Search found 3548 matches
- Sun Mar 08, 2020 2:10 am
- Forum: Support and Development
- Topic: Passing key in function
- Replies: 8
- Views: 7721
Re: Passing key in function
Perfect, thanks so much for your help! One more question, if ... is more than one variable, then is it stored as a table? like to reference the second variable in the passed arguments, would it be like this function something(...) x = ... print(x[2]) end No, it's a tuple, not a table. However, you ...
- Sat Mar 07, 2020 3:45 pm
- Forum: Support and Development
- Topic: Passing key in function
- Replies: 8
- Views: 7721
Re: Passing key in function
Adding the ... in function() and ui:input() seems to have fixed the issue. What exactly does this do? Is this just a placeholder letting lua know it should have an argument or do the 3 dots actually mean something? Thanks! When used in a function declaration, it indicates that it accepts a variable...
- Sat Mar 07, 2020 11:32 am
- Forum: Support and Development
- Topic: Passing key in function
- Replies: 8
- Views: 7721
Re: Passing key in function
function stack:push() table.insert(stack.input, function() ui:input() end) end Now the problem I am running into is this code below function love.keypressed(key) stack.input[#stack.input](key) end If it doesn't specify any arguments, every argument you pass will be ignored. Maybe you want this inst...
- Tue Mar 03, 2020 2:41 am
- Forum: Support and Development
- Topic: [SOLVED] Lua math.cos issue
- Replies: 8
- Views: 13600
Re: [SOLVED] Lua math.cos issue
This is exactly the reason. The value returned is the cosine of that approximation. Something similar happens with math.sin(math.pi). Nevermind that math.cos function itself only returns approximate cosine values (and of not particularly great accuracy, FYI). Apparently that happens on LuaJIT only....
- Mon Mar 02, 2020 11:40 pm
- Forum: Support and Development
- Topic: [SOLVED] Lua math.cos issue
- Replies: 8
- Views: 13600
- Mon Mar 02, 2020 10:44 am
- Forum: General
- Topic: Mini Functions Repository
- Replies: 48
- Views: 41320
Re: Mini Functions Repository
Here's a pair of functions that allow storing tuples into tables and then retrieving back these tables as tuples: local function pack_n(...) return {select('#', ...), ...} end local unpack_n do local function unpack_count(x, n) if n == x[1] + 1 then return end n = n + 1 return x[n], unpack_count(x, ...
- Sun Mar 01, 2020 2:11 pm
- Forum: General
- Topic: Can you give me advice?
- Replies: 3
- Views: 7320
Re: Can you give me advice?
Very wise advice by akciom. I have just one thing to add: If you're unhappy with the quality of the code, don't start rewriting your program unless either: you're in the very early stages of development and you realize that you made some very wrong design choices, it's so unmaintainable that it's im...
- Sat Feb 29, 2020 2:45 pm
- Forum: Support and Development
- Topic: Severe memory leak upon rendering player
- Replies: 3
- Views: 4654
Re: Severe memory leak upon rendering player
In line 381 you're calling love.draw, which is the same event you're in. That should be love.graphics.draw.
- Sat Feb 29, 2020 2:57 am
- Forum: Support and Development
- Topic: How do I efficiently update an image?
- Replies: 16
- Views: 18498
Re: How do I efficiently update an image?
I think you may be looking for (Image):replacePixels.
- Mon Feb 24, 2020 11:25 am
- Forum: Support and Development
- Topic: Infinite vertical platform generation
- Replies: 2
- Views: 3731
Re: Infinite vertical platform generation
Welcome to the forum
The fastest way is probably going to be to assemble them from a set of pre-built templates. I think I've seen such a game here in past, but I can't remember the details.
The fastest way is probably going to be to assemble them from a set of pre-built templates. I think I've seen such a game here in past, but I can't remember the details.