Search found 784 matches

by Lafolie
Sun Jan 05, 2014 2:18 am
Forum: Support and Development
Topic: [SOLVED] Key rebinding issue
Replies: 4
Views: 1763

Re: Key rebinding issue

love.keypressed is called whenever a key is pressed. It's not something that loops or runs every frame unless you tell it to. You'd want to have a separate condition to check that the next keypress is going to be stored, so when you press 'b' set a flag so that the next keypress is the one that's st...
by Lafolie
Wed Jan 01, 2014 1:46 pm
Forum: General
Topic: Mouse Wheel Down/Up does not available in the love.mouserele
Replies: 1
Views: 1027

Re: Mouse Wheel Down/Up does not available in the love.mouse

The mouse wheel scrolling has no released events because there is no physical release of the wheel. When scrolling the wheel will send a signal for either up or down. The user/player has either scrolled and fired the event or not scrolled at all. It is not possible to 'hold down the mouse scroll' - ...
by Lafolie
Tue Dec 24, 2013 6:47 pm
Forum: Libraries and Tools
Topic: Completely Lua/Love2D based map editor and player
Replies: 47
Views: 16422

Re: Completely Lua/Love2D based map editor and player

I took a brief look at the code, I noticed that the layer object appears to simply iterate through the table containing tile references. You may want to use spritebatches as they make it easier for both you and the computer to handle. The only drawback is that they're expensive to constantly update ...
by Lafolie
Mon Dec 23, 2013 5:19 pm
Forum: Support and Development
Topic: *Ugh" How to include lua files
Replies: 3
Views: 658

Re: *Ugh" How to include lua files

I've seen a lot worse, it was fine really. One other thing I would suggest is making the player object a local value that is returned by it's definition file. local Player = {} function player.load(self, ...) --etc end return Player --in main.lua or whatever local player = require "Player" Doing thi...
by Lafolie
Mon Dec 23, 2013 5:07 pm
Forum: Games and Creations
Topic: Boomerang Battle - LD28
Replies: 2
Views: 690

Re: Boomerang Battle - LD28

Thanks dood. Yeah, we intentionally made it difficult and getting the boomerang stuck is an intended part of the gameplay - we thought it would help support the You Only Get One theme. The level designs are particularly cruel! There are 10 floors in all but the last is an open area. You'll need to h...
by Lafolie
Mon Dec 23, 2013 4:27 am
Forum: Support and Development
Topic: *Ugh" How to include lua files
Replies: 3
Views: 658

Re: *Ugh" How to include lua files

You created the 'player' table inside of a function that you intended to be an element of said table. It might be a good idea to have the table created beforehand and implicitly passing a reference of the table using self. player = {} function player.someFunction(self, someArg) self.x = someArg self...
by Lafolie
Sun Dec 22, 2013 4:21 pm
Forum: Support and Development
Topic: Readability improvement suggestions for the wiki
Replies: 4
Views: 938

Re: Readability improvement suggestions for the wiki

Having studied UI, semiotics and graphic design I feel that the current layout is fit for purpose. Not only does it function well but does so with elegant form, and I feel that your proposed changes encroach on this design. The pure black text contrasts far too much against the background and impact...
by Lafolie
Sun Dec 22, 2013 12:55 am
Forum: Games and Creations
Topic: Boomerang Battle - LD28
Replies: 2
Views: 690

Boomerang Battle - LD28

From the entry page: "Quest for the Golden Boomerang which lies atop a tower where you must battle its current owner." The stairs to the next floor will be revealed when all the switches have been lit by hitting them with the boomerang. Pretty much finished, entire game can be completed. The final f...
by Lafolie
Thu Dec 19, 2013 12:32 pm
Forum: Libraries and Tools
Topic: LuaSec - Cross Platform Binary Collection
Replies: 3
Views: 2757

Re: LuaSec - Cross Platform Binary Collection

Unless you plan on supporting legacy Löve builds you needn't bother with the x86 OS X implementations. There are very few modern macs that run on a 32-bit architecture.
by Lafolie
Thu Dec 19, 2013 11:23 am
Forum: General
Topic: Best way to iterate and remove
Replies: 11
Views: 2548

Re: Best way to iterate and remove

Not an answer to your question, but still good to know: If your table is not a list (i.e. does not have numeric indices), you can savely remove (but not add) items while iterating with pairs(): for k,v in pairs(tbl) do if should_remove(v,k) then tbl[k] = nil end end Could you explain this? I unders...