ЗНАЙТИ ПЕРЕТИН ДВОХ ВІДРІЗКІВ(функція)
Синтаксис: Lua
------------
-- ЗНАЙТИ ПЕРЕТИН ДВОХ ВІДРІЗКІВ
----------------
function perehrest(x1,y1,x2,y2,x3,y3,x4,y4) -- пересікання 2 відрізків
if x1 > x2 then x1,x2,y1,y2=x2,x1,y2,y1 end
if x3 > x4 then x3,x4,y3,y4=x4,x3,y4,y3 end
if y2 == y1 then k1 = 0 else k1 = ( y2 - y1 ) / ( x2 - x1 ) end
if y3 == y4 then k2 = 0 else k2 = ( y4 - y3 ) / ( x4 - x3 ) end
if k1 == k2 then
print(" прямые параллельны и отрезки пересекаться не могут")
else
if (x1<=x4 and x4<= x2) or (x1<=x3 and x3<=x2 ) then
print("перетин в межах відрізку")
end
b1 = y1 - k1 * x1
b2 = y3 - k2 * x3
--точка перетину x,y
x = ( b2 - b1 ) / ( k1 - k2 )
y = k1*x + b1
print("точка перетину"..x, y)
end
end
perehrest(10,10,100,100,10,100,100,10)
-- ЗНАЙТИ ПЕРЕТИН ДВОХ ВІДРІЗКІВ
----------------
function perehrest(x1,y1,x2,y2,x3,y3,x4,y4) -- пересікання 2 відрізків
if x1 > x2 then x1,x2,y1,y2=x2,x1,y2,y1 end
if x3 > x4 then x3,x4,y3,y4=x4,x3,y4,y3 end
if y2 == y1 then k1 = 0 else k1 = ( y2 - y1 ) / ( x2 - x1 ) end
if y3 == y4 then k2 = 0 else k2 = ( y4 - y3 ) / ( x4 - x3 ) end
if k1 == k2 then
print(" прямые параллельны и отрезки пересекаться не могут")
else
if (x1<=x4 and x4<= x2) or (x1<=x3 and x3<=x2 ) then
print("перетин в межах відрізку")
end
b1 = y1 - k1 * x1
b2 = y3 - k2 * x3
--точка перетину x,y
x = ( b2 - b1 ) / ( k1 - k2 )
y = k1*x + b1
print("точка перетину"..x, y)
end
end
perehrest(10,10,100,100,10,100,100,10)
_________________
Learn Lua in 15 Minutes
-- Two dashes start a one-line comment.
--[[
Adding two ['s and ]'s makes it a
multi-line comment.
--]]
----------------------------------------------------
-- 1. Variables and flow control.
----------------------------------------------------
num = 42 -- All numbers are doubles.
-- Don't freak out, 64-bit doubles have 52 bits for
-- storing exact int values; machine precision is
-- not a problem for ints that need < 52 bits.
s = 'walternate' -- Immutable strings like Python.
t = "double-quotes are also fine"
u = [[ Double brackets
start and end
multi-line strings.]]
t = nil -- Undefines t; Lua has garbage collection.
-- Blocks are denoted with keywords like do/end:
while num < 50 do
num = num + 1 -- No ++ or += type operators.
end
-- If clauses:
if num > 40 then
print('over 40')
elseif s ~= 'walternate' then -- ~= is not equals.
-- Equality check is == like Python; ok for strs.
io.write('not over 40\n') -- Defaults to stdout.
else
-- Variables are global by default.
thisIsGlobal = 5 -- Camel case is common.
-- How to make a variable local:
local line = io.read() -- Reads next stdin line.
-- String concatenation uses the .. operator:
print('Winter is coming, ' .. line)
end
-- Undefined variables return nil.
-- This is not an error:
foo = anUnknownVariable -- Now foo = nil.
aBoolValue = false
-- Only nil and false are falsy; 0 and '' are true!
if not aBoolValue then print('twas false') end
-- 'or' and 'and' are short-circuited.
-- This is similar to the a?b:c operator in C/js:
ans = aBoolValue and 'yes' or 'no' --> 'no'
karlSum = 0
for i = 1, 100 do -- The range includes both ends.
karlSum = karlSum + i
end
-- Use "100, 1, -1" as the range to count down:
fredSum = 0
for j = 100, 1, -1 do fredSum = fredSum + j end
-- In general, the range is begin, end[, step].
-- Another loop construct:
repeat
print('the way of the future')
num = num - 1
until num == 0
----------------------------------------------------
-- 2. Functions.
----------------------------------------------------
function fib(n)
if n < 2 then return 1 end
return fib(n - 2) + fib(n - 1)
end
-- Closures and anonymous functions are ok:
function adder(x)
-- The returned function is created when adder is
-- called, and remembers the value of x:
return function (y) return x + y end
end
a1 = adder(9)
a2 = adder(36)
print(a1(16)) --> 25
print(a2(64)) --> 100
-- Returns, func calls, and assignments all work
-- with lists that may be mismatched in length.
-- Unmatched receivers are nil;
-- unmatched senders are discarded.
x, y, z = 1, 2, 3, 4
-- Now x = 1, y = 2, z = 3, and 4 is thrown away.
function bar(a, b, c)
print(a, b, c)
return 4, 8, 15, 16, 23, 42
end
x, y = bar('zaphod') --> prints "zaphod nil nil"
-- Now x = 4, y = 8, values 15..42 are discarded.
-- Functions are first-class, may be local/global.
-- These are the same:
function f(x) return x * x end
f = function (x) return x * x end
-- And so are these:
local function g(x) return math.sin(x) end
local g; g = function (x) return math.sin(x) end
-- the 'local g' decl makes g-self-references ok.
-- Trig funcs work in radians, by the way.
-- Calls with one string param don't need parens:
print 'hello' -- Works fine.
----------------------------------------------------
-- 3. Tables.
----------------------------------------------------
-- Tables = Lua's only compound data structure;
-- they are associative arrays.
