Search found 149 matches
- Fri Dec 16, 2011 5:49 am
- Forum: General
- Topic: LÖVE distribution website
- Replies: 103
- Views: 35317
Re: LÖVE distribution website
I'd offer myself as a frontend designer
- Wed Dec 14, 2011 7:56 pm
- Forum: Support and Development
- Topic: Getting two kestrokes at once
- Replies: 7
- Views: 1853
Re: Getting two kestrokes at once
Yes I do, shouldI move it to a key function?
It has to applyForce to a body and deal with some global variables
It has to applyForce to a body and deal with some global variables
- Wed Dec 14, 2011 7:22 pm
- Forum: Support and Development
- Topic: Getting two kestrokes at once
- Replies: 7
- Views: 1853
Getting two kestrokes at once
Hey,
So I'm having the problem that my player can jump and run, but not at once. The keystroke that is pressed before the other is prior to löve obviously. But my player should be able to walk right and when he discoveres that he has to jump be able to jump without unpressing all keys.
So I'm having the problem that my player can jump and run, but not at once. The keystroke that is pressed before the other is prior to löve obviously. But my player should be able to walk right and when he discoveres that he has to jump be able to jump without unpressing all keys.
- Wed Dec 14, 2011 5:48 pm
- Forum: Support and Development
- Topic: love.draw in love.update
- Replies: 2
- Views: 1185
love.draw in love.update
Hey, I want to draw a text (love.graphics.print) when my player dies. But my problem is that I can't really draw it since it has to in the love.update function to check if he's still alive. I don't really know how to solve that problem :) function love.update(dt) if(game_state == "gameover"...
- Sat Dec 10, 2011 10:58 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Re: Is realistic jumping even possibru without love.physics
function love.load() -- credit to tentus player = { x = 400, y = 465, w = 20, h = 70, v = false -- not just 0 thrust, but NO thrust at all } ground= { x = 0, y = 535, w = 800, h = 100 } initial = -200 -- start with an upward for of 200 px per second falloff = -50 -- we lose 50 px of upward thrust p...
- Sat Dec 10, 2011 7:59 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Re: Is realistic jumping even possibru without love.physics
Somehow the code seems not to work. The jump isn't performed at all. Where did i go wrong? HC = require"libs" --function to deal with collides (duh) function on_collide (dt, shape_a, shape_b) ground_touched = false --Who is who? local ground if shape_a == player then ground = shape_b groun...
- Sat Dec 10, 2011 6:51 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Re: Is realistic jumping even possibru without love.physics
That means you just made HC completly unneccessary. I'm thinking about removeing it, since those too are interfering, because I created the player and the player.box now. IT's all achieveable without it, am i right?
- Sat Dec 10, 2011 6:46 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Re: Is realistic jumping even possibru without love.physics
Okay if I understand your code right, this part... if player.v then player.v = player.v + (gravity * dt) player.y = player.y + (player.v * dt) end ...calculates the movement speed per "update" and this part... if player.y + player.h >= ground.y then player.y = ground.y - player.h player.v ...
- Sat Dec 10, 2011 4:51 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Re: Is realistic jumping even possibru without love.physics
I extracted this from your text, but I made something terribly wrong, would you mind helping me?
Code: Select all
player.velocity.y = 0.1 * dt
if player.velocity.y == 10 then
player.velocity.y = -5
end
- Sat Dec 10, 2011 3:42 pm
- Forum: Support and Development
- Topic: Is realistic jumping even possibru without love.physics ?
- Replies: 16
- Views: 6657
Is realistic jumping even possibru without love.physics ?
I looking through a dozen of games by now. But the easiest way I found was in mario 7.2 and that used love.physics. So by now I'm using Hardon Collider and Pixel movement. Would be any good to use love.physics or should I just use another method?