Search found 58 matches

by rougan
Mon Jun 01, 2020 7:50 pm
Forum: Support and Development
Topic: Collision of sub-table objects
Replies: 1
Views: 3996

Re: Collision of sub-table objects

Yep, they can! A simple solution is keeping track of the arrow 'direction' and inverting this when necessary. Adding weapon.direction = -1 in callWeapon1() and modifying the arrow update code slightly to: -- move the arrows v.x = v.x + 115 * dt * v.direction v.y = v.y + 30 * dt * v.direction -- when...
by rougan
Sat May 30, 2020 6:11 pm
Forum: Support and Development
Topic: OpenGL error after updating windows
Replies: 5
Views: 3637

Re: OpenGL error after updating windows

It looks like you need to update your graphics drivers. You're currently using OpenGL 1.1, whereas LÖVE requires 2.1.
by rougan
Fri Aug 16, 2019 3:21 pm
Forum: Support and Development
Topic: Multi-layers
Replies: 1
Views: 1390

Re: Multi-layers

There's no 'trick' to it really, aside from just drawing more images at a greater y position than the base tile. The best thing to do with isometric grids is to create a 2D table of the map, storing the screen drawing co-ordinates in each element of the table. So store these values: local x = (colon...
by rougan
Tue Aug 13, 2019 8:58 pm
Forum: Support and Development
Topic: Scissor vs Canvas for offscreen optimization?
Replies: 2
Views: 1564

Re: Scissor vs Canvas for offscreen optimization?

Thank you for the details! Didn't realise a majority of that- and I think you may be right, I am most lilkely overthinking from a performance standpoint. I feel like I only want to turn a blind eye as an educated decision.
by rougan
Tue Aug 13, 2019 5:42 pm
Forum: Support and Development
Topic: Scissor vs Canvas for offscreen optimization?
Replies: 2
Views: 1564

Scissor vs Canvas for offscreen optimization?

Hi! I have a tile map which can be moved about by the user, thereby parts of it coming and going off the screen. I'm currently using a spritebatch to draw the tiles, and am looking for the best way to prevent off-screen drawing. My first thought was a canvas. As far as I understand, the two (relevan...
by rougan
Fri Mar 08, 2019 2:47 pm
Forum: Support and Development
Topic: Using vector images in Love?
Replies: 5
Views: 2894

Re: Using vector images in Love?

Thanks for the replies everyone! I know I can convert the vectors outside of Love but I want to avoid using love.graphics.scale on raster images where possible to avoid the quality loss- and there are obviously a lot of resolutions = a lot of raster images of different sizes for each asset, which fe...
by rougan
Thu Mar 07, 2019 6:37 pm
Forum: Support and Development
Topic: Using vector images in Love?
Replies: 5
Views: 2894

Using vector images in Love?

Hi everyone! My problem is that I have a large amount of assets and want to be able to resize each image according to the user's screen resolution. I have each image in vector format, and want to resize them as vectors to retain the image quality. Currently, I am resizing the vectors outside of Love...
by rougan
Tue Oct 16, 2018 10:18 pm
Forum: Support and Development
Topic: Differently sized sprites in spritesheet causing animation to jump around?
Replies: 2
Views: 1390

Differently sized sprites in spritesheet causing animation to jump around?

Hi there, I'm sorry if this is about to be a really convoluted explanation of a straightforward problem lol. So I have a vector spritesheet, containing sprites of different sizes, where each row is set up like this: bees-1.png So the height of the row is defined by the height of the largest sprite, ...
by rougan
Tue Oct 16, 2018 11:48 am
Forum: Support and Development
Topic: Word Processor
Replies: 8
Views: 3315

Re: Word Processor

Tuxion wrote: Tue Oct 16, 2018 11:33 am Thanks ! But if i want to use the backspace to delete one letter at a time, how do i do that?
Have a look here:
https://love2d.org/wiki/love.textinput
There's an example for erasing text when backspace is pressed. :nyu:
by rougan
Wed Jul 25, 2018 2:33 pm
Forum: Support and Development
Topic: Preserving transparency when using shaders?
Replies: 3
Views: 1839

Re: Preserving transparency when using shaders?

OK a simple one, two things. 1. You don't need to specify in your shader: pixel.a = pixel.a; Unless you want to modify the alpha further. Otherwise remove this line. 2. To use the current love color multiply your shader result with the vec4 color parameter; so replace; return pixel; with return pix...