## My ongoing newbie questions

Questions about the LÖVE API, installing LÖVE and other support related questions go here.
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Robin
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### Re: My ongoing newbie questions

You still forgot my first comment: x ~= n

essell
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### Re: My ongoing newbie questions

Q. What does "No matching function for overloaded 'draw'" mean, when I try and run my game and there's a showstopping error?

Robin
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### Re: My ongoing newbie questions

That one is a classic. You'll get that a lot. It means the wrong type is fed into the love.grahics.draw() function. You can check the type of the first argument by printing it. You probably made a typo, or forgot to index a table, or something like that.

bartbes
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### Re: My ongoing newbie questions

Be warned, that is the most frequently found cause of that error, but it might mean more. It could be:
• One of your arguments is not what it expects (userdata or string as 1st argument), could be nil
• There are too much arguments
• There are not enough arguments (I sometimes forget to pass coordinates when I want to debug something)
• An earlier call failed, so you're passing a nil value without knowing it
• Probably others

Robin
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### Re: My ongoing newbie questions

@bartbes: you are completely right.

@essell: what we're trying to say here is: to fix this, you have to make sure you are passing the right arguments. To see what they are, try print()ing them before the love.graphics.draw().

essell
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### Re: My ongoing newbie questions

Righto - I'll try it the next time it comes up.

Q. I'm trying to implement some really basic kind of collision detection (bullets hitting the player / enemies). What's the simplest / suggested way of doing this?

osgeld
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### Re: My ongoing newbie questions

some what easy and accurate would be to use loves physics system

super easy but very inaccurate would be to just have imaginary boxes defined around an object and check xy pos's, if the bullet is in the box, hit

ie:

if bullet x,x is inside of head x,y then splatter_brains()

essell
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### Re: My ongoing newbie questions

Okeydokey - I'm having a go at implementing the physics stuff.

 Done! But now my previous means of moving the player character...

Code: Select all

	if love.keyboard.isDown(love.key_right) then
playerx = playerx + movespeed * dt
end
...Doesn't work anymore.

Q. Is this because the player is now a physics object, meaning I have to manipulate it's position differently? If so, how?

bartbes
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### Re: My ongoing newbie questions

It's known there are some issues with applyImpulse and applyForce, so an alternative is setVelocity (on the body).

essell
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### Re: My ongoing newbie questions

Am having trouble figuring this out (player movement with physics).

Q. Can anyone suggest a Love game to refer to as a simple example of pressing arrow keys to move an avatar around in a basic physics-enabled world?

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