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373 <title>LuaGame Documentation
</title>
377 <h1>LuaGame Documentation
</h1>
379 <div id=
"toctitle">Table of Contents
</div>
380 <noscript><p><b>JavaScript must be enabled in your browser to display the table of contents.
</b></p></noscript>
383 <h2>1. Tutorials
</h2>
384 <div class=
"sectionbody">
385 <h3>1.1. Basic Tutorial
</h3>
386 <p>The
<a href=
"basic_tutorial.html">basic tutorial
</a> is a light introduction to the concepts that
387 are central to programming with LuaGame.
</p>
388 <h3>1.2. Animation
</h3>
389 <p>The
<a href=
"animation_tutorial.html">animation tutorial
</a> discusses how animation works
390 in LuaGame and how to use it.
</p>
391 <h3>1.3. Using Instrumentation
</h3>
392 <p>The
<a href=
"instrumentation_guide.html">instrumentation guide
</a> is an introduction to
393 using the instrumentation functions to do some simple profiling and logging.
</p>
395 <h2>2. Class Reference
</h2>
396 <div class=
"sectionbody">
398 <p>The
<a href=
"class_object.html">Object
</a> class is the basic class that all
399 in-game entities should descend from.
</p>
400 <h3>2.2. ObjectList
</h3>
401 <p><a href=
"class_objectlist.html">ObjectList
</a>s are a resource manager implemented
402 as a list. They are designed to hold
<a href=
"class_object.html">Object
</a>s, but can
403 technically hold anything.
</p>
404 <h3>2.3. EventManager
</h3>
405 <p>The
<a href=
"class_eventmanager.html">EventManager
</a> class provides a robust way of
406 handling user input while still being relatively simple to set up.
</p>
407 <h3>2.4. FPSManager
</h3>
408 <p>The
<a href=
"class_fpsmanager.html">FPSManager
</a> class is an extremely simple FPS
409 management class. It also supports deltas.
</p>
411 <p>The
<a href=
"class_rect.html">Rect
</a> class is an extremely simple class that is
412 used for collision detection. If an
<a href=
"class_object.html">Object
</a> doesn't have any defined collision
413 <a href=
"class_rect.html">Rect
</a>s, then the bounding box is used for collision. This
414 class allows for highly customized collision behaviors.
</p>
415 <h3>2.6. ParticleSystem
</h3>
416 <p><a href=
"class_particlesystem.html">ParticleSystem
</a>s are highly configurable particle
417 systems. They are designed to emit
<a href=
"class_object.html">Object
</a>s with configurable
418 parameters in arrangements that are fully configurable.
</p>
420 <p>The
<a href=
"class_label.html">Label
</a> class is a basic text label that descends from
421 the
<a href=
"class_object.html">Object
</a> class.
</p>
423 <h3>2.9. Rectangle
</h3>
424 <h3>2.10. Circle
</h3>
426 <h2>3. Function Reference
</h2>
427 <div class=
"sectionbody">
428 <p>The
<a href=
"fun_ref.html">function reference
</a> contains information about all of the
429 exported functions from C++ to Lua.
</p>
432 <div id=
"footer-text">
433 Last updated
09-Jan-
2008 19:
32:
59 EDT