-- Similar to php arrays or js objects, they are
-- hash-lookup dicts that can also be used as lists.
-- Using tables as dictionaries / maps:
-- Dict literals have string keys by default:
t = {key1 = 'value1', key2 = false}
-- String keys can use js-like dot notation:
print(t.key1) -- Prints 'value1'.
t.newKey = {} -- Adds a new key/value pair.
t.key2 = nil -- Removes key2 from the table.
-- Literal notation for any (non-nil) value as key:
u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'}
print(u[6.28]) -- prints "tau"
-- Key matching is basically by value for numbers
-- and strings, but by identity for tables.
a = u['@!#'] -- Now a = 'qbert'.
b = u[{}] -- We might expect 1729, but it's nil:
-- b = nil since the lookup fails. It fails
-- because the key we used is not the same object
-- as the one used to store the original value. So
-- strings & numbers are more portable keys.
-- A one-table-param function call needs no parens:
function h(x) print(x.key1) end
h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'.
for key, val in pairs(u) do -- Table iteration.
print(key, val)
end
-- _G is a special table of all globals.
print(_G['_G'] == _G) -- Prints 'true'.
-- Using tables as lists / arrays:
-- List literals implicitly set up int keys:
v = {'value1', 'value2', 1.21, 'gigawatts'}
for i = 1, #v do -- #v is the size of v for lists.
print(v[i]) -- Indices start at 1 !! SO CRAZY!
end
-- A 'list' is not a real type. v is just a table
-- with consecutive integer keys, treated as a list.
----------------------------------------------------
-- 3.1 Metatables and metamethods.
----------------------------------------------------
-- A table can have a metatable that gives the table
-- operator-overloadish behavior. Later we'll see
-- how metatables support js-prototypey behavior.
f1 = {a = 1, b = 2} -- Represents the fraction a/b.
f2 = {a = 2, b = 3}
-- This would fail:
-- s = f1 + f2
metafraction = {}
function metafraction.__add(f1, f2)
sum = {}
sum.b = f1.b * f2.b
sum.a = f1.a * f2.b + f2.a * f1.b
return sum
end
setmetatable(f1, metafraction)
setmetatable(f2, metafraction)
s = f1 + f2 -- call __add(f1, f2) on f1's metatable
-- f1, f2 have no key for their metatable, unlike
-- prototypes in js, so you must retrieve it as in
-- getmetatable(f1). The metatable is a normal table
-- with keys that Lua knows about, like __add.
-- But the next line fails since s has no metatable:
-- t = s + s
-- Class-like patterns given below would fix this.
-- An __index on a metatable overloads dot lookups:
defaultFavs = {animal = 'gru', food = 'donuts'}
myFavs = {food = 'pizza'}
setmetatable(myFavs, {__index = defaultFavs})
eatenBy = myFavs.animal -- works! thanks, metatable
-- Direct table lookups that fail will retry using
-- the metatable's __index value, and this recurses.
-- An __index value can also be a function(tbl, key)
-- for more customized lookups.
-- Values of __index,add, .. are called metamethods.
-- Full list. Here a is a table with the metamethod.
-- __add(a, b) for a + b
-- __sub(a, b) for a - b
-- __mul(a, b) for a * b
-- __div(a, b) for a / b
-- __mod(a, b) for a % b
-- __pow(a, b) for a ^ b
-- __unm(a) for -a
-- __concat(a, b) for a .. b
-- __len(a) for #a
-- __eq(a, b) for a == b
-- __lt(a, b) for a < b
-- __le(a, b) for a <= b
-- __index(a, b) for a.b
-- __newindex(a, b, c) for a.b = c
-- __call(a, ...) for a(...)
----------------------------------------------------
-- 3.2 Class-like tables and inheritance.
----------------------------------------------------
-- Classes aren't built in; there are different ways
-- to make them using tables and metatables.
-- Explanation for this example is below it.
Dog = {} -- 1.
function Dog:new() -- 2.
newObj = {sound = 'woof'} -- 3.
self.__index = self -- 4.
return setmetatable(newObj, self) -- 5.
end
function Dog:makeSound() -- 6.
print('I say ' .. self.sound)
end
mrDog = Dog:new() -- 7.
mrDog:makeSound() -- 'I say woof' -- 8.
-- 1. Dog acts like a class; it's really a table.
-- 2. function tablename:fn(...) is the same as
-- function tablename.fn(self, ...)
-- The : just adds a first arg called self.
-- Read 7 & 8 below for how self gets its value.
-- 3. newObj will be an instance of class Dog.
-- 4. self = the class being instantiated. Often
-- self = Dog, but inheritance can change it.
-- newObj gets self's functions when we set both
-- newObj's metatable and self's __index to self.
-- 5. Reminder: setmetatable returns its first arg.
-- 6. The : works as in 2, but this time we expect
-- self to be an instance instead of a class.
-- 7. Same as Dog.new(Dog), so self = Dog in new().
-- 8. Same as mrDog.makeSound(mrDog); self = mrDog.
----------------------------------------------------
-- Inheritance example:
LoudDog = Dog:new() -- 1.
function LoudDog:makeSound()
s = self.sound .. ' ' -- 2.
print(s .. s .. s)
end
seymour = LoudDog:new() -- 3.
seymour:makeSound() -- 'woof woof woof' -- 4.
-- 1. LoudDog gets Dog's methods and variables.
-- 2. self has a 'sound' key from new(), see 3.
-- 3. Same as LoudDog.new(LoudDog), and converted to
-- Dog.new(LoudDog) as LoudDog has no 'new' key,
-- but does have __index = Dog on its metatable.
-- Result: seymour's metatable is LoudDog, and
-- LoudDog.__index = LoudDog. So seymour.key will
-- = seymour.key, LoudDog.key, Dog.key, whichever
-- table is the first with the given key.
-- 4. The 'makeSound' key is found in LoudDog; this
-- is the same as LoudDog.makeSound(seymour).
