Search found 8 matches

by DelishusCake
Wed Aug 20, 2014 3:06 pm
Forum: Support and Development
Topic: Can I use C++ code in my game?
Replies: 9
Views: 5011

Re: Can I use C++ code in my game?

Of course you can! Just grab the love c++ source from BitBucket and get coding! Build instructions are on the wiki if you need help with dependencies or whatever.
by DelishusCake
Thu Dec 19, 2013 4:12 am
Forum: Support and Development
Topic: LOVE 0.9.0 not doing anything on build?
Replies: 8
Views: 2062

Re: LOVE 0.9.0 not doing anything on build?

Try setting a path instead: { "path": "C:\\Program Files (x86)\\LOVE", "selector": "source.lua", "shell": true, "cmd": ["love", "$file_path"] } Edit: Or try replacing "\\" with "/". I run mine from a flash drive, so my build looks like this: { "shell": true, "path": "/apps/SDKs/love", "cmd": ["love"...
by DelishusCake
Sat Dec 14, 2013 5:44 pm
Forum: Support and Development
Topic: Love window doesn't open when building in Sublime Text 2
Replies: 5
Views: 2289

Re: Love window doesn't open when building in Sublime Text 2

Did you created a conf.lua file ? If so, check if "t.window.display" is present and set to 1. If not add it to the conf file. https://www.love2d.org/wiki/Config_Files Maybe that's the problem. I didn't have a conf.lua before, but adding one doesn't seem to remedy the situation :( Thanks for the inp...
by DelishusCake
Sat Dec 14, 2013 5:36 pm
Forum: Support and Development
Topic: Love window doesn't open when building in Sublime Text 2
Replies: 5
Views: 2289

Love window doesn't open when building in Sublime Text 2

I cannot seem to get Sublime Text 2 to play nicely with love 0.9.0. My previous love build file, which worked perfectly for love 0.8.0 doesn't appear to work for 0.9.0: { "path": "/apps/SDKs/love", "cmd": ["love", "${project_path:${folder:${file_path}}}"], "selector": "source.lua.love" } When i run ...
by DelishusCake
Tue May 08, 2012 12:33 am
Forum: Support and Development
Topic: Simulate physics integration
Replies: 9
Views: 1611

Re: Simulate physics integration

Sorry I couldn't help more man, but I'm glad you found the answer :) . You were using the physics module, right? Box2D is the physics engine that provides the physics for the physics module.
by DelishusCake
Mon May 07, 2012 1:37 pm
Forum: Support and Development
Topic: Simulate physics integration
Replies: 9
Views: 1611

Re: Simulate physics integration

It seems like you are taking the hard way around here. Messing with velocities is actually pretty easy: --the maximum speed the object can go local maxSpeed = 100 --the x and y velocities local vx,vy = body:getLinearVelocity() --Do any messing arround with the velocities here: --[[ if love.keyboard....
by DelishusCake
Tue May 01, 2012 6:23 pm
Forum: Support and Development
Topic: Checking collisions on each edge?
Replies: 1
Views: 401

Checking collisions on each edge?

Increasingly, I'm finding that the physics module does not follow box2d as closely as it claims :( . For instance, in a platformer with Box2Djs, I could check if the player is on the floor using: player.onFloor = function() { var edge; for (edge = this.body.GetContactList(); edge != null; edge = edg...