Thanks
Search found 107 matches
- Thu Oct 19, 2023 3:11 pm
- Forum: Support and Development
- Topic: Can you color quads in a Spritebatch?
- Replies: 2
- Views: 2885
- Thu Oct 19, 2023 7:52 am
- Forum: Support and Development
- Topic: Can you color quads in a Spritebatch?
- Replies: 2
- Views: 2885
Can you color quads in a Spritebatch?
The question im having is if its possible to do something like this
thanks
Code: Select all
setcolor(dark)
addQuad to Spritebatch
setcolor(white)
draw Spritebatch
- Sat Sep 23, 2023 5:05 pm
- Forum: Support and Development
- Topic: Need help transforming screen-coordinates to isometric world-coordiantes
- Replies: 4
- Views: 2534
Re: Need help transforming screen-coordinates to isometric world-coordiantes
Thank you very much! I think I´ll just translate the whole screen instead of needing to account for that inside of the rendering. See updated file in attach. Oh I already did that myself, but thank you very much function get_tile_mouse() mouseX, mouseY = love.mouse.getPosition() local xb = (-camera...
- Fri Sep 22, 2023 12:38 pm
- Forum: Support and Development
- Topic: Need help transforming screen-coordinates to isometric world-coordiantes
- Replies: 4
- Views: 2534
Re: Need help transforming screen-coordinates to isometric world-coordiantes
(tested by camera.x=0 camera.y=0) local mouseX, mouseY = love.mouse.getPosition() local xa, xb = camera.x/block_width, mouseX/block_width local ya, yb = camera.y/block_height, mouseY/block_height local grid_x = math.floor(xa + xb + 2*yb - 0.5) local grid_y = math.floor(2*ya + 2*yb - xb + 0.5) Thank...
- Thu Sep 21, 2023 3:08 pm
- Forum: Support and Development
- Topic: Need help transforming screen-coordinates to isometric world-coordiantes
- Replies: 4
- Views: 2534
Need help transforming screen-coordinates to isometric world-coordiantes
Hello, i am working on an isometric game with the intention of making some sort of minecrafty game out of it. Now, the world to screen transform works great, but i cant get the screen to world transform (for mouse clicking tiles) to work. I have looked at multiple solutions and formulas but cant fin...
- Thu Mar 30, 2023 9:33 am
- Forum: Support and Development
- Topic: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
- Replies: 14
- Views: 3106
Re: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
I've actually gone down this exact rabbit hole fairly recently, I'd started with a fully software rendered version and while I'd managed to optimise it to a reasonable level I wanted to try and make it even faster. The shader version can render at 4k resolution with virtually no performance impact....
- Thu Mar 30, 2023 7:51 am
- Forum: Support and Development
- Topic: How do i change my map position without losing the pixle
- Replies: 4
- Views: 909
Re: How do i change my map position without losing the pixle
I hope this is what you wanted, in the Draw function i changed this line:
to this
I hope that is what you meant.
Impressive lighting by the way, looks real nice
Code: Select all
gameMap:draw(0,0)
Code: Select all
gameMap:draw(0,24)
Impressive lighting by the way, looks real nice
- Wed Mar 29, 2023 11:27 pm
- Forum: Support and Development
- Topic: How do i change my map position without losing the pixle
- Replies: 4
- Views: 909
Re: How do i change my map position without losing the pixle
Could you clarify what you mean by cutting the pixels?
Do you want to move the colliders with the map or do you mean the brown tiles at the bottom not being drawn anymore?
Please post a .love of your game with all the neccesary files to run it
Do you want to move the colliders with the map or do you mean the brown tiles at the bottom not being drawn anymore?
Please post a .love of your game with all the neccesary files to run it
- Wed Mar 29, 2023 11:11 pm
- Forum: Support and Development
- Topic: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
- Replies: 14
- Views: 3106
Re: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
I could fix all of my code, i think the only real issue was how my planeX and planeY were calculated, as it now works flawless, without really having touched the actual raycaster. Thanks again!
- Wed Mar 29, 2023 11:04 pm
- Forum: Support and Development
- Topic: Implementation/port of Lode Vandevenne´s Raycaster behaving weirdly
- Replies: 14
- Views: 3106