Fixed some little errors with the drawing functions.
[luagame.git] / doc / index.html
blob67eb689f723eea4611eb64ed7ceccf5e822274ed
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373 <title>LuaGame Documentation</title>
374 </head>
375 <body>
376 <div id="header">
377 <h1>LuaGame Documentation</h1>
378 <div id="toc">
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>
381 </div>
382 </div>
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>
394 </div>
395 <h2>2. Class Reference</h2>
396 <div class="sectionbody">
397 <h3>2.1. Object</h3>
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>
410 <h3>2.5. Rect</h3>
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>
419 <h3>2.7. Label</h3>
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>
422 <h3>2.8. Line</h3>
423 <h3>2.9. Rectangle</h3>
424 <h3>2.10. Circle</h3>
425 </div>
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>
430 </div>
431 <div id="footer">
432 <div id="footer-text">
433 Last updated 09-Jan-2008 19:32:59 EDT
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