The epic love demo thread!

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Re: The epic love demo thread!

Postby qubodup on Sun Nov 16, 2008 4:27 pm

MHD wrote:A little thing I am working on atm...

Fuuuun! :D
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Re: The epic love demo thread!

Postby Kaze on Sun Nov 16, 2008 6:08 pm

MHD wrote:A little thing I am working on atm...

This is fun :P

I made wheels~ :o
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Re: The epic love demo thread!

Postby rude on Mon Nov 17, 2008 4:45 am

Awesome. Did you implement a convex-polygon algorithm?
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Re: The epic love demo thread!

Postby MHD on Mon Nov 17, 2008 7:55 am

No, it is still only beta :?
I r awsum at looah ^^
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Re: The epic love demo thread!

Postby qubodup on Tue Nov 18, 2008 7:35 pm

MHD wrote:No, it is still only beta :?

Hm. It's all fun and fine but then gravity comes and destroys all. ALL.
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Re: The epic love demo thread!

Postby qubodup on Sun Mar 22, 2009 9:03 am

I prettied Shapes.love a bit using color and sounds. Now it's SuperShapes.love
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PS: something to read if you have nothing better to do :)
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Life of Land Shark

Postby qubodup on Sat Apr 11, 2009 1:10 am

Hello, I'm a land shark! Image

Someone made a land shark life simulator (it's not that exciting really). It's called "Life of Land Shark"

Download LOLS 1.0 here

Or browse the source files here
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Re: The epic love demo thread!

Postby mikembley on Sat Apr 11, 2009 12:41 pm

om nom nom nom! Image

LÖVE it!
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Re: Life of Land Shark

Postby bartbes on Sat Apr 11, 2009 2:03 pm

qubodup wrote:(it's not that exciting really)

There isn't even something to eat?
I have an inferior sibling called Skynet.
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Re: The epic love demo thread!

Postby Xcmd on Sun Apr 12, 2009 3:23 am

This is just some code for making a thing go where the mouse clicked. It's not perfect (if you use anything other than 1 to iterate the movement, it gets all wobbly and jiggly and it goes poorly for us all). It also doesn't go DIRECTLY to where the mouse clicked. It actually goes along the shortest axis first, then goes along the rest. So if you've clicked at 50, 60 and the circle is at 0,0, then it's going to go to the X (50), first, then complete the Y (although it'll have gone part of the way towards the Y, until it's on a 0 parity with the X--if that makes any sense).

Anyway, code:

Code: Select all
-- Move to Cursor Love
--
-- How to use: Click on the screen and the ball will move towards the
-- mouse's position.

function load()
   mousePressed = false
   gotoX = 0
   gotoY = 0
   playerBallX = 400
   playerBallY = 300
   speed = 5
end

function update(dt)
   if mousePressed == true then
      if playerBallX ~= gotoX then
         if playerBallX < gotoX then
            playerBallX = playerBallX + 1
         elseif playerBallX > gotoX then
            playerBallX = playerBallX - 1
         end
      end
      if  playerBallY ~=gotoY then
         if playerBallY < gotoY then
            playerBallY = playerBallY + 1
         elseif playerBallY > gotoY then
            playerBallY = playerBallY - 1
         end
      end
   else
      mousePressed = false
   end
end

function draw()
   love.graphics.circle(1, gotoX, gotoY, 5)
   love.graphics.circle(1, playerBallX, playerBallY, 20)
end

function mousereleased(x, y, button)
   if button == love.mouse_left then
      mousePressed = true
      gotoX = x
      gotoY = y
   end
end


Didn't bother .love-ing it because, well... I didn't feel like it. There are better ways to do this, but if you can't figure them out, or if the hiccups in this don't matter then here you go. The mousePressed code isn't really necessary, other than to keep the circle from moving towards 0,0 at the beginning when it's opened.
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