-- If needed, a subclass's new() is like the base's:
function LoudDog:new()
newObj = {}
-- set up newObj
self.__index = self
return setmetatable(newObj, self)
end
----------------------------------------------------
-- 4. Modules.
----------------------------------------------------
--[[ I'm commenting out this section so the rest of
-- this script remains runnable.
-- Suppose the file mod.lua looks like this:
local M = {}
local function sayMyName()
print('Hrunkner')
end
function M.sayHello()
print('Why hello there')
sayMyName()
end
return M
-- Another file can use mod.lua's functionality:
local mod = require('mod') -- Run the file mod.lua.
-- require is the standard way to include modules.
-- require acts like: (if not cached; see below)
local mod = (function ()
end)()
-- It's like mod.lua is a function body, so that
-- locals inside mod.lua are invisible outside it.
-- This works because mod here = M in mod.lua:
mod.sayHello() -- Says hello to Hrunkner.
-- This is wrong; sayMyName only exists in mod.lua:
mod.sayMyName() -- error
-- require's return values are cached so a file is
-- run at most once, even when require'd many times.
-- Suppose mod2.lua contains "print('Hi!')".
local a = require('mod2') -- Prints Hi!
local b = require('mod2') -- Doesn't print; a=b.
-- dofile is like require without caching:
dofile('mod2.lua') --> Hi!
dofile('mod2.lua') --> Hi! (runs it again)
-- loadfile loads a lua file but doesn't run it yet.
f = loadfile('mod2.lua') -- Call f() to run it.
-- loadstring is loadfile for strings.
g = loadstring('print(343)') -- Returns a function.
g() -- Prints out 343; nothing printed before now.
--]]
----------------------------------------------------
-- 5. References.
----------------------------------------------------
--[[
I was excited to learn Lua so I could make games
with the Löve 2D game engine. That's the why.
I started with BlackBulletIV's Lua for programmers.
Next I read the official Programming in Lua book.
That's the how.
It might be helpful to check out the Lua short
reference on lua-users.org.
The main topics not covered are standard libraries:
* string library
* table library
* math library
* io library
* os library
By the way, this entire file is valid Lua; save it
as learn.lua and run it with "lua learn.lua" !
This was first written for tylerneylon.com. It's
also available as a github gist. Tutorials for other
languages, in the same style as this one, are here:
http://learnxinyminutes.com/
Have fun with Lua!
--]]
Синтаксис: Lua
-- Two dashes start a one-line comment.
--[[
Adding two ['s and ]'s makes it a
multi-line comment.
--]]
----------------------------------------------------
-- 1. Variables and flow control.
----------------------------------------------------
num = 42 -- All numbers are doubles.
-- Don't freak out, 64-bit doubles have 52 bits for
-- storing exact int values; machine precision is
-- not a problem for ints that need < 52 bits.
s = 'walternate' -- Immutable strings like Python.
t = "double-quotes are also fine"
u = [[ Double brackets
start and end
multi-line strings.]]
t = nil -- Undefines t; Lua has garbage collection.
-- Blocks are denoted with keywords like do/end:
while num < 50 do
num = num + 1 -- No ++ or += type operators.
end
-- If clauses:
if num > 40 then
print('over 40')
elseif s ~= 'walternate' then -- ~= is not equals.
-- Equality check is == like Python; ok for strs.
io.write('not over 40\n') -- Defaults to stdout.
else
-- Variables are global by default.
thisIsGlobal = 5 -- Camel case is common.
-- How to make a variable local:
local line = io.read() -- Reads next stdin line.
-- String concatenation uses the .. operator:
print('Winter is coming, ' .. line)
end
-- Undefined variables return nil.
-- This is not an error:
foo = anUnknownVariable -- Now foo = nil.
aBoolValue = false
-- Only nil and false are falsy; 0 and '' are true!
if not aBoolValue then print('twas false') end
-- 'or' and 'and' are short-circuited.
-- This is similar to the a?b:c operator in C/js:
ans = aBoolValue and 'yes' or 'no' --> 'no'
karlSum = 0
for i = 1, 100 do -- The range includes both ends.
karlSum = karlSum + i
end
-- Use "100, 1, -1" as the range to count down:
fredSum = 0
for j = 100, 1, -1 do fredSum = fredSum + j end
-- In general, the range is begin, end[, step].
-- Another loop construct:
repeat
print('the way of the future')
num = num - 1
until num == 0
----------------------------------------------------
-- 2. Functions.
----------------------------------------------------
function fib(n)
if n < 2 then return 1 end
return fib(n - 2) + fib(n - 1)
end
-- Closures and anonymous functions are ok:
function adder(x)
-- The returned function is created when adder is
-- called, and remembers the value of x:
return function (y) return x + y end
end
a1 = adder(9)
a2 = adder(36)
print(a1(16)) --> 25
print(a2(64)) --> 100
-- Returns, func calls, and assignments all work
-- with lists that may be mismatched in length.
-- Unmatched receivers are nil;
-- unmatched senders are discarded.
x, y, z = 1, 2, 3, 4
-- Now x = 1, y = 2, z = 3, and 4 is thrown away.
function bar(a, b, c)
print(a, b, c)
return 4, 8, 15, 16, 23, 42
end
x, y = bar('zaphod') --> prints "zaphod nil nil"
-- Now x = 4, y = 8, values 15..42 are discarded.
-- Functions are first-class, may be local/global.
-- These are the same:
function f(x) return x * x end
f = function (x) return x * x end
-- And so are these:
local function g(x) return math.sin(x) end
local g; g = function (x) return math.sin(x) end
-- the 'local g' decl makes g-self-references ok.
-- Trig funcs work in radians, by the way.
-- Calls with one string param don't need parens:
print 'hello' -- Works fine.
----------------------------------------------------
-- 3. Tables.
----------------------------------------------------
-- Tables = Lua's only compound data structure;
-- they are associative arrays.
-- Similar to php arrays or js objects, they are
-- hash-lookup dicts that can also be used as lists.
