Search found 24 matches
- Tue Feb 10, 2009 2:00 pm
- Forum: Support and Development
- Topic: Physics, applyImpulse, dt and other things
- Replies: 26
- Views: 21797
Re: Physics, applyImpulse, dt and other things
Great! Three minor issues and one is my fault. 1. You did a zip (rar actually, which I'm not sure but that might have to be a zip) of the folder. Lua won't find main.lua unless it's in the root of the zip (i.e. not in a folder inside the zip file) 2. Finish.png and Finish_text.png are capitalised, b...
- Tue Feb 10, 2009 7:40 am
- Forum: Support and Development
- Topic: Physics, applyImpulse, dt and other things
- Replies: 26
- Views: 21797
Re: Physics, applyImpulse, dt and other things
You forgot
inside load(), without this handle_collision doesn't get called when collisions occur in the world. (Because world doesn't know that 'handle_collision' exists.)
Code: Select all
world:setCallback(handle_collision)
- Tue Feb 10, 2009 6:43 am
- Forum: Support and Development
- Topic: Physics, applyImpulse, dt and other things
- Replies: 26
- Views: 21797
Re: Physics, applyImpulse, dt and other things
Like I said, I'm extremely new to programming so you kind of lost me. I don't know what a "for loop" is and I'm not familiar with keeping things in tables. Sorry for my inexcusable noobedness. I'm new to lua as well, only it's not my first language. You might like to experiment with timer...
- Tue Feb 10, 2009 6:22 am
- Forum: Support and Development
- Topic: Circle? Box?
- Replies: 6
- Views: 4446
Re: Circle? Box?
Aha! I knew there must be constants somewhere! Thank you, I couldn't find any in the docs for the Circle function.Tabasco wrote: This is all great information, but you might be wise to use love.draw_fill and love.draw_line enumerators instead of 0 and 1.
- Tue Feb 10, 2009 6:09 am
- Forum: Support and Development
- Topic: Physics, applyImpulse, dt and other things
- Replies: 26
- Views: 21797
Re: Physics, applyImpulse, dt and other things
Hmm, what are these 'pairs'? Sorry I assumed you'd alter it for your stuff. I keep lots of stuff in tables, pairs(table) used in that for loop allows you to iterate over every object in the table. Here's the code I ended up writing, it's not so clean, but I was in a hurry :) function load() local w...
- Tue Feb 10, 2009 2:35 am
- Forum: Support and Development
- Topic: Circle? Box?
- Replies: 6
- Views: 4446
Re: Circle? Box?
Your image doesn't have any alpha - along with red green and blue, images sometimes contain an alpha channel to store information about transparency. Love doesn't (at the moment) seem to support colour keyed images - images where you pick a certain colour which then becomes transparent. However - if...
- Tue Feb 10, 2009 2:28 am
- Forum: Support and Development
- Topic: Physics, applyImpulse, dt and other things
- Replies: 26
- Views: 21797
Re: Physics, applyImpulse, dt and other things
Set a flag when you collide and unset it when the velocity changes. All this can be done inside update(dt) and collision handling. function update(dt) for i,v in pairs(objects) do if v.velocity.y < 0 then v.isFalling = true end end end function handleCollision(a, b, contact) local cx, cy = contact:g...
- Tue Feb 10, 2009 12:44 am
- Forum: General
- Topic: Game Distribution & Updating
- Replies: 19
- Views: 10089
Re: Game Distribution & Updating
Not entirely sure how I feel about random games hitting my internet connection. Never mind updating without my permission. No... wait... yes now I'm sure. Absolutely sure that I don't like it.
Checking when I ask, and updating is fine though.
Checking when I ask, and updating is fine though.
- Mon Feb 09, 2009 10:38 pm
- Forum: General
- Topic: Code for collisions
- Replies: 20
- Views: 19310
Re: Code for collisions
Yes, but then you need to use their physics. Which is fine for some games, but hey, mario and every other arcade game don't use them, and if you're going for that kind of feel... Opening up the collision functions would be useful, at least for some simple cases I guess.
- Mon Feb 09, 2009 2:38 pm
- Forum: General
- Topic: A console thing
- Replies: 26
- Views: 19926
Re: A console thing
This your ConsoleTest.love modified. I'm getting lots of "bad argument #1 to pairs" when I use printv. You should detect such conditions yourself and give a slightly less jarring error message than the Love error message. Like: function Console:printv(inTable,scope) ++ if type(inTable) !=...