Just an update:
Yesterday I made a significant change in how the main canvas is managed in Luv.js.
Before it was done like in LÖVE: you had
luv.graphics.line(...),
luv.graphics.arc(...), etc drawing on the screen by default, unless you called
luv.graphics.setCanvas(otherCanvas).
Now I have decided to have the default canvas in a fixed position:
luv.canvas. So you can draw lines on the screen with
luv.canvas.line(...),
luv.canvas.arc(...) etc. Since the draw methods are now on the
Canvas class, to draw in
otherCanvas you just do
otherCanvas.line(...). When you are finished drawing in an off-screen canvas, you can do
luv.canvas.draw(otherCanvas, x, y) to show it on the screen. You can also draw an off-screen canvas to another offscreen canvas with
otherCanvas.draw(yetAnotherCanvas, x, y)
This is a change I wanted to get out of my chest since a long time ago. I like this api more than LÖVE's (at least in <=0.8, I don't know what these guys are doing for 0.9). There is less tension in the code;
luv.graphics is only in charge of building graphical stuff (Images, Animations, other Canvases) while the drawing itself happens on the
Canvas class.
Now, to the collision
![Smile :)](./images/smilies/ms-smile.png)