-- Using tables as dictionaries / maps:
-- Dict literals have string keys by default:
t = {key1 = 'value1', key2 = false}
-- String keys can use js-like dot notation:
print(t.key1) -- Prints 'value1'.
t.newKey = {} -- Adds a new key/value pair.
t.key2 = nil -- Removes key2 from the table.
-- Literal notation for any (non-nil) value as key:
u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'}
print(u[6.28]) -- prints "tau"
-- Key matching is basically by value for numbers
-- and strings, but by identity for tables.
a = u['@!#'] -- Now a = 'qbert'.
b = u[{}] -- We might expect 1729, but it's nil:
-- b = nil since the lookup fails. It fails
-- because the key we used is not the same object
-- as the one used to store the original value. So
-- strings & numbers are more portable keys.
-- A one-table-param function call needs no parens:
function h(x) print(x.key1) end
h{key1 = 'Sonmi~451'} -- Prints 'Sonmi~451'.
for key, val in pairs(u) do -- Table iteration.
print(key, val)
end
-- _G is a special table of all globals.
print(_G['_G'] == _G) -- Prints 'true'.
-- Using tables as lists / arrays:
-- List literals implicitly set up int keys:
v = {'value1', 'value2', 1.21, 'gigawatts'}
for i = 1, #v do -- #v is the size of v for lists.
print(v[i]) -- Indices start at 1 !! SO CRAZY!
end
-- A 'list' is not a real type. v is just a table
-- with consecutive integer keys, treated as a list.
----------------------------------------------------
-- 3.1 Metatables and metamethods.
----------------------------------------------------
-- A table can have a metatable that gives the table
-- operator-overloadish behavior. Later we'll see
-- how metatables support js-prototypey behavior.
f1 = {a = 1, b = 2} -- Represents the fraction a/b.
f2 = {a = 2, b = 3}
-- This would fail:
-- s = f1 + f2
metafraction = {}
function metafraction.__add(f1, f2)
sum = {}
sum.b = f1.b * f2.b
sum.a = f1.a * f2.b + f2.a * f1.b
return sum
end
setmetatable(f1, metafraction)
setmetatable(f2, metafraction)
s = f1 + f2 -- call __add(f1, f2) on f1's metatable
-- f1, f2 have no key for their metatable, unlike
-- prototypes in js, so you must retrieve it as in
-- getmetatable(f1). The metatable is a normal table
-- with keys that Lua knows about, like __add.
-- But the next line fails since s has no metatable:
-- t = s + s
-- Class-like patterns given below would fix this.
-- An __index on a metatable overloads dot lookups:
defaultFavs = {animal = 'gru', food = 'donuts'}
myFavs = {food = 'pizza'}
setmetatable(myFavs, {__index = defaultFavs})
eatenBy = myFavs.animal -- works! thanks, metatable
-- Direct table lookups that fail will retry using
-- the metatable's __index value, and this recurses.
-- An __index value can also be a function(tbl, key)
-- for more customized lookups.
-- Values of __index,add, .. are called metamethods.
-- Full list. Here a is a table with the metamethod.
-- __add(a, b) for a + b
-- __sub(a, b) for a - b
-- __mul(a, b) for a * b
-- __div(a, b) for a / b
-- __mod(a, b) for a % b
-- __pow(a, b) for a ^ b
-- __unm(a) for -a
-- __concat(a, b) for a .. b
-- __len(a) for #a
-- __eq(a, b) for a == b
-- __lt(a, b) for a < b
-- __le(a, b) for a <= b
-- __index(a, b)
-- __newindex(a, b, c) for a.b = c
-- __call(a, ...) for a(...)
----------------------------------------------------
-- 3.2 Class-like tables and inheritance.
----------------------------------------------------
-- Classes aren't built in; there are different ways
-- to make them using tables and metatables.
-- Explanation for this example is below it.
Dog = {} -- 1.
function Dog:new() -- 2.
newObj = {sound = 'woof'} -- 3.
self.__index = self -- 4.
return setmetatable(newObj, self) -- 5.
end
function Dog:makeSound() -- 6.
print('I say ' .. self.sound)
end
mrDog = Dog:new() -- 7.
mrDog:makeSound() -- 'I say woof' -- 8.
-- 1. Dog acts like a class; it's really a table.
-- 2. function tablename:fn(...) is the same as
-- function tablename.fn(self, ...)
-- The : just adds a first arg called self.
-- Read 7 & 8 below for how self gets its value.
-- 3. newObj will be an instance of class Dog.
-- 4. self = the class being instantiated. Often
-- self = Dog, but inheritance can change it.
-- newObj gets self's functions when we set both
-- newObj's metatable and self's __index to self.
-- 5. Reminder: setmetatable returns its first arg.
-- 6. The : works as in 2, but this time we expect
-- self to be an instance instead of a class.
-- 7. Same as Dog.new(Dog), so self = Dog in new().
-- 8. Same as mrDog.makeSound(mrDog); self = mrDog.
----------------------------------------------------
-- Inheritance example:
LoudDog = Dog:new() -- 1.
function LoudDog:makeSound()
s = self.sound .. ' ' -- 2.
print(s .. s .. s)
end
seymour = LoudDog:new() -- 3.
seymour:makeSound() -- 'woof woof woof' -- 4.
-- 1. LoudDog gets Dog's methods and variables.
-- 2. self has a 'sound' key from new(), see 3.
-- 3. Same as LoudDog.new(LoudDog), and converted to
-- Dog.new(LoudDog) as LoudDog has no 'new' key,
-- but does have __index = Dog on its metatable.
-- Result: seymour's metatable is LoudDog, and
-- LoudDog.__index = LoudDog. So seymour.key will
-- = seymour.key, LoudDog.key, Dog.key, whichever
-- table is the first with the given key.
-- 4. The 'makeSound' key is found in LoudDog; this
-- is the same as LoudDog.makeSound(seymour).
-- If needed, a subclass's new() is like the base's:
function LoudDog:new()
newObj = {}
-- set up newObj
self.__index = self
return setmetatable(newObj, self)
end
----------------------------------------------------
-- 4. Modules.
