Search found 11 matches

by pwniknoobz
Fri Jul 23, 2010 9:42 pm
Forum: Support and Development
Topic: Illusive Array Overwriting Itself
Replies: 10
Views: 5666

Re: Illusive Array Overwriting Itself

Thanks for the help everyone - I actually decided it was kind of pointless for me to make a stage class, because for every object I created I'd have to modify the stage class to make it use the respective draw/user input functions of the new class. It is much more practical for me to just make a sup...
by pwniknoobz
Fri Jul 23, 2010 6:35 pm
Forum: Support and Development
Topic: Illusive Array Overwriting Itself
Replies: 10
Views: 5666

Re: Illusive Array Overwriting Itself

Tried it with index numbers 1 and 2 instead of 0 and 1. It seems whichever Stage[index] calls setParams last redefines all of the ones before it.. It is possible to make a table an attribute of a table, correct? Just to clarify: txtBoxes_Stage_1, btnButtons_Stage_1, txtBoxes_Stage_0, btnButtons_Stag...
by pwniknoobz
Fri Jul 23, 2010 5:54 pm
Forum: Support and Development
Topic: Illusive Array Overwriting Itself
Replies: 10
Views: 5666

Illusive Array Overwriting Itself

I have this code: StageArray = {} StageArray[0] = Stage:new() StageArray[1] = Stage:new() StageArray[0]:setParams(txtBoxes_Stage_0,btnButtons_Stage_0) StageArray[1]:setParams(txtBoxes_Stage_1,btnButtons_Stage_1) When I then call the elements of StageArray[0], they are the elements of StageArray[1]. ...
by pwniknoobz
Fri Jul 23, 2010 3:34 pm
Forum: Support and Development
Topic: text based game
Replies: 22
Views: 11270

Re: text based game

Hey supertails - heres a class I made for Love2d that simulates textboxes to gather user input. It's just a basic start, but should give you a starting point for handling text based user input on the gui. I have attached the 2 necessary lua files to be required in main.lua. Here is a simple example ...
by pwniknoobz
Sun Jul 18, 2010 1:19 am
Forum: Support and Development
Topic: Passing a table as a function argument
Replies: 2
Views: 2041

Re: Passing a table as a function argument

I'm such a noob.
by pwniknoobz
Sat Jul 17, 2010 9:37 pm
Forum: Support and Development
Topic: Passing a table as a function argument
Replies: 2
Views: 2041

Passing a table as a function argument

I am trying to pass a table as a function argument, and reference a member variable of the given table in the function to which it's being passed. Such as this: require"game_object" require"map_object" function love.load() --CREATE NEW OBJECTS gameRisk = Game:new() mapNewMap = Ma...
by pwniknoobz
Sat Jul 17, 2010 6:59 pm
Forum: Support and Development
Topic: Compiling Lua Project from Source
Replies: 13
Views: 5926

Re: Compiling Lua Project from Source

Oh I see - thanks for the input everyone. I was looking at LOOP [http://loop.luaforge.net/index.html] class models for LUA to do some pseudo object oriented programming in LUA for LOVE - will using this additional library for the LUA language make my programs incompatible with LOVE, or will it just ...
by pwniknoobz
Fri Jul 16, 2010 8:20 pm
Forum: Support and Development
Topic: Compiling Lua Project from Source
Replies: 13
Views: 5926

Re: Compiling Lua Project from Source

Got ya - So I just compile/create a new Love.exe to run my love programs in?
by pwniknoobz
Fri Jul 16, 2010 7:48 pm
Forum: Support and Development
Topic: Compiling Lua Project from Source
Replies: 13
Views: 5926

Re: Compiling Lua Project from Source

Would the process to do that be as I descried in the original post - include all Love2d source files in their native directory structure and somehow require love.cpp in the lua file?
by pwniknoobz
Fri Jul 16, 2010 4:10 pm
Forum: Support and Development
Topic: Compiling Lua Project from Source
Replies: 13
Views: 5926

Re: Compiling Lua Project from Source

Unless you distribute the modif....oh.

Got it, that makes sense. Is it possible for me to compile my own modified version of the engine from the source to accomplish this?