Search found 3550 matches

by pgimeno
Mon Apr 20, 2020 10:09 am
Forum: General
Topic: love.draw.line - line width is one pixel too wide
Replies: 4
Views: 4135

Re: love.draw.line - line width is one pixel too wide

Thanks, with the "rough" style works like it must. But why the square doesn't need this trick? It makes by default exactly one pixel wide lines. It's a good question, and I don't have the answer. It appears as if setLineWidth is clamped to 1.1 or so for love.graphics.line. It's also possi...
by pgimeno
Sun Apr 19, 2020 6:32 pm
Forum: General
Topic: love.draw.line - line width is one pixel too wide
Replies: 4
Views: 4135

Re: love.draw.line - line width is one pixel too wide

We don't know what your coordinates are, but assuming they are centred in the pixel, you can use love.graphics.setLineStyle("rough") to get rid of the issue.
by pgimeno
Sun Apr 19, 2020 6:29 pm
Forum: General
Topic: Installing Earlier Version 0.10.2
Replies: 3
Views: 3038

Re: Installing Earlier Version 0.10.2

Hello, welcome to the forums! Since you're in Linux, the easiest way is probably to compile it from source. First, make sure you have git, then clone the repository, then run 'git checkout 0.10.2' and then try to compile it (see *nix instructions in https://github.com/love2d/love). Note that you nee...
by pgimeno
Fri Apr 17, 2020 10:17 pm
Forum: Support and Development
Topic: The less consuming way to draw an image out of lists of 0 and 1 ?
Replies: 6
Views: 5062

Re: The less consuming way to draw an image out of lists of 0 and 1 ?

Depending on how often and how many of those lists you create at run time (or how many of them are unique, for that matter), I think you could use love.image.newImageData and ImageData:setPixel to effectively create and store those lists in memory as image data objects. That way you could draw one ...
by pgimeno
Fri Apr 17, 2020 6:00 pm
Forum: Support and Development
Topic: Get the direction of a current collision
Replies: 2
Views: 1555

Re: Get the direction of a current collision

hi Juanjo! Hm, I see a problem with setting player.grounded = false. I think you should set it to false right before updating the world, and set it to true when the player is touching the ground (but not to false). That is: function preSolve(a, b, coll) if a:getUserData().properties.type == "gr...
by pgimeno
Thu Apr 16, 2020 2:08 am
Forum: General
Topic: How do I edit lua files, while the file is still inside the .love file?
Replies: 3
Views: 2960

Re: How do I edit lua files, while the file is still inside the .love file?

The program does not need to be in a .love file in order to be executed. You develop using a folder with regular files instead of a .love file, and then pack it into a .love file when ready.
by pgimeno
Wed Apr 15, 2020 2:32 pm
Forum: Support and Development
Topic: Using LÖVE with Visual Studio Code
Replies: 9
Views: 24515

Re: Using LÖVE with Visual Studio Code

My love2d extension run 'love --console .' Is this similar to lovec.exe ? I tried lovec.exe and can't see any difference. I don't have Windows, so I can't tell for sure, but I believe lovec.exe is a "console application", meaning it's the OS who creates and attaches the console, while wit...
by pgimeno
Wed Apr 15, 2020 2:00 pm
Forum: Support and Development
Topic: Crash
Replies: 7
Views: 3708

Re: Crash

The disk thing is a good idea and is gonna need to me implemented anyways, I went ahead and made a much smaller and quicker and just generally less messy version of this and its working a lot better. With that being said, is there a fast and efficient way of storing tables on disk? You need seriali...
by pgimeno
Wed Apr 15, 2020 1:56 pm
Forum: General
Topic: Love2D can't find my files
Replies: 5
Views: 4311

Re: Love2D can't find my files

Is it possible that you're running main.love instead of main.lua, and that main.love does not have the files? What happens if you remove main.love and run Löve passing the folder as argument?