
+ __mul = function( c1, c2 )
+ return Color:new( c1.r * c2.r, c1.g * c2.g, c1.b * c2.b, c1.a * c2.a )
+ end,
+ __div = function( c1, c2 )
+ return Color:new( c1.r / c2.r, c1.g / c2.g, c1.b / c2.b, c1.a / c2.a )
+ end,
+ __mod = function( c, v )
+ return Color:new( c.r % v, c.g % v, c.b % v, c.a % v )
+ end,
+ __pow = function( c, v )
+ return Color:new( c.r ^ v, c.g ^ v, c.b ^ v, c.a ^ v )
+ end,
+ __idiv = function( c, v )
+ return Color:new( c.r // v, c.g // v, c.b // v, c.a // v )
+ end,
+ __len = function( _ )
+ return 4
end,
- -- __add = function( v1, v2 )
- -- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
- -- end,
- -- __sub = function( v1, v2 )
- -- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
- -- end,
- -- __mul = function( v1, v2 )
- -- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
- -- end,
- -- __div = function( v1, v2 )
- -- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
- -- end,
- -- __mod = function( v, value )
- -- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
- -- end,
- -- __pow = function( v, value )
- -- return Vector2:new( v.x ^ value, v.y ^ value )
- -- end,
- -- __unm = function( v )
- -- return Vector2:new( -v.x, -v.y )
- -- end,
- -- __idiv = function( v, value )
- -- return Vector2:new( v.x // value, v.y // value )
- -- end,
__eq = function( c1, c2 )
- return c1.r == c2.r and c1.g == c2.g and c1.b == c2.b
+ return c1.r == c2.r and c1.g == c2.g and c1.b == c2.b and c1.a == c2.a
end,
}
@@ -80,7 +85,55 @@ function Color:unpack()
end
function Color:clone()
- return Color:new( self.r, self.g, self.b, self.a )
+ return Color:new( self )
+end
+
+function Color:scale( scalar )
+ return Color:new( math.floor( self.r * scalar ), math.floor( self.g * scalar ), math.floor( self.b * scalar ), math.floor( self.a * scalar ) )
+end
+
+function Color:fade( alpha )
+ return Color:new( RL.Fade( self, alpha ) )
+end
+
+function Color:toHex()
+ return RL.ColorToInt( self )
+end
+
+function Color:fromHex( hexValue )
+ return Color:new( RL.GetColor( hexValue ) )
+end
+
+function Color:getNormalized()
+ return RL.ColorNormalize( self )
+end
+
+function Color:fromNormalized( normalized )
+ return Color:new( RL.ColorFromNormalized( normalized ) )
+end
+
+function Color:toHSV()
+ return Vector3:new( RL.ColorToHSV( self ) )
+end
+
+function Color:fromHSV( hue, saturation, value )
+ return Color:new( RL.ColorFromHSV( hue, saturation, value ) )
+end
+
+function Color:tint( tint )
+ return Color:new( RL.ColorTint( self, tint ) )
+end
+
+function Color:brightness( factor )
+ return Color:new( RL.ColorBrightness( self, factor ) )
+end
+
+function Color:contrast( contrast )
+ return Color:new( RL.ColorContrast( self, contrast ) )
+end
+
+function Color:alphaBlend( dst, src, tint )
+ return Color:new( RL.ColorAlphaBlend( dst, src, tint ) )
end
return Color
diff --git a/examples/resources/lib/rectangle.lua b/examples/resources/lib/rectangle.lua
index 3c0adf5..0b84b54 100644
--- a/examples/resources/lib/rectangle.lua
+++ b/examples/resources/lib/rectangle.lua
@@ -1,47 +1,45 @@
+-- For luaJit compatibility.
