Search found 277 matches
- Tue Mar 20, 2018 5:00 am
- Forum: Support and Development
- Topic: A few questions about controllers
- Replies: 2
- Views: 5567
Re: A few questions about controllers
Ahh, forgot to post my code: function love.draw() world:Draw() local joysticks = love.joystick.getJoysticks() for i, joystick in ipairs(joysticks) do love.graphics.print(joystick:getName(), 10, i * 20) love.graphics.print(joystick:getID(), 150, i * 20) end end So it's the first id, which shouldnt ch...
- Tue Mar 20, 2018 3:48 am
- Forum: Support and Development
- Topic: A few questions about controllers
- Replies: 2
- Views: 5567
A few questions about controllers
Wow, apparently it's been 4 years since I last posted :( So anyway, https://love2d.org/wiki/Joystick:getID this says that the ID stays the same even if i disconnect/reconnect a joystick, but if i unplug one and plug in another, the new one gets the ID of the first. Am I missing something? Next, I ha...
- Thu Nov 20, 2014 2:07 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1815
- Views: 1811716
Re: What's everyone working on? (tigsource inspired)
I'm back! It's been a while. I'm picking up where I left off with my terraria-esque game. Crafting Currently working on a new crafting system where the players pick up weapon templates, and fill them out using the materials they have collected. The positioning and materials used govern the weapon na...
- Thu Nov 13, 2014 12:46 pm
- Forum: Support and Development
- Topic: "Questions that don't deserve their own thread" thread
- Replies: 905
- Views: 478636
Re: "Questions that don't deserve their own thread" thread
I'm making a 2d platformer with spells that can by fired and I want to add some effects to the spells.
Is the particle system viable for this or too overkill?
Is the particle system viable for this or too overkill?
- Thu Nov 13, 2014 11:51 am
- Forum: Support and Development
- Topic: contact box
- Replies: 2
- Views: 4577
Re: contact box
The problem is probably that you're storing the direction the player is moving in a single variable, so if they are moving both down and left then only one of those things will be assigned to l.s and checked against foe. I'd recommend moving the collision detection of the player into the player file...
- Wed Nov 12, 2014 3:00 pm
- Forum: Support and Development
- Topic: Trouble understanding classes
- Replies: 15
- Views: 11263
Re: Trouble understanding classes
If you have access to pluralsight there's a nice intro to classes/inheritance and metatables called "Object Oriented Code Organization" here: http://www.pluralsight.com/courses/beginning-lua Otherwise, it's worth reading up a bit on object oriented coding and then metatables: http://www.lu...
- Tue Nov 11, 2014 11:40 pm
- Forum: Support and Development
- Topic: Problem drawing when going from fullscreen to normal
- Replies: 4
- Views: 5315
Re: Problem drawing when going from fullscreen to normal
change the variable desktop to a string "desktop"
Code: Select all
love.window.setFullscreen(true, "desktop")
- Wed Apr 25, 2012 11:57 pm
- Forum: Support and Development
- Topic: "Adding" a number to an variable
- Replies: 12
- Views: 10092
Re: "Adding" a number to an variable
Hello! I have a problem; Let's say i have an variable of the number 250. I want to modify this number by adding digits after it. Like, if i press my "1" button i have created, i want the variable to be 2501 (not 251). If i do variable+1, it will (of course) just become 251, which is not w...
- Sun Apr 15, 2012 2:53 pm
- Forum: Support and Development
- Topic: Share a Shader!
- Replies: 328
- Views: 632544
Re: Share a Shader!
which shader toy demo's?RPG wrote:Raycast is too slow. Look at shader toy demos, they are fast and pretty.
- Fri Apr 13, 2012 4:44 pm
- Forum: Libraries and Tools
- Topic: ÖRGY
- Replies: 18
- Views: 11239
Re: ÖRGY
Keypressed, Mousepressed, event.push('q') and event.quit() don't work, and I don't know how to close a window... Other than that, it's really nice! yeh there's a lot of functions I havnt converted yet, each one needs to be individually rewritten to run in its own environment properly, it takes a wh...