Search found 18 matches

by PartyCow
Thu Nov 20, 2014 8:57 pm
Forum: Support and Development
Topic: Parsing string to math (loadstring)
Replies: 4
Views: 3094

Re: Parsing string to math (loadstring)

I think you want this (untested, sorry): o = 0 cmd = loadstring("o = sin(4)") -- returns a _function_ cmd() -- call that function love.window.setTitle(o) or even better: f = "sin(4)" love.window.setTitle(loadstring("return " .. f)) though not if you want to set it ever...
by PartyCow
Thu Nov 20, 2014 1:14 pm
Forum: Support and Development
Topic: Parsing string to math (loadstring)
Replies: 4
Views: 3094

Parsing string to math (loadstring)

Hello. I'm making a program/game that needs to convert a string input (mathematical function, ex. sin(x)+2). Looking around I found the function eval, which converts string to function. This found to be exsistent in lua aswell named loadstring. Although trying to run code, it doesn't convert string ...
by PartyCow
Thu Oct 23, 2014 11:19 am
Forum: Support and Development
Topic: Check physics collision *right now*
Replies: 0
Views: 1399

Check physics collision *right now*

Hey there! I'm using a physics world consisting of several bodies to make up the terrain. I want to check whether or not I'm touching the ground right now . Right now I'm using beginContact and endContact, but it kinda bugs when you are touching 2 terrain bodies at once. Basicly: check if body is to...
by PartyCow
Fri Oct 10, 2014 8:03 am
Forum: Support and Development
Topic: *Mysterious* gaps
Replies: 3
Views: 2569

Re: *Mysterious* gaps

Fixed by using cameras, basicly works the same, but works now. No clue what were wrong earlier.
by PartyCow
Wed Oct 08, 2014 5:55 pm
Forum: Support and Development
Topic: *Mysterious* gaps
Replies: 3
Views: 2569

*Mysterious* gaps

Hey people. I'm doing some 'procedurally generated' stuff to make it look like you are constantly moving forward. Although it for some reason generates improperly after making the startup screen, creating a gap inbetween every pillar. No clue why it does this, so help appriciated. (Imagine there's a...
by PartyCow
Wed Sep 24, 2014 12:09 pm
Forum: Support and Development
Topic: Windows bubble notifications
Replies: 21
Views: 7827

Re: Windows bubble notifications

I'll look into these things, thanks people!
by PartyCow
Wed Sep 24, 2014 12:08 pm
Forum: Support and Development
Topic: Distance and speed calculation
Replies: 3
Views: 2771

Distance and speed calculation

Hey there! (Might be more math related than lua but w/e) I'm trying to do some stuffz (wow, with a z!) move relative to the distance so they all reach their goal regardless of the distance. Kinda bad with this kind of math, so just the correct formula would be appreciated. main.lua (The part I can't...
by PartyCow
Tue Sep 23, 2014 10:35 am
Forum: Support and Development
Topic: Windows bubble notifications
Replies: 21
Views: 7827

Windows bubble notifications

Hey As the title says, is there a way to replicate a such thing as the windows built in bubble notifications? (I'm speaking about those classic good ol' windows XP notifications) Looking to make the window not showing, but notifications still on top. Really interesting to know if this could work. Th...
by PartyCow
Thu Sep 18, 2014 7:44 am
Forum: Support and Development
Topic: love.physics performance problem
Replies: 1
Views: 1692

love.physics performance problem

Hey there! I'm getting some awful fps/performance issues when I'm testing my game. It happens when I shoot a lot, by pressing 'f'. Not in a 'I shoot 400 shots at once', but over a short amount of time it makes a 'permanent' slow on the program. I tried a few things but no idea how to really fix it, ...
by PartyCow
Mon Sep 01, 2014 5:53 pm
Forum: Support and Development
Topic: Love.physics hit detection question
Replies: 4
Views: 3942

Re: Love.physics hit detection question

Thanks, the above works. Although running into 2 problems now: The problem now is that is crashes whenever it hits something because the draw is trying to use something that doesn't exsist. Now the way to fix this sounds simple, remove it from the table when you remove it. Although I don't know how ...