----------------------------------------------------
--[[ I'm commenting out this section so the rest of
-- this script remains runnable.
-- Suppose the file mod.lua looks like this:
local M = {}
local function sayMyName()
print('Hrunkner')
end
function M.sayHello()
print('Why hello there')
sayMyName()
end
return M
-- Another file can use mod.lua's functionality:
local mod = require('mod') -- Run the file mod.lua.
-- require is the standard way to include modules.
-- require acts like: (if not cached; see below)
local mod = (function ()
end)()
-- It's like mod.lua is a function body, so that
-- locals inside mod.lua are invisible outside it.
-- This works because mod here = M in mod.lua:
mod.sayHello() -- Says hello to Hrunkner.
-- This is wrong; sayMyName only exists in mod.lua:
mod.sayMyName() -- error
-- require's return values are cached so a file is
-- run at most once, even when require'd many times.
-- Suppose mod2.lua contains "print('Hi!')".
local a = require('mod2') -- Prints Hi!
local b = require('mod2') -- Doesn't print; a=b.
-- dofile is like require without caching:
dofile('mod2.lua') --> Hi!
dofile('mod2.lua') --> Hi! (runs it again)
-- loadfile loads a lua file but doesn't run it yet.
f = loadfile('mod2.lua') -- Call f() to run it.
-- loadstring is loadfile for strings.
g = loadstring('print(343)') -- Returns a function.
g() -- Prints out 343; nothing printed before now.
--]]
----------------------------------------------------
-- 5. References.
----------------------------------------------------
--[[
I was excited to learn Lua so I could make games
with the Löve 2D game engine. That's the why.
I started with BlackBulletIV's Lua for programmers.
Next I read the official Programming in Lua book.
That's the how.
It might be helpful to check out the Lua short
reference on lua-users.org.
The main topics not covered are standard libraries:
* string library
* table library
* math library
* io library
* os library
By the way, this entire file is valid Lua; save it
as learn.lua and run it with "lua learn.lua" !
This was first written for tylerneylon.com. It's
also available as a github gist. Tutorials for other
languages, in the same style as this one, are here:
http://learnxinyminutes.com/
Have fun with Lua!
--]]
________
генератор вибухів
http://explosiongenerator.com/
_________________
все апі Gideros, автоматично генерується після кожного оновлення
https://www.dropbox.com/s/62dtqjtfqsbl2 ... i.pdf?dl=0
https://www.dropbox.com/s/62dtqjtfqsbl2 ... i.pdf?dl=0
_________________
Синтаксис: Lua
--[[
клас Масштабування жестом
v.1.0
(c) https://www.facebook.com/AndroidMobileGame
ВИКОРИСТАННЯ:
------------------------------------
local Sprite1=Lupa.new()
stage:addChild(Sprite1)
-------------------------------------
]]
Lupa = gideros.class(Sprite)
function Lupa:init(mode)
if mode then
self.m=mode
else
self.m=2
end
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesEnd, self)
end
function Lupa:onTouchesBegin(event)
if event.touch.id==1 then
self.startY=event.touch.y
self.startX=event.touch.x
elseif event.touch.id==2 then
self.startY2=event.touch.y
self.startX2=event.touch.x
self.on=true
end
end
function Lupa:onTouchesMove(event)
if event.touch.id==1 then
-- ПЕРЕМІЩЕННЯ 1
if (self.m==1 and self.startX) or (self.m>1 and self.on and self.startX) then
self:setPosition(self:getX()+event.touch.x-self.startX,self:getY()+event.touch.y-self.startY)
end
self.startY=event.touch.y
self.startX=event.touch.x
--------------------------------
--встановити якір на палець 1
--------------------------------
if self.on then
local s=self:getScale() --масштаб
local ax,ay=self:getAnchorPosition() --старі координати якоря
--поправка на масштаб
ax=ax*s
ay=ay*s
local px,py=self:getPosition() -- координати спрайта
--найти верхній лівий край
local kx=px-ax
local ky=py-ay
local cy= self.startY
local cx= self.startX
-- новий якір
local ax2=cx-kx
local ay2=cy-ky
self:setAnchorPosition(ax2/s,ay2/s) --встановити новий якір s-поправка на масштаб
self:setPosition(px+(ax2-ax),py+(ay2-ay)) -- коригувати позицію спрайту згідно нового якоря
end
----------------------------------
elseif event.touch.id==2 then
self.startY2=event.touch.y
self.startX2=event.touch.x
----------------------------------
-- дистанція між пальцем 1 і 2
if self.on then
self.d2= math.sqrt((self.startX-event.touch.x)^2+(self.startY-event.touch.y)^2)
if self.d then
self:setScale(self:getScaleX()*( self.d2/self.d)) -- масштаб
end
self.d=self.d2
end
----------------------------------
end
end
function Lupa:onTouchesEnd(event)
--ВИМКНУТИ ЯКЩО 1 ПАЛЕЦЬ ВІДПУСТИТИ
if event.touch.id==1 or event.touch.id==2 then
self.on=nil
self.d=nil
self.startY=nil
self.startX=nil
end
end
клас Масштабування жестом
v.1.0
(c) https://www.facebook.com/AndroidMobileGame
ВИКОРИСТАННЯ:
------------------------------------
local Sprite1=Lupa.new()
stage:addChild(Sprite1)
-------------------------------------
]]
Lupa = gideros.class(Sprite)
function Lupa:init(mode)
if mode then
self.m=mode
else
self.m=2
end
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
self:addEventListener(Event.TOUCHES_CANCEL, self.onTouchesEnd, self)