+if table.unpack == nil then
+ table.unpack = unpack
+end
+
Rectangle = {}
--- Rectangle.TYPE = "Rectangle"
Rectangle.meta = {
__index = Rectangle,
__tostring = function( r )
return "{"..tostring( r.x )..", "..tostring( r.y )..", "..tostring( r.width )..", "..tostring( r.height ).."}"
end,
- -- __add = function( v1, v2 )
- -- return Vector2:new( v1.x + v2.x, v1.y + v2.y )
- -- end,
- -- __sub = function( v1, v2 )
- -- return Vector2:new( v1.x - v2.x, v1.y - v2.y )
- -- end,
- -- __mul = function( v1, v2 )
- -- return Vector2:new( v1.x * v2.x, v1.y * v2.y )
- -- end,
- -- __div = function( v1, v2 )
- -- return Vector2:new( v1.x / v2.x, v1.y / v2.y )
- -- end,
- -- __mod = function( v, value )
- -- return Vector2:new( math.fmod( v.x, value ), math.fmod( v.y, value ) )
- -- end,
- -- __pow = function( v, value )
- -- return Vector2:new( v.x ^ value, v.y ^ value )
- -- end,
- -- __unm = function( v )
- -- return Vector2:new( -v.x, -v.y )
- -- end,
- -- __idiv = function( v, value )
- -- return Vector2:new( v.x // value, v.y // value )
- -- end,
- -- __len = function( v )
- -- local len = 0
-
- -- for _, _ in pairs( v ) do
- -- len = len + 1
- -- end
-
- -- return len
- -- end,
- -- __eq = function( v1, v2 )
- -- return v1.x == v2.x and v1.y == v2.y
- -- end,
+ __add = function( r1, r2 )
+ return Rectangle:new( r1.x + r2.x, r1.y + r2.y, r1.width + r2.width, r1.height + r2.height )
+ end,
+ __sub = function( r1, r2 )
+ return Rectangle:new( r1.x - r2.x, r1.y - r2.y, r1.width - r2.width, r1.height - r2.height )
+ end,
+ __mul = function( r1, r2 )
+ return Rectangle:new( r1.x * r2.x, r1.y * r2.y, r1.width * r2.width, r1.height * r2.height )
+ end,
+ __div = function( r1, r2 )
+ return Rectangle:new( r1.x / r2.x, r1.y / r2.y, r1.width / r2.width, r1.height / r2.height )
+ end,
+ __mod = function( r, v )
+ return Rectangle:new( math.fmod( r.x, v ), math.fmod( r.y, v ), math.fmod( r.width, v ), math.fmod( r.height, v ) )
+ end,
+ __pow = function( r, v )
+ return Rectangle:new( r.x ^ v, r.y ^ v, r.width ^ v, r.height ^ v )
+ end,
+ __unm = function( r )
+ return Rectangle:new( -r.x, -r.y, -r.width, -r.height )
+ end,
+ __idiv = function( r, v )
+ return Rectangle:new( r.x // v, r.y // v, r.width // v, r.height // v )
+ end,
+ __len = function( _ )
+ return 4
+ end,
+ __eq = function( r1, r2 )
+ return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } )
+ end,
}
function Rectangle:new( x, y, width, height )
@@ -86,4 +84,44 @@ function Rectangle:clone()
return Rectangle:new( self.x, self.y, self.width, self.height )
end
+function Rectangle:scale( scalar )
+ return Rectangle:new( self.x, self.y, self.width * scalar, self.height * scalar )
+end
+
+function Rectangle:min( rec )
+ return Rectangle:new( self.x, self.y, math.min( self.width, rec.width ), math.min( self.height, rec.height ) )
+end
+
+function Rectangle:max( rec )
+ return Rectangle:new( self.x, self.y, math.max( self.width, rec.width ), math.max( self.height, rec.height ) )
+end
+
+function Rectangle:floor()
+ return Rectangle:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.width ), math.floor( self.height ) )
+end
+
+function Rectangle:ceil()
+ return Rectangle:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.width ), math.ceil( self.height ) )
+end
+
+function Rectangle:area()
+ return self.width * self.height
+end
+
+function Rectangle:checkCollisionRec( rec )
+ return RL.CheckCollisionRecs( self, rec )
+end
+
+function Rectangle:checkCollisionCircle( center, radius )
+ return RL.CheckCollisionCircleRec( center, radius, self )
+end
+
+function Rectangle:checkCollisionPoint( point )
+ return RL.CheckCollisionPointRec( point, self )
+end
+
+function Rectangle:getCollisionRec( rec )
+ return Rectangle:new( RL.GetCollisionRec( self, rec ) )
+end
+
return Rectangle
diff --git a/examples/resources/lib/vector2.lua b/examples/resources/lib/vector2.lua
index 8f9ad1d..b50ac1b 100644
--- a/examples/resources/lib/vector2.lua
+++ b/examples/resources/lib/vector2.lua
@@ -30,14 +30,8 @@ Vector2.meta = {
__unm = function( v )
return Vector2:new( -v.x, -v.y )
end,
- __len = function( v )
- local len = 0
-
- for _, _ in pairs( v ) do
- len = len + 1
- end
-
- return len
+ __len = function( _ )
+ return 2
end,
__eq = function( v1, v2 )
return RL.Vector2Equals( v1, v2 ) == 1
diff --git a/examples/resources/lib/vector3.lua b/examples/resources/lib/vector3.lua
index 9e3ceb1..725a38d 100644
--- a/examples/resources/lib/vector3.lua
+++ b/examples/resources/lib/vector3.lua
@@ -30,14 +30,8 @@ Vector3.meta = {
__unm = function( v )
return Vector3:new( -v.x, -v.y, -v.z )
end,
- __len = function( v )
- local len = 0
-
- for _, _ in pairs( v ) do
- len = len + 1
- end
-
- return len
+ __len = function( _ )
+ return 3
end,
__eq = function( v1, v2 )
return RL.Vector3Equals( v1, v2 ) == 1