Search found 61 matches
- Sat Oct 14, 2023 9:36 am
- Forum: Libraries and Tools
- Topic: Breezefield: a lightweight windfield alternative (love.physics wrapper)
- Replies: 15
- Views: 62904
Re: Breezefield: a lightweight windfield alternative (love.physics wrapper)
Hi, sorry for the late reply. `world:newCollider('Rectangle', {x, y, w, h, a})` would do the trick. Any args that would be passed to love.physics.<shape> can be put in that second argument. A-lox, breezefield wraps existing love2d physics functionality. To move a Collider, you can use any method you...
- Sun Jan 03, 2021 8:07 am
- Forum: Libraries and Tools
- Topic: Breezefield: a lightweight windfield alternative (love.physics wrapper)
- Replies: 15
- Views: 62904
Re: Breezefield: a lightweight windfield alternative (love.physics wrapper)
I've implemented queryEdgeArea and fixed some bugs with querying.
- Sun Sep 13, 2020 7:38 pm
- Forum: Support and Development
- Topic: Getting a key as a number
- Replies: 8
- Views: 7340
Re: Getting a key as a number
Only way would be to make var[2] a number rather than a table (see grump's answer)
- Wed Jul 15, 2020 3:15 pm
- Forum: Games and Creations
- Topic: GMTK entry: SnogWars
- Replies: 2
- Views: 5303
Re: GMTK entry: SnogWars
I was just randomly playing when this happened at some point (I hope it's only because of the Evil Keyboard). Error drawTongue.lua:31: Cannot triangulate polygon. Traceback [C]: in function 'triangulate' drawTongue.lua:31: in function 'draw_tongue' main.lua:346: in function 'draw' [C]: in function ...
- Wed Jul 15, 2020 10:20 am
- Forum: Games and Creations
- Topic: GMTK entry: SnogWars
- Replies: 2
- Views: 5303
- Wed Jul 15, 2020 10:07 am
- Forum: Support and Development
- Topic: Lua Class variables shared between objects
- Replies: 3
- Views: 3097
Re: Lua Class variables shared between objects
The problem is that in Rock:new() you're setting self.pos. `self` is the object called on - i.e. Rock. the table whose values you want to set is the one you named rock (which you really ought to declare as local btw!). The result is that both rock's .pos attrib reference Rock.pos. you make the same ...
- Thu Sep 26, 2019 3:25 pm
- Forum: Support and Development
- Topic: [Solved] Hump.camera + love.physics
- Replies: 3
- Views: 3074
Re: Hump.camera + love.physics
Another possible solution: If your camera is always centered on the player, then you can just setLinearVelocity() on the camera-stationary objects to be equal to that of the player (not sure what order love physics resolves force, acceleration, velocity, depending on that and how you move your playe...
- Mon Sep 16, 2019 6:52 am
- Forum: Support and Development
- Topic: Writing unit tests within love code
- Replies: 9
- Views: 7885
Re: Writing unit tests within love code
for tests where I need access to love functions I use: https://love2d.org/forums/viewtopic.php?t=75192
Another option would be to mock the functions you need
Another option would be to mock the functions you need
- Sat Aug 24, 2019 2:48 pm
- Forum: Support and Development
- Topic: Code review please
- Replies: 8
- Views: 5877
Re: Code review please
Ok, I wasn't sure if global or local took longer to load or something. What I'm creating is rather simple so having global variables shouldn't be an issue. Thanks! In this case, count, for example, is a global variable. In lua, unlike python, variable scope is global unless explicitly declared to b...
- Fri Aug 23, 2019 6:50 pm
- Forum: Support and Development
- Topic: Code review please
- Replies: 8
- Views: 5877
Re: Code review please
You have some one-letter variable names where it isn't immediately obvious what they are.
(Q, I ,f w, c), I think they'd be better off as full words.
Most coding standards agree that it is best to limit the number of characters per line to around 80 characters.
(Q, I ,f w, c), I think they'd be better off as full words.
Most coding standards agree that it is best to limit the number of characters per line to around 80 characters.