Search found 64 matches
- Thu Oct 11, 2012 3:32 pm
- Forum: Support and Development
- Topic: Trying to traverse a table, weird thing displaying
- Replies: 9
- Views: 1757
Trying to traverse a table, weird thing displaying
repertoire = { { name = "the love of hover and bird", tags = {"happy", "romance", "love"}, }, { name = "the tale of bilu and bilo", tags = {"sad","mournful","history"}, } } function love.draw() love.graphics.print("...
- Mon Oct 08, 2012 8:59 pm
- Forum: Support and Development
- Topic: Best practice for key inputs? keypressed, isDown
- Replies: 13
- Views: 7645
Re: Best practice for key inputs? keypressed, isDown
Ahhh. I haven't done the multi-arguement functions yet (that's the ... right?), but that shows me how to pass other functions to keypressed (which was part of my question but maybe not elegantly expressed). Thanks!
- Mon Oct 08, 2012 8:46 pm
- Forum: Support and Development
- Topic: Best practice for key inputs? keypressed, isDown
- Replies: 13
- Views: 7645
Re: Best practice for key inputs? keypressed, isDown
Hmm, so I'll probably be doing mostly keypressed then. Which leaves the question of how to organize and pretty up the code; really hate having to have so many weird and elaborate if chains in one giant function.
- Mon Oct 08, 2012 6:20 pm
- Forum: Support and Development
- Topic: Best practice for key inputs? keypressed, isDown
- Replies: 13
- Views: 7645
Best practice for key inputs? keypressed, isDown
Trying to understand the best way to set up my keyboard inputs. I have a turn-based and menu-driven game (nothing realtime). What I'd like to do is sequester sets of inputs into their related functions, like so: function viewTitle() --main menu screen love.graphics.print("'N'ew Game",100,1...