Search found 15 matches

by Jakemason
Mon Sep 03, 2012 8:44 pm
Forum: Support and Development
Topic: Multiple Enemies
Replies: 13
Views: 6062

Re: Multiple Enemies

But what's up with the code I posted a minute ago :/
by Jakemason
Mon Sep 03, 2012 8:00 pm
Forum: Support and Development
Topic: Multiple Enemies
Replies: 13
Views: 6062

Re: Multiple Enemies

Ok thanks for all the help! I tried using this code... main.lua ---------- require "entities" function love.draw() end function love.draw() end function love.update(dt) end entities.lua -------- player = { x=15, y=25 } function player:draw() love.graphics.setColor(0, 255, 0) love.graphics....
by Jakemason
Fri Aug 24, 2012 10:48 pm
Forum: Support and Development
Topic: Multiple Enemies
Replies: 13
Views: 6062

Re: Multiple Enemies

Thanks, that is really useful :)

Could someone explain to me please what the significance of having a table such as player = {} and then creating function called player:draw() rather than calling it playerDraw().

Thanks!
by Jakemason
Fri Aug 24, 2012 9:51 pm
Forum: Support and Development
Topic: Multiple Enemies
Replies: 13
Views: 6062

Multiple Enemies

Hi, I have been trying to get it to work so it create multiple instances of an enemy at different positions and this is what I have. It doesn't do anything but it doesn't bring back any errors. function love.load() enemyNumber = 0 enemies = {} end function love.draw() for i,v in ipairs(enemies) do l...
by Jakemason
Sun Aug 19, 2012 12:27 pm
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

At the moment I just want to be able to place unlimited amounts of balls by left clicking. That will then lead be on to be able to understand how to create enemies and other things which there are multiple of.
by Jakemason
Sun Aug 19, 2012 1:38 am
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

Thanks for that :) So is this the idea? ball = {} ball.balls = {} ball.x = 0 ball.y = 0 ball.alive = false function ball.load() ball.image = love.graphics.newImage("images/ball.png") end function ball.draw() for i,v in ipairs(ball.balls) do if ball.alive then table.insert(ball.balls[i]{x =...
by Jakemason
Sun Aug 19, 2012 12:38 am
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

Ok, so after reading through the resources you kindly suggested I understand the concepts better. I am now able to place the ball at my mouse cursor and keep it there until the next time I click, but I haven't got it down how multiple objects works, so if anyone could help with that that would be gr...
by Jakemason
Sat Aug 18, 2012 7:12 pm
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

Oh and, how do I make multiple instances of said ball? All it does at the moment is appear and follow the mouse, I want it to appear and stay at the x and y position and allow me to create more balls.
by Jakemason
Sat Aug 18, 2012 7:10 pm
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

One other thing, I compressed my folder into a zip on Mac and then changed the extension to .love and it told me there was no code.
by Jakemason
Sat Aug 18, 2012 6:53 pm
Forum: Support and Development
Topic: Inserting into tables
Replies: 21
Views: 8271

Re: Inserting into tables

Yes, here is the main.lua require "player" require "world" require "objects" function love.load() player.load() world.load() objects.load() end function love.draw() player.draw() objects.draw() end function love.update(dt) player.update(dt) objects.update() end