Search found 149 matches

by Jack5500
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
by Jack5500
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
by Jack5500
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.
by Jack5500
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"...
by Jack5500
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...
by Jack5500
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...
by Jack5500
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?
by Jack5500
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 ...
by Jack5500
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
by Jack5500
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?