Search found 305 matches
- Fri Oct 23, 2015 11:26 pm
- Forum: Support and Development
- Topic: [SOLVED] ParticleSystem + texture atlas + quads bug
- Replies: 2
- Views: 1568
[SOLVED] ParticleSystem + texture atlas + quads bug
I'm using a texture atlas that contains all my sprites and I wanted to use one sprite from it on a particle system. I have lots of quads that represent each sprite in a table so I did something like this: ps = love.graphics.newParticleSystem(assets_atlas, number) ps:setQuads(assets[asset_name]) Wher...
- Sun Oct 04, 2015 7:55 pm
- Forum: Libraries and Tools
- Topic: Particle effect from primitive shapes
- Replies: 9
- Views: 7237
Re: Particle effect from primitive shapes
This is really cool. Good job
- Thu Sep 24, 2015 12:44 pm
- Forum: Libraries and Tools
- Topic: boipushy (Input handling)
- Replies: 18
- Views: 16126
Re: [Library] boipushy (Input handling)
Maybe you're still calling input:update()? In the new version you shouldn't call it because it's implicit. So if you call it will happen twice (your call and the implicit one)
- Wed Sep 23, 2015 4:25 pm
- Forum: Support and Development
- Topic: SpriteBatch setColor + shader
- Replies: 1
- Views: 1110
SpriteBatch setColor + shader
Hello. I'm having some troubles understanding how to use spritebatch:setColor with a pixel shader. I have a shader that takes in color of the current pixel as well as a color that is sent to the shader and does something with it, like this: extern vec3 color; vec4 effect(vec4 vcolor, Image texture, ...
- Sun Sep 20, 2015 8:15 am
- Forum: Libraries and Tools
- Topic: boipushy (Input handling)
- Replies: 18
- Views: 16126
Re: [Library] boipushy (Input handling)
It's as good as LÖVE is by default (which is as good as SDL is). So far I haven't tested a multitude of controllers but the one I have (DS3) works normally without any setup.
- Sat Sep 19, 2015 9:24 pm
- Forum: General
- Topic: No Motivation...
- Replies: 29
- Views: 14634
Re: No Motivation...
You shouldn't look for motivation, for it is fleeting like the wind and it will fail you as soon as it goes away. You should look for discipline, for it is reliable and never ending in its fruitfulness like the grossly incandescent light from our glorious sun. Find your own sun and tame it. ULhuewfz...
- Sat Sep 19, 2015 9:04 pm
- Forum: Libraries and Tools
- Topic: boipushy (Input handling)
- Replies: 18
- Views: 16126
Re: [Library] boipushy (Input handling)
Yes. The string you bind it to is an action, such as 'Jump' or 'MoveRight'. This is so you can change key bindings without having to change everywhere that action is triggered (i.e. in code you write if input:pressed('Jump') and if you change the bindings to jump you don't have to go to that if and ...
- Fri Sep 18, 2015 10:05 pm
- Forum: Support and Development
- Topic: Multiple fixtures per body (love.physics)
- Replies: 2
- Views: 1943
Re: Multiple fixtures per body (love.physics)
getWorldPoints(shape:getPoints()) will return you multiple points, not only x, y. You should draw those points using love.graphics.polygon.
Here's some code I wrote that does the same for all types of different shapes: https://github.com/adonaac/hxdx/blob/ma ... it.lua#L70
Here's some code I wrote that does the same for all types of different shapes: https://github.com/adonaac/hxdx/blob/ma ... it.lua#L70
- Fri Sep 18, 2015 8:32 am
- Forum: Libraries and Tools
- Topic: boipushy (Input handling)
- Replies: 18
- Views: 16126
Re: [Library] boipushy (Input handling)
Updated this with the following:
- Changed the name to boipushy
- Made updating implicit, meaning all that has to be done to use an Input object is creating it
- Sat Sep 12, 2015 2:50 pm
- Forum: Libraries and Tools
- Topic: windfield (easy box2d)
- Replies: 6
- Views: 7145