Search found 3566 matches
- Mon Apr 01, 2024 12:39 pm
- Forum: Support and Development
- Topic: How to force draw an image on top of another image?
- Replies: 6
- Views: 738
Re: How to force draw an image on top of another image?
You can't reliably use ipairs() in that circumstance either. You have to either loop backwards, which ipairs() doesn't do, or manually advance the index or decrease the count as appropriate, like the loop I posted does.
- Sun Mar 31, 2024 8:33 pm
- Forum: Support and Development
- Topic: How to force draw an image on top of another image?
- Replies: 6
- Views: 738
Re: How to force draw an image on top of another image?
[...] local function drawImages() for i, imageData in ipairs(ImagesToDraw) do [...] if imageData.y < 600 then love.graphics.draw(image, imageData.x, imageData.y, imageData.r, 0.5, 0.5, 256/2, 256/2) else image:release() ImagesToDraw[image] = nil currentCoins = currentCoins - 1 end end end Deletion ...
- Mon Mar 25, 2024 4:18 pm
- Forum: Libraries and Tools
- Topic: Fast 2D point-in-polygon test
- Replies: 13
- Views: 16670
Re: Fast 2D point-in-polygon test
I'm concerned about this condition in your code: if py ~= lastY then Does that mean that polygons with vertical segments can't be used? From my tests, they can be used. For example, the polygon in the OP has some neighboring points with the same vertical coordinates (py == lastY), and the same hori...
- Sun Mar 24, 2024 2:20 pm
- Forum: Libraries and Tools
- Topic: Fast 2D point-in-polygon test
- Replies: 13
- Views: 16670
Re: Fast 2D point-in-polygon test
Ehhh, here's something weird. From my tests, that Lua-based method in the OP is slightly faster than the Box2D one. Point for LuaJIT I guess, it's probably optimizing that function amazingly. I honestly thought the C++ one would be faster. I'm not too surprised. In LuaJIT, external function calls v...
- Wed Mar 20, 2024 10:51 pm
- Forum: Support and Development
- Topic: Why fonts look different on LOVE than on web browser?
- Replies: 5
- Views: 2563
Re: Why fonts look different on LOVE than on web browser?
This looks like if anything, it should be reported to FreeType.
- Sun Mar 17, 2024 9:54 pm
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 4825
Re: sh + love bundled in one file - is this intended behaviour?
It'd need to provide the exact same thing as a (perhaps unpacked) appimage of love at that point, right? Since you'd also want all of love's dependencies to be the version you made your game for as well otherwise you'll run into similar problems. <snip> I'm not sure how any of that is relevant when...
- Sun Mar 17, 2024 1:22 pm
- Forum: Games and Creations
- Topic: 3D Physics Engine
- Replies: 11
- Views: 5214
Re: 3D Physics Engine
That's pretty impressive!
- Sun Mar 17, 2024 1:16 pm
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 4825
Re: sh + love bundled in one file - is this intended behaviour?
I don't think this is usually true. As a game developer you wouldn't want to rely on a global install of love on someone else's system having a version that's coincidentally compatible with your code. And if you use something like Unity instead of love and it somehow allowed that (which it doesn't)...
- Fri Mar 15, 2024 2:52 pm
- Forum: General
- Topic: Code Doodles!
- Replies: 197
- Views: 277594
Re: Code Doodles!
That's mesmerizing! Very nice.
- Thu Mar 14, 2024 10:48 pm
- Forum: General
- Topic: sh + love bundled in one file - is this intended behaviour?
- Replies: 19
- Views: 4825
Re: sh + love bundled in one file - is this intended behaviour?
At the end of the file, zip files always have a directory followed by a footer. The footer indicates where to find the directory, relative to the end of the file, and the directory can also find the actual compressed files in the same way. So, you can append a zip file to any file, and the result wi...