Search found 153 matches
- Wed Nov 04, 2009 4:31 pm
- Forum: Support and Development
- Topic: 0.6 physics error messages
- Replies: 5
- Views: 1943
Re: 0.6 physics error messages
OK, I thought it might be something like that, I guess I'll just have to add something to avoid making extremely thin shapes. And I guess changing the scale would help out, since I never had any issues in 0.5.0. According to the Box2D manual: "Keep the size of moving objects roughly between 0.1...
- Wed Nov 04, 2009 1:37 am
- Forum: Support and Development
- Topic: 0.6 physics error messages
- Replies: 5
- Views: 1943
0.6 physics error messages
Recently I've been noticing a lot of pop up errors from box2d. I determined that some were related to drawing polygons wrong (as in not listing the coordinates in a counter clockwise fashion). but I still frequently get this: box2derror.jpg This is the chunk that its refering to: 205 // Create core ...
- Tue Nov 03, 2009 12:44 am
- Forum: Support and Development
- Topic: What happened to "destroy"?
- Replies: 4
- Views: 1529
Re: What happened to "destroy"?
So does shape:destroy() do the same thing as shape=nil ?
I would assume I would want to use destroy.
I'm getting some random glitchy things happening still, but I'm assuming those are related to other things (currently I think most of it has something to do with testsegment).
I would assume I would want to use destroy.
I'm getting some random glitchy things happening still, but I'm assuming those are related to other things (currently I think most of it has something to do with testsegment).
- Mon Nov 02, 2009 9:46 pm
- Forum: Support and Development
- Topic: What happened to "destroy"?
- Replies: 4
- Views: 1529
Re: What happened to "destroy"?
oh, I tried that and thought it didn't work, but under further inspection it appears that I was getting collision with an overlapping invisible shape.
Thanks!
Thanks!
- Mon Nov 02, 2009 12:30 am
- Forum: Support and Development
- Topic: What happened to "destroy"?
- Replies: 4
- Views: 1529
What happened to "destroy"?
With the most recent builds of 0.6.0 my game is very close to working but destroy() no longer exists, I notice its not listed in http://love2d.org/potato/ either. Was it removed? if so, why? I need an efficient way to delete shapes primarily, and I was hoping for a way to delete bodies with implicit...
- Tue Oct 13, 2009 9:24 pm
- Forum: Support and Development
- Topic: Porting Your LÖVE to Zero Point Six Point Zero [0.6.0]
- Replies: 11
- Views: 5722
Re: Porting Your LÖVE to Zero Point Six Point Zero [0.6.0]
Constants just became strings.
example:
example:
Code: Select all
--old
if love.keyboard.isDown(love.key_space) then
love.graphics.polygon(love.draw_line, shape:getPoints())
end
--new
if love.keyboard.isDown('space') then
love.graphics.polygon('line',shape:getPoints())
end
- Thu Oct 08, 2009 6:01 pm
- Forum: Support and Development
- Topic: Sprite alignment with rotation
- Replies: 3
- Views: 1566
Re: Sprite alignment with rotation
This works because in LOVE 0.6.0 love.graphics.draw now has 2 new parameters for the center:love.graphics.draw( sprite, x, y, angle, xScale, yScale, xCenter, yCenter) OK, Thanks! yeah, I figured it was just something I was not familiar with, and that should do perfectly fine for the things I have i...
- Thu Oct 08, 2009 2:44 pm
- Forum: Support and Development
- Topic: Sprite alignment with rotation
- Replies: 3
- Views: 1566
Sprite alignment with rotation
Ok, so I'm sure I'm overlooking something really simple, but how does one go about drawing a sprite to track movement of another object? This is in version 0.6.0, I understand that images are drawn from their top left, the problem intially came about when I was simply trying to give a physics body a...
- Thu Oct 01, 2009 1:15 am
- Forum: Support and Development
- Topic: 0.6.0 physics changes?
- Replies: 8
- Views: 5109
Re: 0.6.0 physics changes?
I guess no one has any ideas, on the plus side, I seam to now understand exactly how get Local/World Point fail. it only accepts a single argument inside the parens, which is the Y value, X is always 0.
Otherwise it works correctly, though that doesn't do me much good.
Otherwise it works correctly, though that doesn't do me much good.
- Wed Sep 23, 2009 9:07 pm
- Forum: Support and Development
- Topic: 0.6.0 physics changes?
- Replies: 8
- Views: 5109
Re: 0.6.0 physics changes?
Well, I still don't really get whats going on with the get Local/World Point commands, but I also notice that shape:destroy() no longer seams to work, which is also important to me On a somewhat related note, is there a way I can delete a box2D world and have it automatically delete all the bodies a...