Search found 38 matches
- Fri Jun 16, 2017 2:30 pm
- Forum: Support and Development
- Topic: How works love.threads?
- Replies: 14
- Views: 18374
Re: How works love.threads?
@zorg: nope, doesn´t work. Maybe I don´t need channels for this. I tryed this --main.lua function love.load() t = love.thread.newThread("thread.lua") input = 10 output = t:start( input ) print(output) end --thread.lua local input = input function test(input) a = 3 a = a + input print(a) re...
- Fri Jun 16, 2017 1:05 pm
- Forum: Support and Development
- Topic: How works love.threads?
- Replies: 14
- Views: 18374
How works love.threads?
Hey, the love.thread thing really need a bit more description at the wiki. I like to input a variable in the thread and get a return after a function call. In this case I put 10 in, the function should add 3 and the return should be 13. But the function inside the thread doesn´t get called. and in g...
- Fri May 19, 2017 4:55 pm
- Forum: Libraries and Tools
- Topic: APE (Another Particle Editor) for LÖVE2D
- Replies: 21
- Views: 32484
Re: APE (Another Particle Editor) for LÖVE2D
Hey is there a option to create different particel effects and let them run at the same time?
- Wed May 17, 2017 6:01 pm
- Forum: Support and Development
- Topic: Change Color with Shader
- Replies: 4
- Views: 3457
Re: Change Color with Shader
I have no clue what I am doing xD
error: swizzle mask element not present in operand "rgb"
warning: unrecognized profile specifier "mix"
error: swizzle mask element not present in operand "rgb"
warning: unrecognized profile specifier "mix"
- Wed May 17, 2017 6:10 am
- Forum: Support and Development
- Topic: Change Color with Shader
- Replies: 4
- Views: 3457
Re: Change Color with Shader
The colorinput from the image is green. If the health of the player is near death is should be red. That is what i like to do with a color change. love.graphics.setColor doesn´t effect the glowmap, I don´t know why. https://media.giphy.com/media/3ohzdZ9j0K07ozerFC/giphy.gif https://media.giphy.com/m...
- Tue May 16, 2017 8:58 pm
- Forum: Support and Development
- Topic: Change Color with Shader
- Replies: 4
- Views: 3457
Change Color with Shader
Hello, I like to change the color of my character with a shader. I try to modify the glow.glsl shader for löve Original Code extern Image glowImage; extern float glowTime; vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) { vec3 glowInfo = Texel(glowImage, texture_coords...
- Wed Mar 29, 2017 2:31 pm
- Forum: Support and Development
- Topic: Question about Objects and Method´s
- Replies: 3
- Views: 2288
Re: Question about Objects and Method´s
Argh, I´m so sorry, I got it by myself.
When i call the function i have to give the selfness -> lookingForMortar(self)
And the function need to know that it receives the selfness -> function lookingForMortar(self)
that´s it .. a little thing i forgot :-/
When i call the function i have to give the selfness -> lookingForMortar(self)
And the function need to know that it receives the selfness -> function lookingForMortar(self)
that´s it .. a little thing i forgot :-/
- Wed Mar 29, 2017 1:43 pm
- Forum: Support and Development
- Topic: Question about Objects and Method´s
- Replies: 3
- Views: 2288
Question about Objects and Method´s
This works fine: if self.work == 3 then for i, v in pairs(listOfBuildings) do if self.carry == 6 then if listOfBuildings[i].id == 17 and listOfBuildings[i].mortarl > 0 then self. = listOfBuildings[i].x self.target2Y = listOfBuildings[i].y self.target2 = listOfBuildings[i] end end end end Now I like ...
- Thu Mar 23, 2017 9:14 am
- Forum: Support and Development
- Topic: is Efficient Tile-based Scrolling the right thing for my game?
- Replies: 8
- Views: 4677
Re: is Efficient Tile-based Scrolling the right thing for my game?
I'd rethink your setup a little bit, the camera code you're using is not good enough, I think you want a camera that : - uses the whole world (just the data in arrays) - has some offset x, y - has a width and height Then you can calculate which tiles you actually need to render. This is exactly wha...
- Wed Mar 22, 2017 10:32 pm
- Forum: Support and Development
- Topic: is Efficient Tile-based Scrolling the right thing for my game?
- Replies: 8
- Views: 4677
Re: is Efficient Tile-based Scrolling the right thing for my game?
Yes I know. And with tiledScrolling I move the map. That is a big problem. But I need the function that only the Tiles which I can see will be drawn. My current map size is 1200x1200 Tiles, so I can not draw all the tiles all the time. edit1: could I make this function with a collision check? ... le...