Without further ado, Download and read source. Then run demo.
Features:
-- Multiple Inheritance
-- Static variables
-- Static and instance methods
-- Namespaces
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A Lua Class Implementation using meta-tables by appleide. 3/ 04/ 2009Love Classes implementation
Re: Love Classes implementation
Code: Select all
[string "main.lua"]:30: Class Demo: printing className of apoint: ChangedClassNameDueToItBeingAStaticVariable
stack traceback:
[C]: in function 'error'
[string "main.lua"]:30: in function <[string "main.lua"]:26>
Now posting IN STEREO (where available)
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: Love Classes implementation
You probably haven't read the source. I think it is supposed to work like that.mike wrote:Code: Select all
[string "main.lua"]:30: Class Demo: printing className of apoint: ChangedClassNameDueToItBeingAStaticVariable stack traceback: [C]: in function 'error' [string "main.lua"]:30: in function <[string "main.lua"]:26>
Help us help you: attach a .love.
Re: Love Classes implementation
That shows the static variable of an instance/class is changed successfully. I'm not sure if I should make className a constant instead. Lua doesn't have contants.mike wrote:Code: Select all
[string "main.lua"]:30: Class Demo: printing className of apoint: ChangedClassNameDueToItBeingAStaticVariable stack traceback: [C]: in function 'error' [string "main.lua"]:30: in function <[string "main.lua"]:26>
Re: Love Classes implementation
Hi, sorry to bump this, but I need some help with tweaking this code. I made a "Vector" class, which holds and x and y value. I want to able to add vectors by just using '+' operator on them. Like so:
vector1 + vector2 should result in game.Vector:new(vector1.x + vector2.x, vector1.y + vector2.y). Now I know you can define that sort of stuff in metatables using __add, but how do I go about implementing it in your code?
Code: Select all
-- LuaObject initialization
game = {}
LoveObject.init(game)
-- Create vector class
game.class("Vector", game.Object)
function game.Vector:init(x, y)
self.x = x or 0
self.y = y or 0
return self
end
-- Example code
local vector1 = game.Vector:new(1,1)
local vector2 = game.Vector:new(2,3)
local newvector = vector1 + vector2
Re: Love Classes implementation
Hmm, I'm now using a much simpler implementation of classes derived from (but not equivalent to) bartbes'. LoveObject is overly-complicated in comparison... That said, this version doesn't support multiple inheritance.
Example code:
Code: Select all
----------------------------------------------------------------------------
-- Copyright (c) 2009 Bart Bes
--
-- Permission is hereby granted, free of charge, to any person
-- obtaining a copy of this software and associated documentation
-- files (the "Software"), to deal in the Software without
-- restriction, including without limitation the rights to use,
-- copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the
-- Software is furnished to do so, subject to the following
-- conditions:
--
-- The above copyright notice and this permission notice shall be
-- included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
-- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
-- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
-- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
-- HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
-- WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-- FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
-- OTHER DEALINGS IN THE SOFTWARE.
----------------------------------------------------------------------------
-- Single Inheritance Classes.
local class, class_mt={}, {}
class.__index=class
setmetatable(class, class_mt)
function class_mt:__index(key)
if rawget(self, "__class") then
return self.__class[key]
end
return nil
end
function class:new(...)
-- Call this to make an instance from a class. ... are init parameters
local c = {}
c.__class = self
c.__index=c
setmetatable(c, self)
if self.init then
c=self.init(c, ...)
end
return c
end
function class:subclass(t)
-- Call this to subclass the class. t is a table.
-- i.e class will be the super of t.
t = t or {}
t.__class = self
setmetatable(t, getmetatable(self))
return t
end
return class
Code: Select all
-- class initialization
class = require('class')
-- Create vector class
Vector = class:new()
function Vector:init(x, y)
self.x = x or 0
self.y = y or 0
return self
end
function Vector:__add(vector2)
return self.__class:new(self.x + vector2.x, self.y + vector2.y)
end
function Vector:__tostring()
return "("..self.x..", "..self.y..")"
end
-- Example code
local vector1 = Vector:new(1, 1)
local vector2 = Vector:new(2, 3)
local newvector = vector1 + vector2
print(newvector)
Rectangle = Vector:subclass()
function Rectangle:init(x, y, width, height)
Rectangle.__class.init(self, x, y)
self.width = width
self.height = height
return self
end
function Rectangle:__add(rect2)
return self.__class:new(self.x + rect2.x, self.y + rect2.y, self.width + rect2.width, self.height + rect2.height)
end
function Rectangle:__tostring()
return "[("..self.x..", "..self.y.."), ".."("..self.width..", "..self.height..")]"
end
local rect1 = Rectangle:new(1, 1, 10, 10)
local rect2 = Rectangle:new(2, 3, 20, 20)
local rect3 = Rectangle:new(-5, -5, 10, 10)
local newrect = rect1 + rect2 + rect3
print(newrect)
- bartbes
- Sex machine
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Re: Love Classes implementation
Muhahahahahaha. You could add my special secs compatibility var though.
EDIT: love the copyright notice btw
EDIT: love the copyright notice btw
- Robin
- The Omniscient
- Posts: 6506
- Joined: Fri Feb 20, 2009 4:29 pm
- Location: The Netherlands
- Contact:
Re: Love Classes implementation
It might not be SECS, but it sure is SECS-y.bartbes wrote:Muhahahahahaha. You could add my special secs compatibility var though.
Help us help you: attach a .love.
Re: Love Classes implementation
It's META-SECS, since each class happens to be the metatable of its instances. =D I'm not sure its completely compatible with SECS though, so I didn't put the compatibility var...
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