Search found 215 matches
- Fri Feb 12, 2010 10:10 pm
- Forum: General
- Topic: object.z or object.drawOrder?
- Replies: 4
- Views: 2053
Re: object.z or object.drawOrder?
Hmm, yes, I admit you are right. drawOrder should appear higher in the hierarchy with it overloaded on a lower level to facilitate drawing of in-world objects. My comments were more aimed at the Actor level - where having to deal with mapping x,y,z is so common place that I think, with most of the f...
- Fri Feb 12, 2010 10:02 pm
- Forum: Libraries and Tools
- Topic: PÄSSION: object-oriented LÖVE
- Replies: 90
- Views: 49949
Re: PÄSSION: object-oriented LÖVE
statefulObject.pushState("game") -- notation: Class { State { functions or substates } } Enemy { Attacking { f1().. f2().. WithWeapon { f2() -- do more damage } } Running { } } Well, as I see, stacks do that. *BUT* I want something simple and easy to grasp. The thing I like about my curre...
- Fri Feb 12, 2010 2:16 pm
- Forum: General
- Topic: object.z or object.drawOrder?
- Replies: 4
- Views: 2053
Re: object.z or object.drawOrder?
Not a vote but some arguments... I would personally prefer "z" because many find it synonymous with "drawOrder" but you can do more with "z" than what is acceptable to call "drawOrder". More specifically, you can specify a vector for mapping (x,y,z) to (x,y,dr...
- Fri Feb 12, 2010 2:08 pm
- Forum: Libraries and Tools
- Topic: PÄSSION: object-oriented LÖVE
- Replies: 90
- Views: 49949
Re: PÄSSION: object-oriented LÖVE
Thanks! I'm trying hard to make it easy? It is. Not sure what you mean by "stacks of states". statefulObject.pushState("game") statefulObject.pushState("menu") statefulObject.popState() In other words, the option to go back to whatever was the previous state instead of...
- Thu Feb 11, 2010 10:32 pm
- Forum: Libraries and Tools
- Topic: PÄSSION: object-oriented LÖVE
- Replies: 90
- Views: 49949
Re: PÄSSION: object-oriented LÖVE
Really useful, especially MindState. Stacks of states and the ability to "super-call" a lower state would be nice btw. Not sure I like that there is a single world by default - some games will certainly want to use more. The example code needs to be updated to 6.0.1 (just fix the newSound ...
- Sat Jan 23, 2010 10:09 am
- Forum: General
- Topic: Making LÖVE together!
- Replies: 81
- Views: 54714
Re: Making LÖVE together!
I like this community project but right now it sounds more like grand dreams that will most likely run into the sand (as such projects, even starting much closer to the finish line, tend to do). How about making a 5-minute RPG before setting out to make "the grandest RPG ever made". Altern...
- Sun Jan 17, 2010 9:26 pm
- Forum: Support and Development
- Topic: Notepad++ shortcut
- Replies: 12
- Views: 11156
Re: Notepad++ shortcut
Useful, thanks.
Skasi: I think it is rather that shortcuts that are already in use cannot be assigned. For instance, Ctrl+R works fine, for me at least, but not Ctrl+S. You can see the present shortcuts, or change/remove the ones you added, under settings>shortcut mapper.
Skasi: I think it is rather that shortcuts that are already in use cannot be assigned. For instance, Ctrl+R works fine, for me at least, but not Ctrl+S. You can see the present shortcuts, or change/remove the ones you added, under settings>shortcut mapper.
- Sun Jan 17, 2010 11:15 am
- Forum: Libraries and Tools
- Topic: LoveUI for love 0.6.0
- Replies: 18
- Views: 19407
Re: LoveUI for love 0.6.0
Thanks for upgrading to 0.6.0. Yours is actually the only GUI lib that have done so yet. What is the recommended way to use LoveUI if one wishes to customize the look of GUI components? A method to see if a frame/button/... is being mouse-hovered and an option to change graphics based on this would ...
- Sat Jan 16, 2010 10:02 am
- Forum: Support and Development
- Topic: Table manipulation (replacing a field)
- Replies: 11
- Views: 6938
Re: Table manipulation (replacing a field)
Typically you draw the character on top of the tilemap though, e.g. by keeping track of the player's tile x and y. This allows smoother movement and a fairly static and optimized tilemap.
- Fri Jan 15, 2010 6:19 pm
- Forum: General
- Topic: Using SciTE with LÖVE
- Replies: 48
- Views: 49830
Re: Using SciTE with LÖVE
Ah, that made things a bit easier on windows. Thanks, Robin.