Search found 299 matches
- Wed Jul 01, 2015 4:14 am
- Forum: General
- Topic: Is LÖVE a framework, API, or engine?
- Replies: 4
- Views: 4566
Re: Is LÖVE a framework, API, or engine?
An engine that provides an API that serves as a framework for 2D games. So, all three to some degree.
- Wed Jun 17, 2015 8:47 pm
- Forum: Support and Development
- Topic: Custom types in Lua
- Replies: 17
- Views: 12102
Re: Custom types in Lua
Then you might also be interested in reading about Smalltalk and its style of object-oriented programming.Lugen wrote:Interesting concept. In a way it reminds me what you do in a component based entity system. The content of an object defines what it is.
- Tue Jun 16, 2015 4:19 am
- Forum: Support and Development
- Topic: Custom types in Lua
- Replies: 17
- Views: 12102
Re: Custom types in Lua
Personally if I know that (for example) a function parameter is going to be a class in the form of a table then I will check its type, if necessary, by looking at its metatable, e.g.: if getmetatable(object) == WhateverClass.Metatable then ... end If you use a third-party library for OOP then it may...
- Wed Jun 10, 2015 5:46 am
- Forum: General
- Topic: Library Version Control
- Replies: 12
- Views: 4106
Re: Library Version Control
~/my-game $ git submodule foreach git pull origin master Alternatively I think you get the same effect with this: $ git submodule update --remote A trivial improvement as far as "number of keys you have to press" is concerned. But if you ever have submodules that either pull from somewher...
- Fri Jun 05, 2015 1:04 am
- Forum: Support and Development
- Topic: Remove value in table when a body gets destroyed?
- Replies: 7
- Views: 3259
Re: Remove value in table when a body gets destroyed?
You need to give table.remove() the numeric index for the sub-table you want to remove. You could do this by looping through using ipairs() instead of pairs(), and when you find the unit you want to remove then you'll have the index to give to table.remove(). At which point you should break out of t...
- Thu Jun 04, 2015 2:58 pm
- Forum: Support and Development
- Topic: Can I mark table as userdata?
- Replies: 7
- Views: 4611
Re: Can I mark table as userdata?
Robin is correct. You can have userdata behave like a table in your Lua code by defining pointers to functions to act as table functions/methods, and by defining a metatable to affect that userdata. Chapter 29 of "Programming in Lua 3rd Ed" covers this, as I'm sure the older editions do as...
- Mon May 25, 2015 1:45 am
- Forum: Support and Development
- Topic: Emscripten
- Replies: 41
- Views: 15853
Re: Emscripten
It does not.I~=Spam wrote:(BTW Does anyone here know if moonshine uses asm.js?)
- Sat May 23, 2015 1:29 pm
- Forum: Support and Development
- Topic: Emacs Minor Mode for LÖVE
- Replies: 3
- Views: 3280
Re: Emacs Minor Mode for LÖVE
Sorry, but I can't replicate the error. Please double-check that the minor mode is enabled via 'M-x love-minor-mode', since it adds a hook to lua-mode to automatically enable itself when it thinks you're editing a file of LÖVE-related code, but the method it uses is not bullet-proof, so it may be fa...
- Thu Apr 23, 2015 7:53 am
- Forum: Support and Development
- Topic: Having trouble using require and tables at the same time
- Replies: 2
- Views: 1167
Re: Having trouble using require and tables at the same time
Sorry, but could you be a little more specific about what you’re trying to do? I assume you meant your “own modules […] needs to save data.” Whatever the case, if you would please post the code in queston it would make it much easier to help you resolve the problem.
- Thu Apr 23, 2015 7:50 am
- Forum: Support and Development
- Topic: How to use tables while using modules
- Replies: 4
- Views: 1687
Re: How to use tables while using modules
Further reading that may help: