Search found 482 matches

by substitute541
Mon Aug 08, 2016 11:50 am
Forum: General
Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
Replies: 4
Views: 1288

Re: Hypothetical language that compiles to Lua (akin to Moonscript)

Here's a more detailed (but currently incomplete) reference spec with partial grammar, based on Lua 5.3's reference: https://gist.github.com/phoenixenero/923c866e69cae0ff55cef1978ac7a11d I'm currently conflicted about using `:=`. Also, I used braces instead and ditched the macro system. Edit: Also I...
by substitute541
Sat Aug 06, 2016 8:35 am
Forum: General
Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
Replies: 4
Views: 1288

Re: Hypothetical language that compiles to Lua (akin to Moonscript)

So anyway, here's a more fleshed out design:

https://gist.github.com/phoenixenero/91 ... 58b9bd3066

I'm putting waaay too much thought about this (lol)
by substitute541
Tue Aug 02, 2016 11:13 am
Forum: General
Topic: linux bitmap font generator.
Replies: 7
Views: 1763

Re: linux bitmap font generator.

Your yellows are bleeding all over the place. Make sure your image fonts are pixel perfect.
by substitute541
Tue Aug 02, 2016 8:47 am
Forum: General
Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
Replies: 4
Views: 1288

Hypothetical language that compiles to Lua (akin to Moonscript)

Just a thought I had while doing other stuff. I want to see a language that's a near superset to Lua — existing Lua code can be compiled with no problems — while adding some useful syntax sugar. Arguably the most notable of compiled-to-Lua languages is Moonscript. However, there are some parts in th...
by substitute541
Sat Jun 25, 2016 3:04 am
Forum: General
Topic: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?
Replies: 10
Views: 2065

(General Lua) A language that compiles to LuaJIT 2.0 bytecode?

This is probably not the appropriate place to ask (I should check the lua-wiki mailing list sometime) but I'm wondering if someone has implemented a language that compiles to LuaJIT 2.0 bytecode? Alternatively a language that compiles to Lua 5.1 bytecode then decompiled as Lua code, then passed in L...
by substitute541
Sat Apr 16, 2016 11:59 am
Forum: Support and Development
Topic: [SOLVED] How can i stop updating whilst the window is being moved?
Replies: 5
Views: 1057

Re: How can i stop updating whilst the window is being moved?

Alternatively: function love.load() ACCUMULATED_DELTA_TIME = 0 end function love.update(dt) ACCUMULATED_DELTA_TIME = ACCUMULATED_DELTA_TIME + dt if ACCUMULATED_DELTA_TIME > 0.016666 then -- approx 1 / 60 ACCUMULATED_DELTA_TIME = 0 -- run stuffs end end or: function love.load() ACCUMULATED_DELTA_TIME...
by substitute541
Wed Apr 13, 2016 9:47 am
Forum: General
Topic: Löve decides to break the game upon compiling?
Replies: 7
Views: 1429

Re: Löve decides to break the game upon compiling?

Atom editor takes ownership of all files in the project folder while the editor is open (thanks to some weird Node.js permission stuff), so that's probably the issue if you're building the .love file and it happens to be inside the folder you're working on.
by substitute541
Tue Apr 12, 2016 1:32 am
Forum: General
Topic: Löve decides to break the game upon compiling?
Replies: 7
Views: 1429

Re: Löve decides to break the game upon compiling?

You're using Atom? Close Atom. Then re-package the .love and run it.

Edit: By Atom you mean Github's Atom.io editor right?
by substitute541
Sun Apr 10, 2016 1:03 am
Forum: Support and Development
Topic: Avoiding Dropped Input
Replies: 6
Views: 813

Re: Avoiding Dropped Input

Also (this is just a quick idea,) you can use an action queue[1]. After each keypressed, append the queue with the actions caused by the key press: for example, <spacebar> => append table with action "jump", <uparrow> => append table with action "moveup" so on so forth. Actions can be functions, or ...
by substitute541
Sun Apr 10, 2016 12:36 am
Forum: Support and Development
Topic: Getting distance
Replies: 9
Views: 1018

Re: Getting distance

Not to be an annoying d--- but did anyone actually read what I posted? I used @zorg's code and refactored it to use functions. Using more sensible function names. Untested, but I think maybe it works. Been a long time since I coded in Lua. -- Here be your rectangles -- They be located at the pixel c...