Search found 4 matches

by oman
Tue May 28, 2024 5:38 pm
Forum: General
Topic: Messed up variable with connecting block textures
Replies: 6
Views: 1095

Re: Messed up variable with connecting block textures

What does this mean exactly? Sorry, I'm not the best programmer ahah. How could I change the code in order to prevent something like this? Like I said, I'm not sure at all what's actually causing this in the generateTerrain code. OK, I've finally understood what's going on here. The problem is as f...
by oman
Mon May 27, 2024 5:26 pm
Forum: General
Topic: Messed up variable with connecting block textures
Replies: 6
Views: 1095

Re: Messed up variable with connecting block textures

Well, I've added this to main.lua right after generateTerrain, to see the map structure: for i = 1, #self.ents[1] do io.stdout:write(self.ents[1][i].id) if i % self.worldW == 0 then io.stdout:write("\n") end end The output was: 11111111111111111111111111111111 2222222222222222222222222222...
by oman
Sun May 26, 2024 1:25 pm
Forum: General
Topic: Messed up variable with connecting block textures
Replies: 6
Views: 1095

Re: Messed up variable with connecting block textures

Hello, welcome to the forums. Your comparison works for me. I've converted your snippet to a whole program by adding a line before and a few lines after your code, like this: local Block = {} function Block:update(t,state,dt) -- check adjacencies and update self.merge -- v (self) for i = 1, #t do l...
by oman
Sat May 25, 2024 7:42 pm
Forum: General
Topic: Messed up variable with connecting block textures
Replies: 6
Views: 1095

Messed up variable with connecting block textures

I'm making a tile-based platformer and have come into an issue. For some reason, v and v2 both work perfectly fine, but v3 has just decided to not return true when checking its ID. The possible IDs can only be 1 or 2 in this case, and you can see that v and v2 have no issues accessing them. For refe...