Search found 428 matches

by Ulydev
Fri Sep 21, 2018 6:27 pm
Forum: Libraries and Tools
Topic: ImGui LÖVE module
Replies: 161
Views: 40698

Re: ImGui LÖVE module

ArchAngel075 wrote:
Fri Sep 21, 2018 1:35 pm
-
Had the same problem, did the same thing with setting a custom drag payload and checking whether the target area is hovered, it works but doesn't feel as good as using native ImGui's DragDrop* methods.
by Ulydev
Wed Sep 12, 2018 2:53 pm
Forum: General
Topic: How to turn the pages if it does not have turning button?
Replies: 3
Views: 338

Re: How to turn the pages if it does not have turning button?

This is a good question. But it's actually easier than you think. If the pages don't have a turning button, simply lick your finger to make it wet, then gently hold the bottom-right corner of the page between your index and your thumb. Once you have grabbed it, move your hand to the left side and th...
by Ulydev
Wed Sep 12, 2018 2:48 pm
Forum: Support and Development
Topic: is initializing a local variable in mouse move ok?
Replies: 3
Views: 245

Re: is initializing a local variable in mouse move ok?

I don't think this will have any meaningful impact on performance. As for memory usage, Lua's garbage collector will take care of it, so it's fine.
by Ulydev
Mon Sep 10, 2018 1:24 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 712

Re: mouse_enter signals like godot?

girng wrote:
Mon Sep 10, 2018 9:13 am
...
I've been using love-imgui for the past few months and it's been working fine for me. Have you built the binaries on your computer? What's your OS? (NewFrame() takes no arguments)
by Ulydev
Sun Sep 09, 2018 3:49 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 712

Re: mouse_enter signals like godot?

girng wrote:
Sat Sep 08, 2018 9:33 pm
the latest imgui doesn't work with love2d,
What makes you say this?
by Ulydev
Sat Sep 08, 2018 12:32 pm
Forum: Support and Development
Topic: mouse_enter signals like godot?
Replies: 10
Views: 712

Re: mouse_enter signals like godot?

I think you've answered the question yourself.

Here's some pseudo-code that would implement your idea (which is the simplest way to achieve what you want):

Code: Select all

update {
  for each object {
    if object:is_on_screen() and object:is_overlap(mouse) {
      object:mouse_entered()
    }
  }
}
by Ulydev
Fri Aug 24, 2018 12:07 pm
Forum: General
Topic: How do you specify the entry file?
Replies: 8
Views: 653

Re: How do you specify the entry file?

LÖVE automatically reads a main.lua file at the root, but nothing prevents you from require-ing any other file from there. You could go for an architecture like this: / main.lua lib/ app1/ main.lua app2/ main.lua and then require your libraries from the main.lua of each app. just my 2 cents
by Ulydev
Mon Jul 16, 2018 2:57 pm
Forum: Support and Development
Topic: [Box2D] Polygon triangulation - area > b2_epsilon
Replies: 2
Views: 337

Re: [Box2D] Polygon triangulation - area > b2_epsilon

If anyone is looking for a quick solution, in case your polygons are static you can use love.physics.newChainShape (which entirely removes the need for triangulation / order check).
Else you could tessellate and proceed like HC, which merges triangles together.
by Ulydev
Mon Jul 16, 2018 2:33 pm
Forum: Support and Development
Topic: [Box2D] Polygon triangulation - area > b2_epsilon
Replies: 2
Views: 337

[Box2D] Polygon triangulation - area > b2_epsilon

Hello everyone, I'm trying to make a level editor where users can create polygons to be placed in a Box2D world. Because there are Bézier curves involved, there can be hundreds of vertices on a single polygon. love.physics.newPolygonShape is limited to 8 vertices, so I decided to use love.math.trian...