You'll have to provided an updated .love with the new code. Also, which games, specifically? I'm not aware of any way to pass functions without calling them in main.lua.
player.load() shouldn't be executed twice unless you're calling it twice.
Search found 61 matches
- Fri Sep 28, 2012 12:16 am
- Forum: Support and Development
- Topic: File structure
- Replies: 12
- Views: 4304
- Thu Sep 27, 2012 11:36 pm
- Forum: Support and Development
- Topic: File structure
- Replies: 12
- Views: 4304
Re: File structure
--main.lua-- require 'player' function love.load() loadPlayer() end function love.update(dt) updatePlayer(dt) end function love.draw() drawPlayer() end Where loadPlayer(), updatePlayer(), and drawPlayer() are defined in player.lua. The reason that nothing is happening in the .love you provided is b...
- Thu Sep 27, 2012 5:57 am
- Forum: Support and Development
- Topic: Grid-based camera movement
- Replies: 2
- Views: 1528
Re: Grid-based camera movement
I'll just use hump then - will probably be able to get it working ten times faster and it'll most likely work better as well. Thanks!
- Thu Sep 27, 2012 5:01 am
- Forum: Support and Development
- Topic: Grid-based camera movement
- Replies: 2
- Views: 1528
Grid-based camera movement
So I have the attached .love and I'm attempting to make the camera focused on the player, who is moved on a grid with mouse clicks (isn't constrained to movement along the grid at the moment but I'll fix that later). I don't have a problem getting the camera focused on the player, but the problem co...
- Tue Sep 25, 2012 7:38 pm
- Forum: Support and Development
- Topic: Fade to black (that shouldn't happen)
- Replies: 8
- Views: 2760
Re: Fade to black (that shouldn't happen)
Fades on my desktop. i7 950 and a GTX 570.
- Tue Sep 25, 2012 6:03 pm
- Forum: Support and Development
- Topic: Why is this argument not being passed?
- Replies: 8
- Views: 1503
Re: Why is this argument not being passed?
How am I supposed to give a pointer for a HardonCollider object then? All I'm trying to do is make a function I can call to make new things in HardonCollider.
- Tue Sep 25, 2012 5:50 pm
- Forum: Support and Development
- Topic: Why is this argument not being passed?
- Replies: 8
- Views: 1503
Re: Why is this argument not being passed?
is this everythig, because from what I can see there is no player defined. please include a .love Player is supposed to be defined as a HardonCollider object under newDynamic, but the arguments in given to it in NewDynamics don't seem to be passed to the function. I'd give the .love but I'm not at ...
- Tue Sep 25, 2012 5:26 pm
- Forum: Support and Development
- Topic: Why is this argument not being passed?
- Replies: 8
- Views: 1503
Why is this argument not being passed?
function loadDynamics() newDynamic(player, 200, 200, 32, 64) end function updateDynamics() end function drawDynamics() player:draw('fill') end function newDynamic(name, x, y, width, height) name = Collider:addRectangle(x, y, width, height) end Player is a nil value when I attempt to draw it.
- Tue May 29, 2012 9:43 pm
- Forum: Support and Development
- Topic: Collision jitter with HardonCollider
- Replies: 5
- Views: 2712
Re: Collision jitter with HardonCollider
Sorry about that - updated the file in the OP.
- Tue May 29, 2012 9:05 pm
- Forum: Support and Development
- Topic: Collision jitter with HardonCollider
- Replies: 5
- Views: 2712
Collision jitter with HardonCollider
I'm using HardonCollider and AdvTiledLoader to load in bounding boxes for tiles. Collision resolution works perfectly fine when the player is colliding with one tile, however if they're colliding with two tiles at once, it produces noticeable jitter, especially when walking. Is there any way around ...