Indeed there is , we're talking about editing the image. But it doesn't matter now, there is canvas for that.Knaimhe wrote:As long as the line is drawn after the image, it should appear on top of it.
Is there something huge I'm missing?
Search found 107 matches
- Tue Nov 27, 2012 9:43 am
- Forum: Support and Development
- Topic: Support for LARGE images?
- Replies: 8
- Views: 4597
Re: Support for LARGE images?
- Tue Nov 27, 2012 1:59 am
- Forum: Support and Development
- Topic: physics based collision detection not working?
- Replies: 16
- Views: 7941
Re: physics based collision detection not working?
Well if it's max speed you're after then why not try this: if love.keyboard.isDown("up") and ship:getSpeed() < 30 then ship.body:applyForce(...) end This condition will cut off the engine when you exceed the speed limit. The downside is that it will not settle at top speed smoothly. PS Reg...
- Mon Nov 26, 2012 11:28 pm
- Forum: Support and Development
- Topic: physics based collision detection not working?
- Replies: 16
- Views: 7941
Re: physics based collision detection not working?
thx, this just got more complicated than before :o well, the main problem is: I want to know the max speed of my physics objects in order to display them to the player (e.g. when he buys a ship). Is there a solution calculating this value when I am using linearDamping or not? How about making this ...
- Mon Nov 26, 2012 11:19 pm
- Forum: Support and Development
- Topic: Deactivating physics objects?
- Replies: 5
- Views: 3371
Re: Deactivating physics objects?
Until you actually reach a problem with the simualtion being too heavy, I suggest not to think about it. As I've said, if you enable sleeping, it should be handled automatically.
- Mon Nov 26, 2012 11:17 pm
- Forum: Support and Development
- Topic: Math.randomseed() being stupid
- Replies: 3
- Views: 2187
Re: Math.randomseed() being stupid
Also, the first few numbers generated by Lua are not really random, so if you reset the seed in each frame, this is why you don't get random numbers.
- Mon Nov 26, 2012 10:23 pm
- Forum: Support and Development
- Topic: Deactivating physics objects?
- Replies: 5
- Views: 3371
Re: Deactivating physics objects?
I think bodies automatically go to sleep when not moving.
You may have to enable sleeping though:
world = love.physics.newWorld( xg, yg, sleep )
Body:setSleepingAllowed( allowed )
If you want to disable collisions for a body, you could try this:
Fixture:setSensor( sensor )
You may have to enable sleeping though:
world = love.physics.newWorld( xg, yg, sleep )
Body:setSleepingAllowed( allowed )
If you want to disable collisions for a body, you could try this:
Fixture:setSensor( sensor )
- Mon Nov 26, 2012 8:45 pm
- Forum: Support and Development
- Topic: physics based collision detection not working?
- Replies: 16
- Views: 7941
Re: physics based collision detection not working?
Linear Damping is a non-realistic parameter. If you decide to slow down your body with forces, disable linear damping. I know what you mean by lack of documentation, I looked for it myself. Finally, I had to check the Box2D source code XD. // Apply damping. // ODE: dv/dt + c * v = 0 // Solution: v(t...
- Mon Nov 26, 2012 6:54 pm
- Forum: Support and Development
- Topic: physics based collision detection not working?
- Replies: 16
- Views: 7941
Re: physics based collision detection not working?
another possibility would be that I am not patient enough to wait til the speed reaches the maximum, but right now it accelerates up to 199 and then it stays at this value. Remember that getVelocity returns pixels per second, not meters per second. I could not grasp the code you pasted, so I'm goin...
- Mon Nov 26, 2012 10:32 am
- Forum: Support and Development
- Topic: physics based collision detection not working?
- Replies: 16
- Views: 7941
Re: physics based collision detection not working?
one final(?) question, I just recognized that my ship actually seems to be limited to a maximum velocity, which I thought I needed to add "manually". Any hints on how I can calculate the maximum velocity / "terminal velocity" of an object? The slowing down of objects (both linea...
- Mon Nov 26, 2012 9:50 am
- Forum: Support and Development
- Topic: Support for LARGE images?
- Replies: 8
- Views: 4597
Re: Support for LARGE images?
Looking at the list, the biggest setback may be the Intel GMA 950 and Intel GMA X3100, which are still used on some modern laptops and Intel Atom (netbooks).