Search found 68 matches

by AaronWizard
Fri May 25, 2012 5:21 am
Forum: General
Topic: What's everyone working on? (tigsource inspired)
Replies: 1791
Views: 1502669

Re: What's everyone working on? (tigsource inspired)

Working on sound effects and maybe bug fixing. A (beta?) release thread is coming soon.
quad_damage.png
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by AaronWizard
Fri May 25, 2012 5:18 am
Forum: Games and Creations
Topic: That Falling Box Game
Replies: 14
Views: 9670

Re: That Falling Box Game

Well, that was different. :megagrin:
And of course I completely suck at it, but then again it is past 2 AM here.

I notice you put the settings in my home directory. Any chance of putting those in one of the user application data directories Löve can write to?
by AaronWizard
Fri May 25, 2012 4:49 am
Forum: Support and Development
Topic: Polygon Help
Replies: 7
Views: 3844

Re: Polygon Help

All the love.graphics functions for drawing stuff are meant to be called in the love.draw callback. love.load is meant for, well, loading things like images and sounds as well as setting variables.

https://love2d.org/wiki/love
https://love2d.org/wiki/love.draw
by AaronWizard
Sun May 20, 2012 4:22 am
Forum: Support and Development
Topic: Delay when toggling fullscreen; updates still happening
Replies: 3
Views: 1828

Delay when toggling fullscreen; updates still happening

On Mac OS X, when I call love.graphics.toggleFullscreen() I get a fancy fade-to-black-and-back effect that takes about a second. However, I suspect my game is still updating during this transition. Is there a way to detect whether or not Löve is still doing the fullscreen toggle so that I may proper...
by AaronWizard
Thu May 17, 2012 4:40 pm
Forum: Support and Development
Topic: How to store coordinate points in an array?
Replies: 15
Views: 8574

Re: How to store coordinate points in an array?

But this code will not work if, for example, you don't want to store point {1,1} twice when attempting to store it twice. As I said, it depends on what you need that structure for. This is a biggie. Remember that when you're using tables for keys, Lua is using the value of the pointer to the table ...
by AaronWizard
Wed May 16, 2012 9:15 pm
Forum: Support and Development
Topic: No key-released event when using toggleFullscreen
Replies: 12
Views: 4088

Re: No key-released event when using toggleFullscreen

bartbes wrote:That only calls keypressed, which is why I said keyreleased.
Got ya.
by AaronWizard
Wed May 16, 2012 8:09 pm
Forum: Support and Development
Topic: No key-released event when using toggleFullscreen
Replies: 12
Views: 4088

Re: No key-released event when using toggleFullscreen

Yes, by using love.event.push, as shown above. OK. I wanted to make sure because I assume love.event.push("keypressed", <currently held key>) would also cause the love.keypressed callback to be called. I suppose switching to love.keyboard.isDown for movement would be easier, but I want my...
by AaronWizard
Wed May 16, 2012 5:22 pm
Forum: Support and Development
Topic: No key-released event when using toggleFullscreen
Replies: 12
Views: 4088

Re: No key-released event when using toggleFullscreen

It should be, unless you release the tab just when there's no window. So, honestly, I revise my strategy and I'd say it's probably easiest to just do: love.event.push("keyreleased", "tab") (i.e. fake it), don't know how that'd go with holding it down, though. While parsing your ...
by AaronWizard
Wed May 16, 2012 12:06 pm
Forum: Support and Development
Topic: No key-released event when using toggleFullscreen
Replies: 12
Views: 4088

Re: No key-released event when using toggleFullscreen

So if I have something like: function love.keypressed(key, unicode) if key == 'tab' then love.graphics.toggleFullscreen() else -- Other stuff end end Is it really enough to just stick love.event.pump() before that love.graphics.toggleFullscreen call? Because I just tried that and it didn't work. :|
by AaronWizard
Tue May 15, 2012 5:44 pm
Forum: Support and Development
Topic: No key-released event when using toggleFullscreen
Replies: 12
Views: 4088

No key-released event when using toggleFullscreen

I'm adding toggleable fullscreen support to my game (to put off trying to fix these two other bugs I can't figure out :emo: ). You hit the tab key to toggle fullscreen mode. There are no key-released events for any already-pressed keys after I press the tab key and love.graphics.toggleFullscreen is ...