Search found 29 matches

by LeNitrous
Sat Jun 08, 2019 1:40 pm
Forum: Support and Development
Topic: [SOLVED] Dynamically create methods for a class.
Replies: 3
Views: 3027

Re: Dynamically create methods for a class.

I took down the forEach part. Credits to AuahDark for helping me. All I need was to change a few things around the code. For those wondering, it's now: local callbacks = { "update", "keypressed", "keyreleased", "textedited", "textinput", "mousem...
by LeNitrous
Sat Jun 08, 2019 11:15 am
Forum: Support and Development
Topic: [SOLVED] Dynamically create methods for a class.
Replies: 3
Views: 3027

[SOLVED] Dynamically create methods for a class.

I am trying to hook a number of love handlers to a class. All they have to do is to propagate the call to all of the children. Although there are so many handlers I decided to list them all to a table then attempt to generate them through a for loop. The code shown below is what I described above. l...
by LeNitrous
Sun Dec 04, 2016 1:27 am
Forum: Support and Development
Topic: Help with OOP
Replies: 11
Views: 7036

Re: Help with OOP

I kinda gotten confused already. My goal is to use a table to contain all objects and drawing them all without calling each object individually while still being able to access their functions hence an item manager. -- items.txt heart circle square triangle star -- main.lua items = {} function love....
by LeNitrous
Sat Dec 03, 2016 1:40 pm
Forum: Support and Development
Topic: Help with OOP
Replies: 11
Views: 7036

Help with OOP

Hello, this is related with my current project but I feel this needs a topic of its own as it would get off-topic. I'm fairly new to OOP and don't know much about it. I'm making a system that when an object is created, it adds itself to another table. Some pseudo code to get it: list = {} item = { n...
by LeNitrous
Tue Nov 29, 2016 5:08 am
Forum: Support and Development
Topic: How to draw all objects on screen?
Replies: 12
Views: 10977

Re: How to draw all objects on screen?

Thanks alot for the help! Just a follow up question, since I use cargo to handle my assets, is there anyway to handle something like this? -- inside actor.lua actor = class{ init = function(self, name) self.name = name self.image = assets.actors. <name> .idle end -- <name> = self.name } Since my fil...
by LeNitrous
Mon Nov 28, 2016 8:29 pm
Forum: Support and Development
Topic: How to draw all objects on screen?
Replies: 12
Views: 10977

Re: How to draw all objects on screen?

Thanks for the ideas but I forgot to mention that each object should have a unique name. This is what my main.lua looks like: actors = {} -- actor(name, position, isVisible) Chris = actor(Chris, "center", true) Tristan = actor(Tristan, "left", false) function love.load() table.in...
by LeNitrous
Mon Nov 28, 2016 1:49 pm
Forum: Support and Development
Topic: How to draw all objects on screen?
Replies: 12
Views: 10977

Re: How to draw all objects on screen?

I'll try to make an actor handler. For now I'll use this solution for prototyping.
by LeNitrous
Mon Nov 28, 2016 11:53 am
Forum: Support and Development
Topic: How to draw all objects on screen?
Replies: 12
Views: 10977

Re: How to draw all objects on screen?

Given above works well. Can it be more efficient by calling table.insert inside the object's init function instead of calling table.insert for every actor object? Some psuedocode as it doesn't actually work but you'll get the gist of what I mean: -- inside actor.lua actor = class{ init = function(se...
by LeNitrous
Mon Nov 28, 2016 10:27 am
Forum: Support and Development
Topic: How to draw all objects on screen?
Replies: 12
Views: 10977

How to draw all objects on screen?

I'm currently making a prototype Visual Novel Engine. What I'm looking for is to draw all objects on screen without having to call their draw function one by one. I'm using hump.class to handle my classes and this is what I got so far. function love.draw() actor1:draw() actor2:draw() actor3:draw() e...
by LeNitrous
Sun Jul 10, 2016 1:58 pm
Forum: Support and Development
Topic: Game behaves differently between 32bit and 64bit systems
Replies: 15
Views: 6672

Re: Game behaves differently between 32bit and 64bit systems

As i said before, Edit: One potential mistake i might have found is that in game.lua, you call the entity update like this: ents:update(dt) but in the entities file, the function has only one parameter, dt, but this way, you're passing ents itself as that argument. Fix is to just do ents.update(dt)...