Search found 1014 matches
- Fri Feb 24, 2017 10:58 pm
- Forum: Support and Development
- Topic: [Android] 'Home' button causes LOVE to cry
- Replies: 4
- Views: 4082
Re: [Android] 'Home' button causes LOVE to cry
I'm pretty new to Android+Love, but I'm having a problem that might be related to yours. When I launch my game and do some stuff, then press the home button, then tap the game's icon from my home screen, the game reloads from scratch and I lose whatever unsaved progress I made in the game. I.e. lov...
- Fri Feb 24, 2017 10:50 pm
- Forum: Support and Development
- Topic: Optimize image loading / displaying
- Replies: 7
- Views: 6020
Re: Optimize image loading / displaying
If you are using a texture atlas then you should be using an SpriteBatch!
- Fri Feb 24, 2017 5:23 pm
- Forum: Support and Development
- Topic: BoundingBox.lua:7: ')' expected near '.'
- Replies: 2
- Views: 3697
Re: BoundingBox.lua:7: ')' expected near '.'
You have player.x player.y player.w... those are not valid arguments You either do: function CheckCollision(x, y, w, h, bx, by, bw, bh) local player = {x = x, y = y, w = w, h = h} local box = {x = bx, y = by, w = bw, h = bh} -- Your code end or: function CheckCollision(player, box) -- Your code end
- Fri Feb 24, 2017 1:06 am
- Forum: Support and Development
- Topic: How to make things 'move' across screen?
- Replies: 4
- Views: 6792
Re: How to make things 'move' across screen?
You check if it's on the screen, using the x, y coordinates and it'w width and height. If the x is bigger than the screen width or the y is bigger than the screen height then it's outside, same if the x coordinate is less than minus the object width or the y coordinate is less than minus the object ...
- Thu Feb 23, 2017 5:23 pm
- Forum: General
- Topic: [HELP] Proper scaling methods..
- Replies: 2
- Views: 3636
Re: [HELP] Proper scaling methods..
I suggest you take a look at push . Also if you want to make your own camera, draw your game to the size you want in a canvas, then Canvas:setFilter to nearest and draw that to the screen scaled up. Then you should most likely scale your mouse coordinates down to the world coordinates (by dividing b...
- Thu Feb 23, 2017 5:19 pm
- Forum: Support and Development
- Topic: table & for loop
- Replies: 5
- Views: 4934
Re: table & for loop
Code: Select all
function createGraph()
local graph = {}
for i=1, 60 do
graph[i] = {id= i, x=40*i, y=65}
end
return graph -- Only return the graph once the for loop has finished
end
local graph = createGraph()
Make graph local otherwise you would be overriding a global variable
- Thu Feb 23, 2017 5:14 pm
- Forum: General
- Topic: How would I go about learning to make "UI heavy/based games?"
- Replies: 5
- Views: 4474
Re: How would I go about learning to make "UI heavy/based games?"
Yeah also you should start with the basics, you need to render UI elements, learn how to do that, draw images to screen and text and so on. You need a way to layout the UI, to make lists, frames and whatnot, figure that out, how are you gonna create your objects and so on Then you need to be able to...
- Thu Feb 23, 2017 5:07 pm
- Forum: General
- Topic: Understanding love.run — Is there a annotated version?
- Replies: 7
- Views: 8857
Re: Understanding love.run — Is there a annotated version?
Interesting love.run zorg! I would really like to implement a threaded-static-frame-rate one I had the idea once and should be easy to work with but is a pain to implement and getting it right hahaha About the nil you put in the arg table [0] index, I sometimes get love.exe there, others I get nil (...
- Thu Feb 23, 2017 6:33 am
- Forum: Support and Development
- Topic: Mouse Y is off after Translation
- Replies: 2
- Views: 1889
Re: Mouse Y is off after Translation
You subtract the offset first. Graphics translations are not related to mouse coordinates. You basically do the opposite operations so if you added an offset you subtract it, if you scaled up then you scale down local mx = (love.mouse.getX() - tx) / sx local my = (love.mouse.getY() - ty) / sy love.d...
- Thu Feb 23, 2017 3:54 am
- Forum: General
- Topic: Understanding love.run — Is there a annotated version?
- Replies: 7
- Views: 8857
Re: Understanding love.run — Is there a annotated version?
Notes: Reaaaaally long explanation Read it with love.run by it's side so you can follow up with the code If needed be you can check the sources, I didn't put the links directly on the text but they are at the end Functions: Well love.run is the last step of the main function. Basically there are th...