end
function Lupa:onTouchesBegin(event)
if event.touch.id==1 then
self.startY=event.touch.y
self.startX=event.touch.x
elseif event.touch.id==2 then
self.startY2=event.touch.y
self.startX2=event.touch.x
self.on=true
end
end
function Lupa:onTouchesMove(event)
if event.touch.id==1 then
-- ПЕРЕМІЩЕННЯ 1
if (self.m==1 and self.startX) or (self.m>1 and self.on and self.startX) then
self:setPosition(self:getX()+event.touch.x-self.startX,self:getY()+event.touch.y-self.startY)
end
self.startY=event.touch.y
self.startX=event.touch.x
--------------------------------
--встановити якір на палець 1
--------------------------------
if self.on then
local s=self:getScale() --масштаб
local ax,ay=self:getAnchorPosition() --старі координати якоря
--поправка на масштаб
ax=ax*s
ay=ay*s
local px,py=self:getPosition() -- координати спрайта
--найти верхній лівий край
local kx=px-ax
local ky=py-ay
local cy= self.startY
local cx= self.startX
-- новий якір
local ax2=cx-kx
local ay2=cy-ky
self:setAnchorPosition(ax2/s,ay2/s) --встановити новий якір s-поправка на масштаб
self:setPosition(px+(ax2-ax),py+(ay2-ay)) -- коригувати позицію спрайту згідно нового якоря
end
----------------------------------
elseif event.touch.id==2 then
self.startY2=event.touch.y
self.startX2=event.touch.x
----------------------------------
-- дистанція між пальцем 1 і 2
if self.on then
self.d2= math.sqrt((self.startX-event.touch.x)^2+(self.startY-event.touch.y)^2)
if self.d then
self:setScale(self:getScaleX()*( self.d2/self.d)) -- масштаб
end
self.d=self.d2
end
----------------------------------
end
end
function Lupa:onTouchesEnd(event)
--ВИМКНУТИ ЯКЩО 1 ПАЛЕЦЬ ВІДПУСТИТИ
if event.touch.id==1 or event.touch.id==2 then
self.on=nil
self.d=nil
self.startY=nil
self.startX=nil
end
end
_________________
Синтаксис: Lua
--[[
клас кнопки
ВИКОРИСТАННЯ:
------------------------------------
local score=Bitmap.new(Texture.new("img/gui_70.png"))
score:setAnchorPoint(0.5, 0)
score:setPosition(halfWidth, miny)
self:addChild(score)
local pause = Button.new(Bitmap.new(Texture.new("img/gui_48.png")))
stage:addChild(pause)
pause:addEventListener("clickDown",
function(e)
e:stopPropagation()
knopka:play()
end)
pause:addEventListener("clickUP",
function(e)
e:stopPropagation()
knopka:play()
end)
pause:addEventListener("clickMove",
function(e)
print(e.x)
end)
-------------------------------------
]]
Button = gideros.class(Sprite)
function Button:init(upState)
self:addChild(upState)
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
self.on=false
end
function Button:onTouchesBegin(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
if event.touch.id~=self.focus then
self.focus=event.touch.id
if self.on==false then
self:dispatchEvent(Event.new("clickDown"))
self.on=true
self:setColorTransform(2, 2, 2, 1)
end
--print("natysnuv"..event.touch.id)
end
event:stopPropagation()
end
end
function Button:onTouchesMove(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
if self.focus~=event.touch.id then
self.focus=event.touch.id
if self.on==false then
self:dispatchEvent(Event.new("clickDown"))
self.on=true
self:setColorTransform(2, 2, 2, 1)
--print("naviv"..event.touch.id)
end
else
local clickMove = Event.new("clickMove")
clickMove.x = event.touch.x
clickMove.y = event.touch.y
self:dispatchEvent(clickMove)
end
--event:stopPropagation()
elseif self.focus==event.touch.id then
--print("vidviv"..event.touch.id)
self.focus=nil
if self.on==true then
self.on=false
self:setColorTransform(1, 1, 1, 1)
end
event:stopPropagation()
end
end
function Button:onTouchesEnd(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
self.focus=nil
if self.on==true then
self.on=false
self:setColorTransform(1, 1, 1, 1)
self:dispatchEvent(Event.new("clickUP"))
--print("vidtysnuv"..event.touch.id)
end
--event:stopPropagation()
end
end
клас кнопки
ВИКОРИСТАННЯ:
------------------------------------
local score=Bitmap.new(Texture.new("img/gui_70.png"))
score:setAnchorPoint(0.5, 0)
score:setPosition(halfWidth, miny)
self:addChild(score)
local pause = Button.new(Bitmap.new(Texture.new("img/gui_48.png")))
stage:addChild(pause)
pause:addEventListener("clickDown",
function(e)
e:stopPropagation()
knopka:play()
end)
pause:addEventListener("clickUP",
function(e)
e:stopPropagation()
knopka:play()
end)
pause:addEventListener("clickMove",
function(e)
print(e.x)
end)
-------------------------------------
]]
Button = gideros.class(Sprite)
function Button:init(upState)
self:addChild(upState)
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
self.on=false
end
function Button:onTouchesBegin(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
if event.touch.id~=self.focus then
self.focus=event.touch.id
if self.on==false then
self:dispatchEvent(Event.new("clickDown"))
self.on=true
self:setColorTransform(2, 2, 2, 1)
end
--print("natysnuv"..event.touch.id)
end
event:stopPropagation()
end
end
function Button:onTouchesMove(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
if self.focus~=event.touch.id then
self.focus=event.touch.id
if self.on==false then
self:dispatchEvent(Event.new("clickDown"))
self.on=true
self:setColorTransform(2, 2, 2, 1)
--print("naviv"..event.touch.id)
