When you see it, you'll shit bricks.
In case anyone's curious, the odd text under my logo says "OBEY" in Triellugen.
Search found 994 matches
- Mon Jan 11, 2010 12:16 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1007895
- Mon Jan 11, 2010 11:42 am
- Forum: Support and Development
- Topic: Self-uprighting physics? (Solved)
- Replies: 4
- Views: 2357
Self-uprighting physics? (Solved)
Currently, I use this bit of code to make the physics-based player character try to stand upright: local angle, avelocity, damp = player.b:getAngle(), player.b:getAngularVelocity(), 1.7 player.b:setAngularVelocity( avelocity + (-angle * damp) ) However, that can be buggy: If the player tumbles a ful...
- Mon Jan 11, 2010 7:03 am
- Forum: Support and Development
- Topic: Body collision test (Solved)
- Replies: 2
- Views: 2052
Re: Body collision test
EDIT) Aah, I hacked something out. Thank you! world:setCallbacks( nil, -- While things are colliding function(shape1, shape2, contact) if shape1 == "playerbottom" or shape2 == "playerbottom" then player.bottomtouch = true end if shape1 == "playertop" or shape2 == "...
- Mon Jan 11, 2010 5:11 am
- Forum: Support and Development
- Topic: Body collision test (Solved)
- Replies: 2
- Views: 2052
Body collision test (Solved)
How can I tell when two Bodies are colliding? I've made a little physics-enabled platformer game, but I want to prevent players from jumping in midair.
Thanks in advance for any assistance. I'm new to LOVE, but I'm fairly skilled with Lua.
Thanks in advance for any assistance. I'm new to LOVE, but I'm fairly skilled with Lua.