Search found 34 matches

by Knaimhe
Tue Jun 18, 2013 8:16 pm
Forum: Support and Development
Topic: [SOLVED?] Love2D Bug with 3+ Revolute Joints
Replies: 2
Views: 2274

Re: Love2D Bug with 3+ Revolute Joints

Yeah, sure...
I'm not asking for the bug to be fixed, I'm asking for a workaround or perhaps insight into something I might be doing abnormally that's causing the bug.

Edit: I think I've fixed it. OP updated.
by Knaimhe
Tue Jun 18, 2013 8:02 am
Forum: Support and Development
Topic: [SOLVED?] Love2D Bug with 3+ Revolute Joints
Replies: 2
Views: 2274

[SOLVED?] Love2D Bug with 3+ Revolute Joints

Okay, so I've apparently solved this by making the heavy mass heavier and the lighter masses lighter. I suspect that this phenomenon still occurs, just with a period/magnitude so long/low that it's unnoticeable. Or maybe it doesn't happen at all. Box2D, iirc, works best with objects of certain mass...
by Knaimhe
Fri Nov 30, 2012 4:00 am
Forum: Support and Development
Topic: collision [need help]
Replies: 8
Views: 4573

Re: collision [need help]

For some reason, your .zip file is invalid, and won't open on my computer.
I recommend just posting .love files.
by Knaimhe
Fri Nov 30, 2012 3:57 am
Forum: Support and Development
Topic: How do I check if the player "sees" an object?
Replies: 2
Views: 1885

Re: How do I check if the player "sees" an object?

So is this like a bird's eye view kind of thing where the player sees a 2d arc in front of him? Seems like it. First, you'd want to check if the player is close enough to see the object. Use the Pythagorean theorem with playerBody:getPosition() and objectBody:getPosition(). Then, you'd want to recor...
by Knaimhe
Wed Nov 28, 2012 9:54 pm
Forum: Support and Development
Topic: Tables or Inheritance
Replies: 29
Views: 11012

Re: Tables or Inheritance

Whoops! Sorry guys.
I figured out that this bug occurs when a shot strikes a corner, thereby creating two collisions.
I solved it by adding a return nil statement at the end of searchTable() and adding another check for nil within hitShot().
by Knaimhe
Wed Nov 28, 2012 5:56 am
Forum: Support and Development
Topic: Tables or Inheritance
Replies: 29
Views: 11012

Re: Tables or Inheritance

No, I know how it works, it's just...
I had code that destroyed shapes within the collisions callback. It crashed.
I moved the code to an outside function and called that with the collisions callback. It did not crash.

(For Love 0.7.)
by Knaimhe
Tue Nov 27, 2012 8:43 am
Forum: Support and Development
Topic: Transformation Matrix
Replies: 2
Views: 2609

Re: Transformation Matrix

Admittedly, I've never worked with transformation matrices, but I've done some normal transformation/rotation/scaling.
Can you not create an empty matrix and copy the data into that?
http://www.lua.org/pil/11.2.html
by Knaimhe
Tue Nov 27, 2012 8:18 am
Forum: Support and Development
Topic: Support for LARGE images?
Replies: 8
Views: 4558

Re: Support for LARGE images?

As far as I know, you can't draw on an image.? What...? You're sure that you can't just... love.graphics.draw(ImageName, bunchO'Arguments) love.graphics.line(x1, y1, x2, y2) As long as the line is drawn after the image, it should appear on top of it. Is there something huge I'm missing? Admittedly,...
by Knaimhe
Tue Nov 27, 2012 8:06 am
Forum: Support and Development
Topic: Tables or Inheritance
Replies: 29
Views: 11012

Re: Tables or Inheritance

Iirc, as far as Love 0.7 was concerned, all that mattered was whether or not the creation/destruction was in an outside function. How complicated would splitting my code be? I've never done it before, so there's a bit of apprehension. Would it be as simple as just creating another .lua file and cutt...
by Knaimhe
Tue Nov 27, 2012 1:11 am
Forum: Support and Development
Topic: Deactivating physics objects?
Replies: 5
Views: 3290

Re: Deactivating physics objects?

You're probably looking for this. https://love2d.org/wiki/Body:setActive And when you draw, use this (if statement). https://love2d.org/wiki/Body:isActive blah blah if body:isActive() then draw dat body end bluh blargh If that doesn't work, the oldschool nublet solution of setting the collision mask...