end
else
local clickMove = Event.new("clickMove")
clickMove.x = event.touch.x
clickMove.y = event.touch.y
self:dispatchEvent(clickMove)
end
--event:stopPropagation()
elseif self.focus==event.touch.id then
--print("vidviv"..event.touch.id)
self.focus=nil
if self.on==true then
self.on=false
self:setColorTransform(1, 1, 1, 1)
end
event:stopPropagation()
end
end
function Button:onTouchesEnd(event)
if self:hitTestPoint(event.touch.x, event.touch.y) then
self.focus=nil
if self.on==true then
self.on=false
self:setColorTransform(1, 1, 1, 1)
self:dispatchEvent(Event.new("clickUP"))
--print("vidtysnuv"..event.touch.id)
end
--event:stopPropagation()
end
end
_________________
[2016.10] Sprite:setBlendMode(src, dst)
Gideros підтримує 121 варіант накладання(змішування) малюнків аналогічних накладанню в фотошоп
ствоюється накладання командою Sprite:setBlendMode(src, dst)
Існує 11 типів змішування:
Комбінуючи їх ми отримуємо 11 * 11 = 121 варіант накладань малюнків:)
Щоб простіше було визначити яке накладання вами потрібно, створений сніпет який генерує таблицю всіх варіантів накладань малюнка
Gideros підтримує 121 варіант накладання(змішування) малюнків аналогічних накладанню в фотошоп
ствоюється накладання командою Sprite:setBlendMode(src, dst)
Існує 11 типів змішування:
- Sprite.ZERO,
Sprite.ONE,
Sprite.SRC_COLOR,
Sprite.ONE_MINUS_SRC_COLOR,
Sprite.DST_COLOR,
Sprite.ONE_MINUS_DST_COLOR,
Sprite.SRC_ALPHA,
Sprite.ONE_MINUS_SRC_ALPHA,
Sprite.DST_ALPHA,
Sprite.ONE_MINUS_DST_ALPHA,
Sprite.SRC_ALPHA_SATURATE
Комбінуючи їх ми отримуємо 11 * 11 = 121 варіант накладань малюнків:)
Щоб простіше було визначити яке накладання вами потрібно, створений сніпет який генерує таблицю всіх варіантів накладань малюнка
Синтаксис: Lua
local topTex = Texture.new("top.png",true)
local btmTex = Texture.new("btm.png",true)
lh @ 10 -- label height
local w = (application:getDeviceWidth() - lh) / 11
local h = (application:getDeviceHeight() - lh) / 11
local s = math.min(w, h)
for x = 1, 11 do
for y = 1, 11 do
local top = Pixel.new(topTex, s, s)
local btm = Pixel.new(btmTex, s, s)
stage:addChild(btm)
btm:addChild(top)
btm:setBlendMode(x, y)
btm:setPosition(lh + s * (x-1), lh + s * (y-1))
end
end
local t = {}
for k,v in pairs(Sprite) do
if tonumber(v) == v then t[v] = k end
end
for n = 1, 11 do
local label = TextField.new(nil, t[n], "|")
label:setX(lh + (n-1) * s + 2)
label:setY(1)
label:setClip(0, 0, s - 2, lh)
stage:addChild(label)
local line = Pixel.new(0x666666, 1, 1, lh + 11*s)
line:setX(lh + n * s)
stage:addChild(line)
end
for n = 1, 11 do
local label = TextField.new(nil, t[n], "|")
label:setY(lh + (n-0) * s - 2)
label:setX(1)
label:setRotation(-90)
label:setClip(0, 0, s - 2, lh)
stage:addChild(label)
local line = Pixel.new(0x666666, 1, lh + 11*s, 1)
line:setY(lh + n * s)
stage:addChild(line)
end
local btmTex = Texture.new("btm.png",true)
lh @ 10 -- label height
local w = (application:getDeviceWidth() - lh) / 11
local h = (application:getDeviceHeight() - lh) / 11
local s = math.min(w, h)
for x = 1, 11 do
for y = 1, 11 do
local top = Pixel.new(topTex, s, s)
local btm = Pixel.new(btmTex, s, s)
stage:addChild(btm)
btm:addChild(top)
btm:setBlendMode(x, y)
btm:setPosition(lh + s * (x-1), lh + s * (y-1))
end
end
local t = {}
for k,v in pairs(Sprite) do
if tonumber(v) == v then t[v] = k end
end
for n = 1, 11 do
local label = TextField.new(nil, t[n], "|")
label:setX(lh + (n-1) * s + 2)
label:setY(1)
label:setClip(0, 0, s - 2, lh)
stage:addChild(label)
local line = Pixel.new(0x666666, 1, 1, lh + 11*s)
line:setX(lh + n * s)
stage:addChild(line)
end
for n = 1, 11 do
local label = TextField.new(nil, t[n], "|")
label:setY(lh + (n-0) * s - 2)
label:setX(1)
label:setRotation(-90)
label:setClip(0, 0, s - 2, lh)
stage:addChild(label)
local line = Pixel.new(0x666666, 1, lh + 11*s, 1)
line:setY(lh + n * s)
stage:addChild(line)
end
Вкладення:
_________________
Хвилі синусоїди
формула1
формула2
формула1
! | cy= висота/2 cW=кількість хвиль cx=ширина i=крок (cy/2)*(1-sin(i*cW*3.14/(cx-1))))) |
формула2
_________________
Синтаксис: Lua
-- VirtualRelativeJoystick for Gideros
--
-- Onscreen joystick that only appears when lower left quadrant
-- of screen is touched
--
VirtualRelativeJoystick = Core.class(Sprite)
function VirtualRelativeJoystick:init(options)
-- default options
self.x = 100
self.y = 100
self.outerRadius = 100
self.padColor = 0xaaaadd
self.knobColor = 0xaaddaa
self.onPressed = nil
self.onDragged = nil
self.onReleased = nil
self.left = false
self.xpos = 0
self.ypos = 0
self.strength = 0
self.angle = 0
self.enabled = false
-- set user supplied options
if options then
for key, value in pairs(options) do
self[key]= value
end
end
self.outerCircle = self:getNewCircle(self.outerRadius, self.padColor, false)
self:addChild(self.outerCircle)
self.innerNubbin = self:getNewCircle(self.outerRadius * .5, self.knobColor, true)
self:addChild(self.innerNubbin)
self:setPosition(self.x, self.y)
self:setVisible(false)
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
end
--
function VirtualRelativeJoystick:onTouchesCancel(e)
self:onTouchesEnd(e)
end
--
function VirtualRelativeJoystick:onTouchesBegin(e)
