Search found 82 matches
- Mon May 04, 2015 10:36 pm
- Forum: Support and Development
- Topic: When does love.keypressed actually run?
- Replies: 15
- Views: 9471
Re: When does love.keypressed actually run?
Mouse clicks and key presses can be very quick, especially while typing or double clicking; loop n during love.update, user presses 'x' event knows something happened during love.draw, user lets go of 'x' loop n+1 event triggers, captures whatever key is currently pressed (none) -- the user's input ...
- Mon May 04, 2015 9:01 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 409877
Re: "Questions that don't deserve their own thread" thread
What types can quad be used on?
SpriteBatch and Image I know for sure, how about these types;
Canvas, Framebuffer, Mesh, ParticleSystem, Quad, Texture?
SpriteBatch and Image I know for sure, how about these types;
Canvas, Framebuffer, Mesh, ParticleSystem, Quad, Texture?
- Mon May 04, 2015 4:18 pm
- Forum: Support and Development
- Topic: When does love.keypressed actually run?
- Replies: 15
- Views: 9471
Re: When does love.keypressed actually run?
Lets say the game loop is in the middle of love.update and the user presses 'a'. Does keypressed actually capture 'a' at that point - or does it simply add an event for the next tick to capture any keyboard input if a key happens to still be pressed during the actual execution of keypressed? If it d...
- Mon May 04, 2015 4:16 am
- Forum: Support and Development
- Topic: When does love.keypressed actually run?
- Replies: 15
- Views: 9471
Re: When does love.keypressed actually run?
What would happen while a user enters text into a text box? Would love.keypressed trigger for each letter typed?
- Sun May 03, 2015 5:56 pm
- Forum: Support and Development
- Topic: When does love.keypressed actually run?
- Replies: 15
- Views: 9471
When does love.keypressed actually run?
Lets say the player presses a key in the middle of the part of the game loop where love.update is running Does the function defined in love.keypressed trigger right there and then, essentially 'interrupting' love.update? Or is it queued up and run during the next tick during the love.event part of l...
- Thu Apr 23, 2015 4:47 pm
- Forum: General
- Topic: chunk index structure, flat or matrix?
- Replies: 4
- Views: 1779
Re: chunk index structure, flat or matrix?
Cool, I'll stick with the simple matrix for now then. Striding the matrix sounds like a nice optimization, but I want to have unlimited sized maps, at least at this stage. Has anyone had troubles updating their worlds in 'rows' (x, y) when 'columns' (y, x) would have been preferable? I'm thinking if...
- Mon Apr 20, 2015 1:03 am
- Forum: General
- Topic: chunk index structure, flat or matrix?
- Replies: 4
- Views: 1779
chunk index structure, flat or matrix?
I'm splitting my game world into chunks, and was wondering if anyone had an opinion on the merits of a 'flat' store for the chunk's index, or if nested (2d matrix) style was fine? chunk[1][-5] = { ... chunk data ...) -- nested or chunk['1,-5'] = { chunkX = 1, chunkY = -5, ... chunk data ... } -- fla...
- Sun Apr 19, 2015 12:48 am
- Forum: Support and Development
- Topic: debug.debug command history?
- Replies: 2
- Views: 1065
Re: debug.debug command history?
thanks, I gave it a try. It does add a command history, which is really cool. :awesome: I have to use it in −−always−readline mode though or it causes all sorts of bugs in the interactive prompt. What sort of cool things do you do with rlwrap? It's all new to me, and I don't quite get the filters th...
- Sat Apr 18, 2015 4:42 pm
- Forum: Support and Development
- Topic: debug.debug command history?
- Replies: 2
- Views: 1065
debug.debug command history?
I love debugging love code in real time using debug.debug and the terminal. But when I press the up arrow key to repeat the last command, it just prints ^[[A. I'm using the latest love binary on mac os 10.6.8. I have darwin10-gcc-4.2.1 installed, but I'm not very skilled at building. Would anyone kn...
- Fri Feb 20, 2015 7:27 pm
- Forum: Support and Development
- Topic: Can you make Love2d's Identity Not Be Inside the LOVE Folder
- Replies: 11
- Views: 6413
Re: Can you make Love2d's Identity Not Be Inside the LOVE Fo
This is an old thread, but it still comes up in search results, so i thought I would update with my 2 cents. I just tested on 0.9.1 and 0.9.2 on mac os 10.6. All i needed to do was 'fuse' the game using these instructions, and it created my game's save folder in ~/Library/Application Support/game no...