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Lua Game Development Cookbook

You're reading from   Lua Game Development Cookbook Over 70 recipes that will help you master the elements and best practices required to build a modern game engine using Lua

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781849515504
Length 360 pages
Edition 1st Edition
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Author (1):
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Mário Kašuba Mário Kašuba
Author Profile Icon Mário Kašuba
Mário Kašuba
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Toc

Table of Contents (11) Chapters Close

Preface 1. Basics of the Game Engine 2. Events FREE CHAPTER 3. Graphics – Common Methods 4. Graphics – Legacy Method with OpenGL 1.x–2.1 5. Graphics – Modern Method with OpenGL 3.0+ 6. The User Interface 7. Physics and Game Mechanics 8. Artificial Intelligence 9. Sounds and Networking Index

Using vector math


The Box2D library uses two-dimensional vectors in a form of its own native data type called b2Vec2. It's used in many places of the Box2D library so it's better to stick with this one.

This data type can be used to specify the position in a 2D space, directional vector with unit size or a speed vector. Keep in mind that Box2D doesn't know the difference between the uses of this vector.

Getting ready

This recipe expects the user to have a basic knowledge of vector math.

The LuaBox2D library contains the b2Vec2 object interface called Vec2. You can create one simply by calling its constructor function. Almost all object constructors are available via the LuaBox2D interface:

local box2d = require 'LuaBox2D'
local Vec2 = box2d.Vec2

This will define a shortcut for the Vec2 object constructor.

How to do it…

You can create a new Vec2 vector object by calling the constructor in one of the following ways:

-- create zero vector
local vector1 = Vec2()
-- create a vector with x=1 and y=2
local...
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