local tx, ty = e.touch.x, e.touch.y
local mx, my = application:getContentWidth() * 0.5, application:getContentHeight() * 0.5
if self.left then
if tx > mx or ty < my then return end
else
if tx < mx or ty < my then return end
end
self.controlTouchId = e.touch.id
self:setPosition(tx, ty)
self:setVisible(true)
self.enabled = true -- enable control
if self.onPressed then
self.onPressed()
end -- run code
e:stopPropagation()
end
--
function VirtualRelativeJoystick:onTouchesMove(e)
local cos, sin, sqrt, atan2 = math.cos, math.sin, math.sqrt, math.atan2
if not self.enabled then return end
if e.touch.id == self.controlTouchId then
local x, y = self:globalToLocal(e.touch.x, e.touch.y)
local radius = self.outerRadius
local distance = sqrt(x * x + y * y) >< radius -- limit distance to outer radius
-- normalized strength for use with angle
local strength = (distance >< radius) / radius
local angle = ^>atan2(y, x) + 90
local ra = ^< self.angle
y = -distance * cos(ra)
x = distance * sin(ra)
self.innerNubbin:setPosition(x, y)
self.xpos, self.ypos = x / radius, -y / radius
if self.onPressed then
self.onDragged(angle, distance, strength) -- run code
end
self.angle, self.distance, self.strength = angle, distance, strength
e:stopPropagation()
end
end
--
function VirtualRelativeJoystick:onTouchesEnd(e)
if not self.enabled then return end
if e.touch.id == self.controlTouchId then
self.innerNubbin:setPosition(0, 0)
self.xpos, self.ypos = 0, 0
self:setVisible(false)
self.enabled = false
if self.onReleased then
self.onReleased() -- run code
end
e:stopPropagation()
end
self.controlTouchId = nil
end
--
function VirtualRelativeJoystick:getNewCircle(r, color, fill)
local p = Path2D.new()
p:setSvgPath(("M %s 0 a %s %s 0 0 0 %s 0 a %s %s 0 0 0 %s 0 Z"):format(-r, r, r, 2 * r, r, r, -2 * r))
p:setLineThickness(10) -- Outline width
p:setFillColor(color, fill and .6 or .0) --Fill color
p:setLineColor(color, .6) --Line color
return p
end
--
-- Onscreen joystick that only appears when lower left quadrant
-- of screen is touched
--
VirtualRelativeJoystick = Core.class(Sprite)
function VirtualRelativeJoystick:init(options)
-- default options
self.x = 100
self.y = 100
self.outerRadius = 100
self.padColor = 0xaaaadd
self.knobColor = 0xaaddaa
self.onPressed = nil
self.onDragged = nil
self.onReleased = nil
self.left = false
self.xpos = 0
self.ypos = 0
self.strength = 0
self.angle = 0
self.enabled = false
-- set user supplied options
if options then
for key, value in pairs(options) do
self[key]= value
end
end
self.outerCircle = self:getNewCircle(self.outerRadius, self.padColor, false)
self:addChild(self.outerCircle)
self.innerNubbin = self:getNewCircle(self.outerRadius * .5, self.knobColor, true)
self:addChild(self.innerNubbin)
self:setPosition(self.x, self.y)
self:setVisible(false)
self:addEventListener(Event.TOUCHES_BEGIN, self.onTouchesBegin, self)
self:addEventListener(Event.TOUCHES_MOVE, self.onTouchesMove, self)
self:addEventListener(Event.TOUCHES_END, self.onTouchesEnd, self)
end
--
function VirtualRelativeJoystick:onTouchesCancel(e)
self:onTouchesEnd(e)
end
--
function VirtualRelativeJoystick:onTouchesBegin(e)
local tx, ty = e.touch.x, e.touch.y
local mx, my = application:getContentWidth() * 0.5, application:getContentHeight() * 0.5
if self.left then
if tx > mx or ty < my then return end
else
if tx < mx or ty < my then return end
end
self.controlTouchId = e.touch.id
self:setPosition(tx, ty)
self:setVisible(true)
self.enabled = true -- enable control
if self.onPressed then
self.onPressed()
end -- run code
e:stopPropagation()
end
--
function VirtualRelativeJoystick:onTouchesMove(e)
local cos, sin, sqrt, atan2 = math.cos, math.sin, math.sqrt, math.atan2
if not self.enabled then return end
if e.touch.id == self.controlTouchId then
local x, y = self:globalToLocal(e.touch.x, e.touch.y)
local radius = self.outerRadius
local distance = sqrt(x * x + y * y) >< radius -- limit distance to outer radius
-- normalized strength for use with angle
local strength = (distance >< radius) / radius
local angle = ^>atan2(y, x) + 90
local ra = ^< self.angle
y = -distance * cos(ra)
x = distance * sin(ra)
self.innerNubbin:setPosition(x, y)
self.xpos, self.ypos = x / radius, -y / radius
if self.onPressed then
self.onDragged(angle, distance, strength) -- run code
end
self.angle, self.distance, self.strength = angle, distance, strength
e:stopPropagation()
end
end
--
function VirtualRelativeJoystick:onTouchesEnd(e)
if not self.enabled then return end
if e.touch.id == self.controlTouchId then
self.innerNubbin:setPosition(0, 0)
self.xpos, self.ypos = 0, 0
self:setVisible(false)
self.enabled = false
if self.onReleased then
self.onReleased() -- run code
end
e:stopPropagation()
end
self.controlTouchId = nil
end
--
function VirtualRelativeJoystick:getNewCircle(r, color, fill)
local p = Path2D.new()
p:setSvgPath(("M %s 0 a %s %s 0 0 0 %s 0 a %s %s 0 0 0 %s 0 Z"):format(-r, r, r, 2 * r, r, r, -2 * r))
p:setLineThickness(10) -- Outline width
p:setFillColor(color, fill and .6 or .0) --Fill color
p:setLineColor(color, .6) --Line color
return p
end
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