Search found 50 matches
- Sun Mar 25, 2018 5:34 am
- Forum: Support and Development
- Topic: Networking: How do I distinguish clients?
- Replies: 5
- Views: 2807
Re: Networking: How do I distinguish clients?
Do you set peer name? If so, the implementation will ignore datagrams from everyone but specified peer. Anyway the IP and port are the only pieces of identifying data you will get. Needless to say, that's not strong enough information to bind users by, so you must implement your own identification ...
- Sun Mar 25, 2018 3:41 am
- Forum: Support and Development
- Topic: Networking: How do I distinguish clients?
- Replies: 5
- Views: 2807
Networking: How do I distinguish clients?
The Tutorial:Networking_with_UDP isn't very helpful on this subject. I already know how to pack, send, receive and unpack, but how do I find out who send what? I know I can get the data, IP and port through data, msg_or_ip, port_or_nil = udp:receivefrom() But it seems I'm only getting info from one ...
- Sat Mar 24, 2018 11:56 pm
- Forum: Support and Development
- Topic: Table to String and back
- Replies: 3
- Views: 2276
Re: Table to String and back
Well, Bitser did it! Thank you.
- Sat Mar 24, 2018 10:20 pm
- Forum: Support and Development
- Topic: Table to String and back
- Replies: 3
- Views: 2276
Table to String and back
This is my first time messing with networking after years using Love2D, and the tutorial says I can only send and receive Strings through UDP. It's a tile based game, so all I want to send to the clients is a table with the 32 tiles around the player. What is the easiest and fastest way to convert a...
- Tue Dec 19, 2017 4:27 pm
- Forum: Support and Development
- Topic: I'm desperate: After days there is still a bug
- Replies: 4
- Views: 2370
drunken_munki
My friend, you have NO idea how THANKFUL I am for that! I had almost given up! Even though I had considered that the timer could end up a little bit problematic due to the instantiating, since it had worked fine at first I forgot about it. I would have never linked it to the activefunctions problem!...
- Tue Dec 19, 2017 4:42 am
- Forum: Support and Development
- Topic: I'm desperate: After days there is still a bug
- Replies: 4
- Views: 2370
I'm desperate: After days there is still a bug
I will try to explain the logic behind what is buggy in my code, how it should work, and how it works. LOGIC: In my game, when the player clicks an object, if it has an "active function", it creates an instance inside the table "activefunctions". Basically, that "active func...
- Sat Dec 09, 2017 10:08 pm
- Forum: Support and Development
- Topic: [SOLVED] Attributing global function to table
- Replies: 3
- Views: 2294
Re: Attributing global function to table
That's perfect! Thanks.grump wrote: ↑Sat Dec 09, 2017 1:58 am Your example would work as intended if you assigned the actual function instead of the result of the function call to item[1].funcYour also might want to look into a design pattern called Entity-Component-System.Code: Select all
item[1].func = gun -- no parentheses
- Fri Dec 08, 2017 11:01 pm
- Forum: Support and Development
- Topic: [SOLVED] Attributing global function to table
- Replies: 3
- Views: 2294
[SOLVED] Attributing global function to table
I want my game to be very flexible, so no item will have fixed values. For example, a gun can work as if it were a sword. I wanted to do this by making a list of functions with each behavior function crowbar() ... end function gun() ... end And then, I'd instantiate the items like this item[1].func ...
- Mon Feb 13, 2017 11:58 pm
- Forum: Support and Development
- Topic: Get pixel alpha of a quad
- Replies: 0
- Views: 1240
Get pixel alpha of a quad
In my tile-based game, if the player clicks an item I want to know if the coords where he clicked are part of the item sprite or not, thus I check the alpha. While iterating through the items, it uses this function to render each: love.graphics.draw(obj.image,obj.quad,x * drawsize,y * drawsize,0,dra...
- Tue Jan 24, 2017 3:38 am
- Forum: Support and Development
- Topic: How to check if mouse is over image, exclude alpha
- Replies: 3
- Views: 2498
How to check if mouse is over image, exclude alpha
When the mouse clicks a tile, I iterate through all the items in the tile. I want to check if the mouse position is over the item image, excluding its alpha. If its not over the image, it continues iterating. If it is, the item is stored. How could I do that? Check if (x,y) coordinates are in the im...