Search found 3550 matches

by pgimeno
Thu Apr 30, 2020 7:52 pm
Forum: Support and Development
Topic: IPairs and tables
Replies: 7
Views: 3266

Re: IPairs and tables

And what does line 21 say?
by pgimeno
Thu Apr 30, 2020 10:16 am
Forum: Support and Development
Topic: Function table from external file. Best practice for parameters?
Replies: 3
Views: 2593

Re: Function table from external file. Best practice for parameters?

(The line numbers wouldn't be included in the actual data, they're just there to show how the choices work.) Bad idea. Inserting a line at the beginning would mean that every reference to a line after it would need to be corrected by hand. That's a lot of work, and error-prone. It's better to have ...
by pgimeno
Thu Apr 30, 2020 9:33 am
Forum: Support and Development
Topic: [Solved][Includes Example] Checking collisions and jumping around
Replies: 7
Views: 4604

Re: Checking collisions and jumping around

If Collision is present, set "player.dx" to 0 (< This is some Quick'n Dirty-Solution, but it helps to understand how it works). Indeed it's quick and dirty. If the player is going faster than 1 pixel per frame, this will show a separation from the collided rectangle. It would be possible ...
by pgimeno
Wed Apr 29, 2020 9:47 am
Forum: General
Topic: So after these troubled times... How's behaving Löve?
Replies: 6
Views: 4545

Re: So after these troubled times... How's behaving Löve?

People do not only watch TV. They also play games. And they also want to earn their lives. Some try to earn their lives by making games that others can play. That's not likely to change. As for features, better look at the list yourself: 11.0 and 11.2 (there are no new features in 11.1 because it wa...
by pgimeno
Tue Apr 28, 2020 8:24 pm
Forum: Support and Development
Topic: [Solved][Includes Example] Checking collisions and jumping around
Replies: 7
Views: 4604

Re: Checking collisions and jumping around

Collisions are difficult to handle. I suggest you use a library. bump.lua is a good choice for AABBs.

As for Vector2, it sounds like a 2D vector, a vector with 2 components. No idea what libraries you've found and what they do.
by pgimeno
Tue Apr 28, 2020 7:57 pm
Forum: General
Topic: Error boot.lua:530: conf.lua:4: attempt to index field 'screen' (a nil value)
Replies: 2
Views: 3096

Re: Error boot.lua:530: conf.lua:4: attempt to index field 'screen' (a nil value)

From the symptoms, it sounds like the opposite: that the OP is trying to run a program made for Löve 0.8.0 or before in a more modern version.

Shio, take a look at this project: viewtopic.php?f=14&t=85935, it might help you run it.
by pgimeno
Tue Apr 28, 2020 10:26 am
Forum: General
Topic: Help with HUMP class system
Replies: 3
Views: 3130

Re: Help with HUMP class system

It would be a method of the Player class, that is a field of the class table, and the Enemy would need a reference to an instance of the class Player so that it knows what player to damage. Then I would somehow pass the Player instance to the damage method of the Enemy class, and the Enemy would cal...
by pgimeno
Tue Apr 28, 2020 8:51 am
Forum: General
Topic: Help with HUMP class system
Replies: 3
Views: 3130

Re: Help with HUMP class system

Uh, there seems to be some confusion of concepts here. Lua function declarations are syntactic sugar for assignments. When you do this: function takeDamage() self.health = self.health - 1 return self.health end what Lua is doing under the hood is: takeDamage = function () self.health = self.health -...
by pgimeno
Tue Apr 28, 2020 6:20 am
Forum: Libraries and Tools
Topic: LÖVE libretro module
Replies: 4
Views: 5635

Re: LÖVE libretro module

Hi All, I've created a module that makes it possible to load and run libretro cores in LÖVE. It's a native module and it uses the native LÖVE API, so it needs to be built with LÖVE. That rocks! Indeed an FFI implementation would be even better, but hey, you've achieved quite a lot! How about the op...