love-android-sdl2 (native, 0.9.2)

A project to port LÖVE to Android handhelds
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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime » Fri Jan 17, 2014 10:13 pm

Ranguna259 wrote:What's the ID variable type ? Number ? If so the function wont rearrange the IDs if a finger stops touching the screen, right (if I touch the screen with two fingers and lift the first finger the ID of the second one will still be "2" or will it change to "1", I just realy need to be sure :P ) ?
Yeah numbers, and right, the ID of a finger/touch press won't change when other finger/touch events happen.

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Re: love-android-sdl2 (native, 0.9.0)

Post by fysx » Fri Jan 17, 2014 10:30 pm

slime wrote:
fysx wrote:Yes, b is the actual "finger".
When are you going to replace that with the love.touch stuff? :)
Probably within the next 24 hours. Unless you say I should wait :)
Bird thing: @fysxdotorg Blog thing: fysx.org

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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae » Fri Jan 17, 2014 10:42 pm

Everything seems to work from here when i test it, no bugs, no errors. ITS AMAZING!!!

im working on a game called Mech offensive it's in early alpha (designed for android of course).

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Davidobot helped me with some resolution related stuff

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Davidobot
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Re: love-android-sdl2 (native, 0.9.0)

Post by Davidobot » Sat Jan 18, 2014 5:44 am

What I meant by Card and Main, is not where you install the application itself, but where you put the lovegame folder. It only seems to work when I make a lovegame folder inside the Main phone storage.
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime » Sat Jan 18, 2014 9:45 pm

fysx: to make things easier for both of us (and any future person), I've created this branch: https://bitbucket.org/bartbes/love-expe ... ile-common which right now is just a combination of the GLES and love.touch branches of love-experiments.

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Kingdaro
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Re: love-android-sdl2 (native, 0.9.0)

Post by Kingdaro » Sun Jan 19, 2014 3:37 am

So how would motion sensing work?

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slime
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Re: love-android-sdl2 (native, 0.9.0)

Post by slime » Sun Jan 19, 2014 4:11 am

I don't think there's an API for that (accelerometer support) in SDL, unless it's detected through the Joystick API.

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Re: love-android-sdl2 (native, 0.9.0)

Post by jjmafiae » Sun Jan 19, 2014 10:19 am

Aren't there extensions or something?

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Re: love-android-sdl2 (native, 0.9.0)

Post by Joemag » Sun Jan 19, 2014 5:49 pm

slime wrote:I don't think there's an API for that (accelerometer support) in SDL, unless it's detected through the Joystick API.
I tried

Code: Select all

function love.draw()
    local joysticks = love.joystick.getJoysticks()
    for i, joystick in ipairs(joysticks) do
        love.graphics.print(joystick:getName(), 10, i * 20)
    end
end
It prints "Android Accelerometer " on screen. So it's detected through the Joystick API.

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Re: love-android-sdl2 (native, 0.9.0)

Post by clofresh » Sun Jan 19, 2014 6:54 pm

Yay, I'm so glad this is moving forward! I've tested it with my puzzle fighter clone on the ouya and it works great! Had to explicitly define the ouya controller though since the gamepad api wasn't pick it up.
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