Search found 192 matches
- Tue Apr 03, 2012 10:06 pm
- Forum: Support and Development
- Topic: Can't make a bullet
- Replies: 9
- Views: 4516
Re: Can't make a bullet
A simple way to make bullets would be something like : function bullet(x, y) return {x = x, y = y} end -- a bullet constructor bullets = {} -- a table to hold bullets table.insert(bullets, bullet(player.x, player.y)) -- a new bullet in the bullets table for i, b in ipairs(bullets) do -- iterating ov...
- Tue Apr 03, 2012 9:52 pm
- Forum: General
- Topic: Hi, I'm new.
- Replies: 9
- Views: 4379
Re: Hi, I'm new.
My eyes!
Please start here : https://love2d.org/wiki/Main_Page
Please start here : https://love2d.org/wiki/Main_Page
- Tue Apr 03, 2012 9:48 pm
- Forum: Libraries and Tools
- Topic: Quick and dirty vector class
- Replies: 10
- Views: 4567
Quick and dirty vector class
Since I wrote this up in the support section, I figured I'd expand it a little into a lightweight vector class, and a (admittedly, quick) search revealed nothing similar in recent times, so why not share. Don't get me wrong .. HUMP.vector is a fine lib. This is just a quick-and-dirty snippet which m...
- Mon Apr 02, 2012 12:39 pm
- Forum: Support and Development
- Topic: Moving to mouse.
- Replies: 8
- Views: 2641
Re: Moving to mouse.
Then go to bed.rokit boy wrote:Oh god I'm tired.
You are wasting your time (and ours) on problems (not to mention creating problems that don't exist) which you could easily solve if you were rested.
- Mon Apr 02, 2012 11:31 am
- Forum: Support and Development
- Topic: Libraries
- Replies: 24
- Views: 8642
Re: Libraries
Apparently, the way Inny showed is preferred. Personally, I like to see exactly what's going into my tables, but the nature of interpreted languages is such that indentation actually hurts your code. And no. Omitting the indents is not a realistic option. Certainly obj.var = func is preferable to th...
- Mon Apr 02, 2012 10:35 am
- Forum: Support and Development
- Topic: Moving to mouse.
- Replies: 8
- Views: 2641
Re: Moving to mouse.
You're kidding, right?rokit boy wrote:Ok thanks, how do I make the player move in that direction?
- Mon Apr 02, 2012 8:23 am
- Forum: Support and Development
- Topic: Moving to mouse.
- Replies: 8
- Views: 2641
Re: Moving to mouse.
Don't know why you'd do all that work converting to degrees and back, but the functions are there if you really need to. love.load = function() vector = { length = function(v) return math.sqrt((v.x * v.x) + (v.y * v.y)) end, normal = function(v) l = vector.length(v); return {x = v.x / l, y = v.y / l...
- Sun Apr 01, 2012 9:54 pm
- Forum: Support and Development
- Topic: Libraries
- Replies: 24
- Views: 8642
Re: Libraries
The first thing I would suggest is to have a look at some existing libs and see how they do it. There are quite a few of them (including mine) and I'm sure they all have something to offer. Re ways to improve your code .. Some of this may be considered subjective, but the majority is at least accept...
- Sun Apr 01, 2012 7:56 pm
- Forum: Support and Development
- Topic: Libraries
- Replies: 24
- Views: 8642
Re: Libraries
Let me just clarify that I'm not stating any kind of law, or even accepted practice, although considering how a fellow developer may want to use your lib should always be among your primary considerations. OP asked for suggestions, so I put forward my preferences as something that might be worth con...
- Sun Apr 01, 2012 5:06 pm
- Forum: Support and Development
- Topic: Libraries
- Replies: 24
- Views: 8642
Re: Libraries
Please don't declare globals in my code. Instead, return a variable which I can assign as I see fit. Depending on what exactly your lib does, it may also be beneficial to return an instance. mylib.lua : local mylib = {} mylib.new = function(this, proto) return setmetatable(proto or {}, {__index = th...