Search found 21 matches

by TheConfuZzledDude
Sun Jan 05, 2014 8:02 pm
Forum: Support and Development
Topic: Separating Axis Theorem Collision
Replies: 5
Views: 3488

Re: Separating Axis Theorem Collision

The thing is, the actual collision detection works (at least for rectangles) but it's just the moving of one polygon out of the other that's the problem
by TheConfuZzledDude
Sun Jan 05, 2014 3:58 pm
Forum: Support and Development
Topic: Separating Axis Theorem Collision
Replies: 5
Views: 3488

Re: Separating Axis Theorem Collision

Ranguna259 wrote:Sorry for the late respons but I don't think SAT works with non-convex polygons.
Yeah I know.That's why my polygons are all convex...
by TheConfuZzledDude
Thu Jan 02, 2014 12:31 am
Forum: Support and Development
Topic: Separating Axis Theorem Collision
Replies: 5
Views: 3488

Separating Axis Theorem Collision

I'm trying to use SAT for the collisions in my game. So far, the actual collision detection with rectangles is working fine, but detection with non rectangular polygons is really weird and the translation of polygons out from other polygons is also weird. Any help with this? https://dl.dropboxuserco...
by TheConfuZzledDude
Sun Dec 22, 2013 12:42 am
Forum: Support and Development
Topic: "..." argument returning strange things
Replies: 1
Views: 1287

"..." argument returning strange things

I'm using the "..." in my function and then adding it's contents to a table in my object (hump.class btw). When I iterate through with pairs it just gives me strange things: 1 Documents\Trision\Trision.love -2 C:\Program Files\LOVE\love.exe -1 embedded boot.lua instead of a list of numbers...
by TheConfuZzledDude
Mon Oct 28, 2013 8:32 pm
Forum: Support and Development
Topic: Problem with Library
Replies: 1
Views: 1271

Problem with Library

I'm in the middle of making a collision library for my game, and even before i've put in the collision detection, it's started giving me an error when I try to draw my polygon, spitting out "main.lua:39: attempt to index a nil value". I find this strange because I had tested it before and ...
by TheConfuZzledDude
Mon Sep 02, 2013 5:53 pm
Forum: Support and Development
Topic: setKeyRepeat in 0.9.0
Replies: 7
Views: 3892

Re: setKeyRepeat in 0.9.0

I see why now, but having the delay and interval settings for other key presses, independent from the text input, can be quite handy for adding in easy auto-fire buttons, even if it is just for debugging.
by TheConfuZzledDude
Mon Sep 02, 2013 5:40 pm
Forum: Support and Development
Topic: setKeyRepeat in 0.9.0
Replies: 7
Views: 3892

Re: setKeyRepeat in 0.9.0

The function still remains the same in effect if you want to turn of repeating. However, in 0.8.0, you can also set the delay before it starts auto repeating, and how many times per second it repeats, which is just a useful little feature. Could it have something to do with the unicode part of of lo...
by TheConfuZzledDude
Mon Sep 02, 2013 5:17 pm
Forum: Support and Development
Topic: setKeyRepeat in 0.9.0
Replies: 7
Views: 3892

Re: setKeyRepeat in 0.9.0

raidho36 wrote:Because you shouldn't mess with user system settings?
Does it directly alter system settings? I would thing it would just be in the program...

Even so, then there wouldn't be any option to turn of the repeat in 0.9.0 at all!
by TheConfuZzledDude
Mon Sep 02, 2013 5:16 pm
Forum: Support and Development
Topic: Frame by Frame Advance
Replies: 6
Views: 2122

Re: Frame by Frame Advance

I'd suggest that instead of changing love.run(), you wrap all your code in love.update() inside an if-statement. That way, you can decide that certain things need to be updated even if the game is paused. This is what I mean: function love.update(dt) if is_playing or do_step then do_step = false --...
by TheConfuZzledDude
Mon Sep 02, 2013 4:52 pm
Forum: Support and Development
Topic: setKeyRepeat in 0.9.0
Replies: 7
Views: 3892

setKeyRepeat in 0.9.0

So I was looking at love.keyboard.setKeyRepeat on the wiki, and I noticed that in 0.9.0, you aren't able to set the delay anymore, and instead you're only able to say whether key repeat is on at all. Does anyone know why it is like this?