But what if I want something like waterfalls?
EDIT: Never mind. I found a way to fix it. That is, only updating the water within the chunk that the player is in.
Search found 152 matches
- Wed May 08, 2013 6:21 pm
- Forum: Support and Development
- Topic: Tile Map Generation
- Replies: 19
- Views: 10603
- Wed May 08, 2013 6:15 pm
- Forum: Support and Development
- Topic: Tile Map Generation
- Replies: 19
- Views: 10603
Re: Tile Map Generation
But first I would need to know which tiles are water tiles so wouldn't I still have to go through all the tiles to figure out which one is a water tile?
- Wed May 08, 2013 6:05 pm
- Forum: Support and Development
- Topic: Tile Map Generation
- Replies: 19
- Views: 10603
Re: Tile Map Generation
Ok so this would work if I update the water's position? (If the water is in mid-air or something.)markgo wrote:You can do:
All your sprites will use the new image so it's like changing the skin of your tiles.Code: Select all
Spritebatch:setImage(newImage)
- Wed May 08, 2013 6:00 pm
- Forum: Support and Development
- Topic: Tile Map Generation
- Replies: 19
- Views: 10603
Re: Tile Map Generation
If you just want to check a single tile, you can just read map[x][y] I know but what if I want to update all water blocks? They can't just stay static in one place. You can add similar tiles to a "layer". A layer would be a single spritebatch. You can swap out the image for the spritebatc...
- Wed May 08, 2013 5:50 pm
- Forum: Games and Creations
- Topic: Slime Ball
- Replies: 35
- Views: 19886
Re: Slime Ball
No problem.
- Wed May 08, 2013 5:50 pm
- Forum: Support and Development
- Topic: Tile Map Generation
- Replies: 19
- Views: 10603
Re: Tile Map Generation
Here is my thread about a Minecraft/Terraria clone: https://love2d.org/forums/viewtopic.php?t=9729 You can poke around the code. Also, how would you go about adding to a table with map:add()? Is there such a function? No there isn't a map:add() function but you can make one if you want. Also, your ...
- Wed May 08, 2013 4:32 pm
- Forum: Support and Development
- Topic: SpriteBatch
- Replies: 5
- Views: 1452
Re: SpriteBatch
Alright.micha wrote:There is no löve-built-in function for saving SpriteBatches. You have to keep track of what you put into the spritebatch and then save it by hand.
- Wed May 08, 2013 3:36 pm
- Forum: Support and Development
- Topic: SpriteBatch
- Replies: 5
- Views: 1452
Re: SpriteBatch
I mean like saving when you exit the game and then loading when you return to the game again.Plu wrote:You mean during the game? You can probably copy them and use that to save/load. If you mean to a file, I don't think so... you'll probably have to write something yourself.
- Wed May 08, 2013 3:11 pm
- Forum: Games and Creations
- Topic: Slime Ball
- Replies: 35
- Views: 19886
Re: Slime Ball
Oh I just used this library:davisdude wrote:How you got it to save like that. I think you would use love.event.push or something, but I don't know...
Thanks!
https://love2d.org/wiki/SICK
- Wed May 08, 2013 3:08 pm
- Forum: Libraries and Tools
- Topic: Lighting Dynamics Demo
- Replies: 30
- Views: 16973
Re: Lighting Dynamics Demo
How would I change the color of the light in the pixel effect one?