Search found 59 matches
- Wed Sep 04, 2013 12:30 pm
- Forum: Support and Development
- Topic: Thrust in Box2D
- Replies: 5
- Views: 3864
Re: Thrust in Box2D
For example : body:applyForce(body:getWorldVector(local_fx,local_fy)) The force is applied to the centre of mass, as show in your drawing. You can have, if your thrust is directed down so the reaction force is up local_fx = 0 and local_fy= - gravity * factor You must call applyForce at each update w...
- Wed Sep 04, 2013 12:10 pm
- Forum: Support and Development
- Topic: Thrust in Box2D
- Replies: 5
- Views: 3864
Re: Thrust in Box2D
Sorry vrld for your hump.vector library, but Box2D has this functions ... You can use body:getWorldVector(local_x,local_y) => world_x,world_y to transform a vector is the body/local coordinate to the world coordinate. The local vector is simple to determine because your square shape is always aligne...
- Mon Sep 02, 2013 4:26 pm
- Forum: Support and Development
- Topic: Objects fall through each other?
- Replies: 5
- Views: 1946
Re: Objects fall through each other?
Yes, in fact all the coordinates of the shapes is relative to the origin of the attached body, and the position of the body is the coordinate of this origin in the world coordinate (the screen coord). A rectangle is defined by the position of its center and its width and height. We need the body ang...
- Mon Sep 02, 2013 4:16 am
- Forum: Support and Development
- Topic: Objects fall through each other?
- Replies: 5
- Views: 1946
Re: Objects fall through each other?
The problem is that for the physic engine a rectangle is centered, so the body position is the centre of your rectangle not the top left corner. another problem, you ignore the body rotation when displaying it. you must draw rotated box. EDIT : Here a version that work (I use image for drawing your ...
- Mon Sep 02, 2013 3:09 am
- Forum: General
- Topic: __ and Functions
- Replies: 7
- Views: 1901
Re: __ and Functions
the lua reference manual explains all the __ functions : meta-tables
the explanations here are clear and worth the effort to read.
the explanations here are clear and worth the effort to read.
- Sun Sep 01, 2013 9:46 am
- Forum: General
- Topic: helps animation to walk in a rpg game. - (Solved)
- Replies: 3
- Views: 3383
Re: helps animation to walk in a rpg game.
The first problem I see is the love.timer.sleep in the player.update function. You don't need that and it kills your frame rate because the main loop (the love.run function) call love.update and then the love.draw function. The second problem is that you add your speed (32), so the sprite teleport a...
- Fri Aug 23, 2013 7:57 am
- Forum: General
- Topic: Overllaping matrices
- Replies: 13
- Views: 7756
Re: Overllaping matrices
Your code do in fact an intersection of two sorted arrays, ie produces an array with the common values.
intersect([1,2,3,4],[2,4,6])=[2,4]
For me, a matrix is a 2D arrays, and I must admit that I don't know what is a "matrix intersection"
EDIT : Oups, vrld is faster than me
intersect([1,2,3,4],[2,4,6])=[2,4]
For me, a matrix is a 2D arrays, and I must admit that I don't know what is a "matrix intersection"
EDIT : Oups, vrld is faster than me
- Sun Aug 11, 2013 9:38 pm
- Forum: Support and Development
- Topic: [Question] GLSL to LÖVE
- Replies: 5
- Views: 2836
Re: [Question] GLSL to LÖVE
In fact löve has already defined main function. The shader is defined with a function "vec4 effect( vec4 color, Image texture, vec2 texture_coords, vec2 screen_coords )" You must adapt the code to enter in this frame. gl_FragCoord.xy becomes screen_coords. And gl_FragColor is in fact the r...
- Sun Aug 11, 2013 1:13 pm
- Forum: Support and Development
- Topic: angle between two points + more
- Replies: 3
- Views: 6624
Re: angle between two points + more
If I understand well, your problem is to rotate a vector by a certain angle. You don't need to know the initial angle to do that. The vector you want to rotate is (a-x = u;b-y =v) targeted the enemy from the player, the "error" angle is alpha (-5 to +5 degrees in your case), so the rotated...
- Sat Aug 10, 2013 6:21 pm
- Forum: Libraries and Tools
- Topic: Lövely NET - A Very Simple HTML Browser [v2]
- Replies: 17
- Views: 7912
Re: Lövely NET - A Very Simple HTML Browser
It is slow because at each draw you do a http request ... Do only one request per url and store it.