Search found 50 matches
- Wed Jul 20, 2016 3:22 am
- Forum: Libraries and Tools
- Topic: Barrack - A simple type checking library
- Replies: 7
- Views: 3672
Barrack - A simple type checking library
This library is meant to make it easier to track down errors when a variable of the wrong type is passed to a function. When enabled, barrack will check the arguments of a function against a list of definitions to ensure that invalid arguments do not get passed. If an argument fails the definition t...
- Thu Jun 23, 2016 2:20 am
- Forum: General
- Topic: Love2D game jam / mod jam / community projects ?
- Replies: 9
- Views: 6477
Re: Love2D game jam / mod jam / community projects ?
There was a Love2D Community RPG in development at one point. That was before I joined the community, and I don't think it ever got very far into development.
https://cloud.github.com/downloads/love ... elyRPG.pdf
https://cloud.github.com/downloads/love ... elyRPG.pdf
- Mon Jun 20, 2016 12:42 am
- Forum: Support and Development
- Topic: Diagonal pathfinding
- Replies: 15
- Views: 10193
Re: Diagonal pathfinding
That was an awesome read! The only issue I have however, is I don't think Jump Point Search can incorporate G costs for different tiles? Please correct me if I'm wrong about this. One of the features I need for my game (though I haven't added it to zStar yet, I will soon), is to have tiles with diff...
- Sun Jun 19, 2016 6:04 pm
- Forum: Support and Development
- Topic: 'self' (a nil value)
- Replies: 4
- Views: 2858
Re: 'self' (a nil value)
I'm assuming your issue lies either here:
or here:
You're mixing up '.' and ':' on the ent.update call. But without the .love file, I can't help any more than that.
Code: Select all
if ent.update then
ent:update(dt)
end
Code: Select all
if ent.draw then
ent.draw()
end
- Sun Jun 19, 2016 5:44 pm
- Forum: Support and Development
- Topic: Diagonal pathfinding
- Replies: 15
- Views: 10193
Re: Diagonal pathfinding
No, that wouldn't work because the pathfinding algorithm would look around the red pieces. So as long as there is a path of white space between the start and finish, the game cannot be won. Example: [B][0][0][0][R] [0][b][0][0][0] [0][0][b][0][0] [r][r][0][b][0] [R][r][0][0][B] This would cause a vi...
- Sun Jun 19, 2016 4:58 am
- Forum: Support and Development
- Topic: Circular Require Woes
- Replies: 17
- Views: 8519
Re: Circular Require Woes
If you don't want to use globals, you need to give 'player' a local variable that lets it find the scene that created it. Also, in terms of performance, you're not really passing an entire module. Simply creating a link. 'player.scene' will be the exact same variable as 'scene' in scene's scope. So ...
- Sun Jun 19, 2016 4:35 am
- Forum: Support and Development
- Topic: Diagonal pathfinding
- Replies: 15
- Views: 10193
Re: Diagonal pathfinding
Perhaps this will be useful to you. It's a pathfinding library I wrote a few weeks back for a project I'm working on. It uses the astar algorithm and does support diagonals. https://github.com/DanielPower/zStar zArray = require('zArray') zStar = require('zStar') red.start = {x=5, y=1} red.finish = {...
- Sun Jun 19, 2016 4:26 am
- Forum: Support and Development
- Topic: Circular Require Woes
- Replies: 17
- Views: 8519
Re: Circular Require Woes
One option would be to pass 'scene' to your player. In your scene.lua file:
Then you should simply be able to access player.scene, or self.scene from your player.lua file.
Code: Select all
local player = require('player')
player.scene = scene
- Mon Jun 06, 2016 8:59 pm
- Forum: Libraries and Tools
- Topic: Starkkz's GUI [WIP]
- Replies: 6
- Views: 4716
Re: Starkkz's GUI [WIP]
This looks like a promising project, but I actually can't get it to draw anything on-screen. I just get a black screen. Something I'm doing wrong? local gui = require('gui') Window = gui.create("Window", "Window Name", 100, 100, 200, 200) Button = gui.create("Button", &...
- Tue May 31, 2016 10:28 pm
- Forum: Libraries and Tools
- Topic: zStar - Pathfinding with the astar algorithm
- Replies: 1
- Views: 1853
zStar - Pathfinding with the astar algorithm
This is my first attempt at a pathfinding library, and I'm quite pleased with it. Right now it's single-threaded, but performance is quite good. I'm working on multi-threading it, and will post an update when I have that working. I'd love to hear from anyone who has suggestions to improve performanc...