Search found 13 matches

by maxtrautwein
Sun Aug 25, 2019 11:32 am
Forum: Support and Development
Topic: [bump] how to detect side collision
Replies: 6
Views: 1096

Re: [bump] how to detect side collision

Here is the entire code, sorry i don't know how to attach a file. You can focus on the 'playerf' functions. I don't know why but col.normal.y seems to work but col.normal.x doesn't work. io.stdout:setvbuf('no') love.graphics.setDefaultFilter("nearest") local bump = require('bump') local world = bump...
by maxtrautwein
Sun Aug 25, 2019 1:08 am
Forum: Support and Development
Topic: [bump] how to detect side collision
Replies: 6
Views: 1096

Re: [bump] how to detect side collision

everytime i expected a collision the value of col.normal.x stay at 0
by maxtrautwein
Sat Aug 24, 2019 4:50 pm
Forum: Support and Development
Topic: [bump] how to detect side collision
Replies: 6
Views: 1096

[bump] how to detect side collision

Hi, I use bump.lua, the collision library, and i have a small issue : I can detect when a collision is happening on the down side of my cube, the print is working -> player.x, player.y, cols, len = world:move(player, player.x, player.y + player.vy) for i = 1, len do local col = cols[i] if col.normal...
by maxtrautwein
Wed May 01, 2019 6:13 pm
Forum: General
Topic: LÖVE 11.2 released - including Android APK!
Replies: 44
Views: 249848

Re: LÖVE 11.2 released!

I also have some issue with the 11.2 on mac OS 10.14.3 with the fps.. Where can i get back the 11.1 version ??
update : just done the 10.14.4 update and it works fine now, great.
by maxtrautwein
Sat Apr 27, 2019 11:53 pm
Forum: Support and Development
Topic: [bump.lua] detect a collision only between 2 items
Replies: 6
Views: 877

Re: [bump.lua] detect a collision only between 2 items

Ok now i understand! thank you very much for your time :))
by maxtrautwein
Sat Apr 27, 2019 11:07 pm
Forum: Support and Development
Topic: [bump.lua] detect a collision only between 2 items
Replies: 6
Views: 877

Re: [bump.lua] detect a collision only between 2 items

function camera.filter(item,other) if other.is3 then return "cross" end end function camera.update(dt) local filter = camera.filter(player,camera.rect[3]) player.x, player.y, cols, len = world:move(player,player.x,player.y,filter) for i = 1, len do if cols[i].other.is3 then print('player collide wi...
by maxtrautwein
Sat Apr 27, 2019 10:53 pm
Forum: Support and Development
Topic: [bump.lua] detect a collision only between 2 items
Replies: 6
Views: 877

Re: [bump.lua] detect a collision only between 2 items

I don't understand what I should return in the filter function, when i put "cross" it raises an error
by maxtrautwein
Sat Apr 27, 2019 10:03 pm
Forum: Support and Development
Topic: [bump.lua] detect a collision only between 2 items
Replies: 6
Views: 877

[bump.lua] detect a collision only between 2 items

hi! Let's say I have 4 items in my world item1, item2, item3 and item4. I want to print "Collision between item1 and item2" only when item1 and item2 collide, and not when item1 and item3 collide for example, is there a way to check a specific collision between 2 items from the world with bump.lua??...
by maxtrautwein
Mon Apr 15, 2019 12:48 pm
Forum: Support and Development
Topic: [bump.lua] world:remove doesn't work
Replies: 6
Views: 6266

Re: [bump.lua] world:remove doesn't work

hoo ok now I understand, thank you very much it works perfectly! I
by maxtrautwein
Mon Apr 15, 2019 11:17 am
Forum: Support and Development
Topic: [bump.lua] world:remove doesn't work
Replies: 6
Views: 6266

Re: [bump.lua] world:remove doesn't work

Ho ok yes it works this time but with my other items it still doesn't work, here is an exemple of where I want to use world:remove, "tir" means bullet in french, these are some functions that create a bullet each time I press "space" and delete it when the bullet collide. local tirs = {liste={}} -- ...