Search found 612 matches

by ReFreezed
Sat Oct 29, 2022 8:09 pm
Forum: Support and Development
Topic: [SOLVED] Help with LCD Shader
Replies: 2
Views: 3340

Re: Help with LCD Shader

Something like this: function love.load() image = love.graphics.newImage("game.png") image:setFilter("nearest") shader = love.graphics.newShader[[ uniform vec2 imageSize; vec4 effect(vec4 loveColor, Image tex, vec2 uv, vec2 screenPos) { vec2 uvPx = uv * imageSize; // Get position...
by ReFreezed
Fri Oct 28, 2022 10:32 pm
Forum: Support and Development
Topic: How should I implement physics using windshield?
Replies: 11
Views: 8889

Re: How should I implement physics using windshield?

According to the documentation collider:enter() and collider:exit() returns true the frame the contact with another collider starts and ends, respectively. Looking at the library code reveals that "Default" is the default collision class name for all colliders, so self.collider:enter("...
by ReFreezed
Fri Oct 28, 2022 3:56 pm
Forum: Support and Development
Topic: How should I implement physics using windshield?
Replies: 11
Views: 8889

Re: How should I implement physics using windshield?

Ok, the tiny added y-velocity is probably caused by small rounding errors in the physics library. The reason the animation looks glitchy is because the detection for whether the player is grounded or not isn't very robust. Change the `if self.yVel ~= 0 then` code in Player:update() to something like...
by ReFreezed
Fri Oct 28, 2022 2:49 pm
Forum: Support and Development
Topic: How should I implement physics using windshield?
Replies: 11
Views: 8889

Re: How should I implement physics using windshield?

There should be a tab for attachments when you write a reply, next to the post options.

(Actually, it's possible newly registered accounts can't add attachments. I don't remember.)
by ReFreezed
Fri Oct 28, 2022 2:09 pm
Forum: Support and Development
Topic: How should I implement physics using windshield?
Replies: 11
Views: 8889

Re: How should I implement physics using windshield?

I assume the reason the y position changes is because of gravity. The code you posted omits how the World object is created, but I assume the gravity isn't set to zero. And the reason the animation is drawn in the wrong place (I assume that's the problem) is because you grab the player's x and y fro...
by ReFreezed
Tue Oct 25, 2022 11:22 am
Forum: Support and Development
Topic: Nothing rendering
Replies: 12
Views: 7107

Re: Nothing rendering

Make sure your graphics drivers are up-to-date. Does the same thing happen for older LÖVE versions?
by ReFreezed
Thu Oct 20, 2022 9:10 pm
Forum: Games and Creations
Topic: Alchemist, a "traditional" roguelike
Replies: 12
Views: 21787

Re: Alchemist, a "traditional" roguelike

Congrats on the new release! It's been interesting following the development of this game.
by ReFreezed
Wed Oct 19, 2022 7:04 pm
Forum: Support and Development
Topic: sort order with shader
Replies: 10
Views: 5422

Re: sort order with shader

>I'm not sure what you mean. That image looks correct red rectangle drawn with wrong alpha(other than 0.5) - love.graphics.setColor(1.0, 0.0, 0.0, 0.5) I'm still not sure what you mean, but maybe it has something to do with the way the canvas is drawn to the screen. You ought to use premultiplied a...
by ReFreezed
Wed Oct 19, 2022 5:57 pm
Forum: Support and Development
Topic: sort order with shader
Replies: 10
Views: 5422

Re: sort order with shader

it works thanks. except for the layer with the greatest depth I'm not sure what you mean. That image looks correct. A green see-through rectangle, on top of a red see-through rectangle, on top of the blue background. Note that shader:send("depth",1.0) doesn't do anything since you don't d...