Don't you need the position to draw the graphic in the first place?Chaoselite wrote:I got another question, how do I get the x, y position of a drawn graphic?
Search found 69 matches
- Sat Sep 03, 2011 1:08 pm
- Forum: Support and Development
- Topic: Random number keeps generating
- Replies: 8
- Views: 2827
Re: Random number keeps generating
- Sat Sep 03, 2011 1:01 pm
- Forum: Support and Development
- Topic: [Solved] Offset turret help
- Replies: 13
- Views: 10003
Re: [Solved] Offset turret help
Why is it low on the priority list? I suppose love is open source so one could just add that feature in, seems to me it would be better to do that than make one in LUA to handle everything. But than the game would not work for anyone who didn't have the special engine. :( Life is full of difficult ...
- Fri Sep 02, 2011 3:13 pm
- Forum: Games and Creations
- Topic: Facilitated Escape (Originally Created for LD21)
- Replies: 26
- Views: 8806
Re: Facilitated Escape (Originally Created for LD21)
I just think the ship moves left and right too fast too soon. It's like VVVVVV where he moves quickly at the slightest tap. I can understand that; it's just that if it were much slower you wouldn't be able to pull off large curves, which look really cool. I'll experiment a bit with slower speeds, b...
- Thu Sep 01, 2011 6:18 pm
- Forum: Libraries and Tools
- Topic: How Big projects can Löve2d handle?
- Replies: 25
- Views: 10981
Re: How Big projects can Löve2d handle?
Thanks for your reply already. I was thinking about kind of a 2d mmo game or RTS game which should be also playable via the Lan or Internet like party mode or pvp mode... Thank you regards I think nothing stops you from using Löve for clients. Using Lua for server may or may not be a good idea, dep...
- Thu Sep 01, 2011 12:56 pm
- Forum: Libraries and Tools
- Topic: How Big projects can Löve2d handle?
- Replies: 25
- Views: 10981
Re: How Big projects can Löve2d handle?
I can say for sure that Löve is excellent for small projects, but I don't see any reasons why it should be bad for big ones. I'm not quite sure what you mean by "huge" game. As far as I know, the only size constraints (besides the physical, like hardware limitations) are the ones that you ...
- Wed Aug 31, 2011 11:07 pm
- Forum: Support and Development
- Topic: [Solved] Yet another frame rate-related question
- Replies: 6
- Views: 2669
Re: Yet another frame rate-related question, it seems...
Or you can try using my version of love.run function. If you use it, you'll get constant (mostly) framerate and fixed dt in love.update.
- Wed Aug 31, 2011 2:03 am
- Forum: Games and Creations
- Topic: Panicky Commuter
- Replies: 34
- Views: 12993
Re: Panicky Commuter
Fun little game :) I like this 8-bit retro style. One thing that surprised me is that these vertical walls that appear regularly at the upper side are not obstacles. I realised this only after accidentally running into one of them once (and nothing bad happened). They seem to extend a little too far...
- Tue Aug 30, 2011 1:43 pm
- Forum: Support and Development
- Topic: File search path (and order)?
- Replies: 3
- Views: 1465
Re: File search path (and order)?
Thanks Until the fix is out, is there any way to work around it, e.g. by modifying the loader order from main.lua (or maybe conf.lua)?bartbes wrote:This is a result of the standard lua file loaders, I made a ticket.
- Sun Aug 28, 2011 5:54 pm
- Forum: Support and Development
- Topic: sleep() in default love.run
- Replies: 11
- Views: 10286
Re: sleep() in default love.run
Ok, here is updated version of my love.run: function love.run () -- these don't change, so we can make them local for faster access local audio, graphics = love.audio, love.graphics local event, timer = love.event, love.timer -- Prepare stuff if love.load then love.load(arg) end local timestep = 1/2...
- Sun Aug 28, 2011 1:35 pm
- Forum: Support and Development
- Topic: [Solved] Offset turret help
- Replies: 13
- Views: 10003
Re: [Solved] Offset turret help
I think the most general and reusable solution would be to write functions to convert between global and local coordinates. Here's a function to translate from local to global, which is what you're doing now: function local2global (x, y, a, refx, refy, refa) local dist = (x^2 + y^2) ^ 0.5 local angl...