Search found 319 matches

by ArchAngel075
Wed Jun 08, 2016 7:17 pm
Forum: Support and Development
Topic: [SOLVED] love.physics - only change x velocity
Replies: 3
Views: 3282

Re: love.physics - only change x velocity

body:setLinearVelocity(100, body:getLinearVelocity() ) should work but body:getLinearVelocity() returns two values : x,y so you would want to do xNow,yNow = body:getLinearVelocity() body:setLinearVelocity(100, yNow ), else i have no clue. - Disclaim : I have not touched LUA/Love2d in months. excuse ...
by ArchAngel075
Fri Apr 29, 2016 3:18 pm
Forum: Libraries and Tools
Topic: Loveballs, A love2d Softbody lib
Replies: 73
Views: 42231

Re: Loveballs, A love2d Softbody lib

I actually attempted something akin to a port in Unity myself at one point.
Just not sure how id break down 'any' mesh into a soft body.
might be other ways to do this. id be keen to fiddle again though for now I am focused on studies :P
by ArchAngel075
Mon Feb 08, 2016 9:39 pm
Forum: Support and Development
Topic: Destroy body with Löve2D physics
Replies: 5
Views: 3586

Re: Destroy body with Löve2D physics

err, my method isnt well made at the moment but sure ill zip up the edited files sofar. KEY : Search the word 'ADDED' for any additions and changes i made if you don't have code comparers. UnviPlanet-ArchEditFiles.zip To answer immediately your questions too : 1. Stone and Dirt globals are overwritt...
by ArchAngel075
Sun Feb 07, 2016 8:52 pm
Forum: Support and Development
Topic: Destroy body with Löve2D physics
Replies: 5
Views: 3586

Re: Destroy body with Löve2D physics

been modifying the map.lua and main.lua so many changes to make it work as expected. I was able to make adding work, removing doesn't exactly work physics wise (but does graphically) One major issue is you are working on globals 'stone' and 'dirt' when you make the map, stone and dirt globals are ov...
by ArchAngel075
Mon Dec 14, 2015 4:11 pm
Forum: Support and Development
Topic: Physics - Limit velocity
Replies: 8
Views: 5709

Re: Physics - Limit velocity

I would look at it by taking collisions with the limited body and after resolving check velocity and alter/decrease etc. This should catch that instant it speeds up or slows down on collide and instead 'lock' the velocity after collisions. Similarly any 'addForce/addVelocity' calls can be wrapped to...
by ArchAngel075
Mon Dec 14, 2015 6:28 am
Forum: Support and Development
Topic: My code just suddenly stopped working...
Replies: 5
Views: 2686

Re: My code just suddenly stopped working...

Try looking up and reading PiL (Programming in Lua) For statements are loops using the syntax for v = a , b , c do [body] end --v : The new created variable, usually i --a : The start of the loop --b : The End integer to loop to --c : the step, every loop the v-variable is incremented by c , c defau...
by ArchAngel075
Sun Dec 13, 2015 6:26 pm
Forum: Support and Development
Topic: My code just suddenly stopped working...
Replies: 5
Views: 2686

Re: My code just suddenly stopped working...

using player.frame["n"] where n is a number would also help loops for n= 1,11 do if player.frame.current == player.frame[tostring(n)] then player.frame.current = player.frame[tostring(n+1)] break end end I think might help ? Node I've not touched lua in almost a year thanks to studies so e...
by ArchAngel075
Sat Oct 31, 2015 12:20 pm
Forum: Support and Development
Topic: firing at an angle + other things
Replies: 4
Views: 3791

Re: firing at an angle + other things

id work with the angle of player and mouse, and fetch a point x distance away from player: //Pseudo code, angle //angle between player and mouse player_x // player x position player_y // player y position distance //distance to project the weapon at? gun_x = distance * math.cos(angle) + player_x gun...
by ArchAngel075
Wed Oct 28, 2015 6:08 am
Forum: Libraries and Tools
Topic: cargo, a small library for managing assets
Replies: 6
Views: 4846

Re: cargo, a small library for managing assets

I often coded such a setup whenever i worked on a project. It greatly improves workflow. One thing I allways worked towards was dependencies support for files. a File may have a .ini or other means of declaring dependency on another elsewhere in the mapping. The module would pause loading any depend...
by ArchAngel075
Tue Oct 20, 2015 5:20 am
Forum: Support and Development
Topic: Collision functions not working
Replies: 1
Views: 1502

Re: Collision functions not working

Line 87 : //Line 87 : CheckCollision( enemy.x, enemy.y, enemy.img:getWidth(), enemy.img:getHeight(), bullet.x, bullet.img:getWidth(), bullet.img:getHeight() ) Missing the bullet.y I often lay out my arguments in that form above since it is easy to count and compare.