Search found 790 matches

by Lafolie
Thu Jan 09, 2014 5:46 pm
Forum: Support and Development
Topic: My object is not working?
Replies: 3
Views: 2554

Re: My object is not working?

Welcome to the forums. The __index metatable event takes a function that is executed when triggered. Since you seem to have a grasp of things I'll just point you to the lua-users.org page where you can find all the info you need. You seem to be setting the event to a table reference, which isn't goi...
by Lafolie
Thu Jan 09, 2014 5:30 pm
Forum: Support and Development
Topic: Scaling love.graphics geometric shapes like bitmap pics?
Replies: 19
Views: 10818

Re: Scaling love.graphics geometric shapes like bitmap pics?

Daniel Eakins wrote: Wow, thanks! That's perfect. I'm really amazed by what kikito is capable of :awesome:
Fixed that for you ;)
by Lafolie
Wed Jan 08, 2014 10:05 pm
Forum: Support and Development
Topic: Scaling love.graphics geometric shapes like bitmap pics?
Replies: 19
Views: 10818

Re: Scaling love.graphics geometric shapes like bitmap pics?

If the things you're trying to scale are static perhaps using love.graphics.newScreenshot could be an option. But you definitely don't want to be calling that every frame. EDIT: On 2nd thought that's probably stupid. Thought of this too, but decided not to post it as it's pretty bad advice, haha. T...
by Lafolie
Wed Jan 08, 2014 1:20 pm
Forum: Support and Development
Topic: Scaling love.graphics geometric shapes like bitmap pics?
Replies: 19
Views: 10818

Re: Scaling love.graphics geometric shapes like bitmap pics?

It's basically the same kind of approach as using a canvas except you'll have to do it directly to the screen. Should still work though. The whole problem is that this doesn't work for primitives drawn by the framework. Is there a particular reason you're not using pre-rendered images? If not, just...
by Lafolie
Tue Jan 07, 2014 6:22 am
Forum: Support and Development
Topic: Scaling love.graphics geometric shapes like bitmap pics?
Replies: 19
Views: 10818

Re: Scaling love.graphics geometric shapes like bitmap pics?

An easy way to do this is with a canvas. It may not be the most elegant solution, but may work well if you're using multiple line/shapes that don't move independently. function love.load() gWidth, gHeight = 320, 200 --my game resolution love.graphics.setDefaultFilter("nearest", "neare...
by Lafolie
Tue Jan 07, 2014 6:02 am
Forum: Support and Development
Topic: Audio File Types
Replies: 3
Views: 2625

Re: Audio File Types

Traditionally ogg is the go-to format. Older versions of Löve had some audio-related quirks that were easily avoided by using ogg instead of say, wav or mp3. The new 0.9.0 release fixes several audio issues though you will probably find many lövers recommending ogg. As DaedelusYoung posted, it shoul...
by Lafolie
Sun Jan 05, 2014 2:18 am
Forum: Support and Development
Topic: [SOLVED] Key rebinding issue
Replies: 4
Views: 4271

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: 3210

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: 49
Views: 50321

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: 2931

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"...