The cross-section of universally available fonts is laughable, so you're best off distributing your fonts with your project. For some code examples to get you going, probably start here:
https://love2d.org/wiki/love.graphics.newFont
Search found 1035 matches
- Sun Mar 11, 2018 7:32 pm
- Forum: Support and Development
- Topic: Change default font?
- Replies: 6
- Views: 7166
- Sat Mar 10, 2018 7:50 pm
- Forum: General
- Topic: LOVE users map
- Replies: 182
- Views: 117859
Re: LOVE users map
Charlottesville, Virginia, USA
- Thu Mar 08, 2018 11:07 pm
- Forum: Support and Development
- Topic: Best way to index out-of-bounds?
- Replies: 8
- Views: 4543
Re: Best way to index out-of-bounds?
In my last game I used the first tile of the map as a default, and drew a screen-sized spritebatch of it underneath the map, modulo'd to the same partial tile offset as the player. What this mean was that even we were looking over the edge of the map (or even if the map had partially transparent til...
- Wed May 02, 2012 5:09 pm
- Forum: Support and Development
- Topic: Math: Get Just the Sign
- Replies: 3
- Views: 3755
Math: Get Just the Sign
You know how math.abs returns a variable, sans its sign? Does anyone there a neat trick for doing the opposite, short of using the below:
(And before anyone suggests it, we do not want 0.)
Code: Select all
function sign(x)
if x < 0 then
return -1
end
return 1
end
- Fri Apr 27, 2012 3:12 pm
- Forum: Support and Development
- Topic: "Adding" a number to an variable
- Replies: 12
- Views: 8649
Re: "Adding" a number to an variable
It's very marginally faster to do the concat way (100,000 reps each comes to .066 seconds for the multiply and add, while it only took .044 for the concat). But beyond that I dunno. Source: function love.load() x = 0 sx = love.timer.getTime() for i=1,100000 do x = (x * 10) + 1 end ex = love.timer.ge...
- Wed Apr 25, 2012 11:54 pm
- Forum: Support and Development
- Topic: "Adding" a number to an variable
- Replies: 12
- Views: 8649
Re: "Adding" a number to an variable
You mean like this?
Code: Select all
function love.load()
x = 0
end
function love.draw()
love.graphics.print(x, 5, 5)
end
function love.keyreleased(key)
if tonumber(key) then
x = (x * 10) + tonumber(key)
end
end
- Mon Apr 23, 2012 2:39 am
- Forum: Support and Development
- Topic: Merging Physics Objects
- Replies: 8
- Views: 5024
Re: Merging Physics Objects
Edit 2: Solved the problem by changing the following line in love.draw: love.graphics.circle("fill", ball.body:getX(), ball.body:getY(), ball.shape:getRadius()) To this: love.graphics.circle("fill", ball.body:getX(), ball.body:getY(), ball.fixture:getShape():getRadius()) Wow, th...
- Sun Apr 22, 2012 2:10 pm
- Forum: Support and Development
- Topic: Not equals to (number to number)
- Replies: 7
- Views: 7589
Re: Not equals to (number to number)
True.mickeyjm wrote: Wont that be trur if x is larger than 16 OR less than 20 meaning that anything would return true
Eg. 5<20 therefore continue if statement
- Sun Apr 22, 2012 1:57 pm
- Forum: Support and Development
- Topic: How do you make a Grid?
- Replies: 4
- Views: 6107
Re: How do you make a Grid?
Yep, you could use any number of numbers. You could so use letters with a tiny bit of modification. An example of having more numbers which render differently: function love.draw() love.graphics.rectangle("fill", player.act_x, player.act_y, 32, 32) for y=1, #map do for x=1, #map[y] do if m...
- Sun Apr 22, 2012 12:39 am
- Forum: Support and Development
- Topic: [DO NOT ANSWER, FOR I AM AN IDIOT]
- Replies: 4
- Views: 3438
Re: LUDUM DARE URGENT HELP
Did you just ask the internet to create a competition entry for you?