Search found 512 matches
- Sun Mar 21, 2021 4:04 pm
- Forum: Support and Development
- Topic: Integrating Effekseer's efk files
- Replies: 9
- Views: 14155
Re: Integrating Effekseer's efk files
As far as I can tell, there isn't any easy solution to your conundrum. To me it seems you'd have to grab the code for Effekseer's OpenGL branch, and write some wrapper around it to include it in your project (the help page for Cocos2d may be useful here). Even then, you'd have to make it play ball w...
- Wed Mar 17, 2021 3:59 pm
- Forum: Support and Development
- Topic: Problem launching project
- Replies: 1
- Views: 2287
Re: Problem launching project
You have written "load.update(dt)", where I presume you meant to write "love.update(dt)" instead. Same goes for "load.draw()". The error arises from your attempt to effectively index load like it is a table, even though it's a function value, hence the error.
- Wed Mar 17, 2021 7:38 am
- Forum: General
- Topic: Fast Rope Physics for bump.lua?
- Replies: 21
- Views: 12238
Re: Fast Rope Physics for bump.lua?
pgimeno is asking about how should the ropes ultimately behave, and your existing code (the test case) only gives us some vague entity representation that a rope should in your opinion have. What does it mean for the rope to have width and height, or even velocity? Do you actually want ropes to have...
- Tue Mar 16, 2021 5:43 pm
- Forum: General
- Topic: Fast Rope Physics for bump.lua?
- Replies: 21
- Views: 12238
Re: Fast Rope Physics for bump.lua?
You could use bump's querySegment or querySegmentWithCoords functions to check the rope's path from its origin to where it's supposed to end up. If any collisions happen between the origin and goal, draw a line between the origin and the appropriate corner, and then draw the remainder of the rope's ...
- Mon Mar 15, 2021 9:51 pm
- Forum: Support and Development
- Topic: Problems with slow movement speeds
- Replies: 24
- Views: 11074
Re: Problems with slow movement speeds
The thing is that you're multiplying the rect's speed by delta time, which is quite a small value (1/60, or maybe even smaller). Then, you round the number to the nearest integer (with math.floor by adding 0.5 to the resulting position), making it so that your objects can only ever more in the incre...
- Mon Mar 15, 2021 8:04 am
- Forum: Support and Development
- Topic: Avoiding moving objects going into walls in bump.lua
- Replies: 21
- Views: 7889
Re: Avoiding moving objects going into walls in bump.lua
I haven't had the chance to properly look through your code, but on line 262 in data/bullets.lua, is this right? function bullets.BouncyBullet.checkCollisiuon(item, other) -- "Collisiuon" instead of "Collision" -- ... end As far as I can tell, because of that typo you're using th...
- Sun Mar 14, 2021 8:58 pm
- Forum: Support and Development
- Topic: Getting error "background.lua:3: attempt to index local 'self' (a nil value)," how to fix this?
- Replies: 2
- Views: 2917
Re: Getting error "background.lua:3: attempt to index local 'self' (a nil value)," how to fix this?
You need to call those functions with a colon (:) and not with a period (.) function love.load() Background:load() -- note the ":" end function love.update() Background:update(dt) end function love.draw() Background:draw() end The colon syntax implicitly sends the table (in this case, Back...
- Sun Mar 14, 2021 5:34 pm
- Forum: General
- Topic: Fast Rope Physics for bump.lua?
- Replies: 21
- Views: 12238
Re: Fast Rope Physics for bump.lua?
You could do this with bump, but I think you'd honestly be better off using love.physics/box2d for any realism. After all, bump.lua's README even says: bump is not a good match for: - Games that require polygons for the collision detection - Games that require highly realistic simulations of physics...
- Sun Mar 14, 2021 5:15 pm
- Forum: Support and Development
- Topic: Avoiding moving objects going into walls in bump.lua
- Replies: 21
- Views: 7889
Re: Avoiding moving objects going into walls in bump.lua
Just to add a bit more to pgimeno's responses... 1.I've been wondering, if an object that doesn't move at all(like a wall) has the vx and vy variables (though they still aren't applied) could it affect another moving object bumping into them? Since the vy/vx of the "other" could be negativ...
- Sat Mar 13, 2021 5:58 am
- Forum: Support and Development
- Topic: SQLITE3
- Replies: 5
- Views: 3057
Re: SQLITE3
LÖVE writes to %appdata%, but any external libraries might do just about anything - SQLite3 does not depend on LÖVE's filesystem functions. In this case, it probably grabs the current folder (as in, where the application is executed), which turns out to be your Notepad++ installation folder due to h...