Search found 399 matches
- Tue Feb 22, 2011 11:03 pm
- Forum: Support and Development
- Topic: Checking for going off the screen
- Replies: 3
- Views: 1851
Re: Checking for going off the screen
Try this: -- This function returns true if the object is out of the screen. -- trans_x and trans_y must be what you feed to love.graphics.translate() -- scale must be what you feed to love.graphics.scale() -- If scale and translate are not used then you only have to provide the object function out_o...
- Fri Feb 18, 2011 10:18 pm
- Forum: General
- Topic: zlib/gzip in lua?
- Replies: 8
- Views: 5782
Re: zlib/gzip in lua?
Once you have something be sure to post it, I'm sure others would be interested in the working code. Will do. In the mean time I'm stuck again. I'll explain my situation so far. First of all I was mistaken when I said that the gunzipped string in my original post should be decoded to a base64 strin...
- Fri Feb 18, 2011 7:53 pm
- Forum: General
- Topic: zlib/gzip in lua?
- Replies: 8
- Views: 5782
Re: zlib/gzip in lua?
Okay I made some progress and i think I figured out what I was doing wrong. It's not completely working yet but I think I'm heading in the right direction.
- Wed Feb 16, 2011 11:04 pm
- Forum: General
- Topic: What Languages Do You Know?
- Replies: 45
- Views: 21844
Re: What Languages Do You Know?
Greatest to least experience:
C++, Python, Lua, HTML, PHP, C#, MySQL
C++, Python, Lua, HTML, PHP, C#, MySQL
- Wed Feb 16, 2011 9:02 pm
- Forum: General
- Topic: image scaling on mouse wheel up/down
- Replies: 2
- Views: 3834
Re: image scaling on mouse wheel up/down
This is the way I do it
Code: Select all
function love.mousepressed( x, y, mb )
if mb == "wu" then
scale = scale - 0.2
end
if mb == "wd" then
scale = scale + 0.2
end
end
function love.draw()
love.graphics.scale(scale)
end
- Wed Feb 16, 2011 6:40 pm
- Forum: General
- Topic: zlib/gzip in lua?
- Replies: 8
- Views: 5782
zlib/gzip in lua?
Hey, I'm working on a Tiled map loader for love. I know there are a couple of other loaders out there but they're pretty basic and I'm aiming for full features/compatibility. Tiled can encode the map data into 5 formats: comma seperated value (CSV), base64, gzip, zlib, and XML. Currently I have all ...
- Fri Jan 14, 2011 4:26 pm
- Forum: Libraries and Tools
- Topic: Simple, lightweight, general purpose collision detection
- Replies: 101
- Views: 39184
Re: Simple, lightweight, general purpose collision detection
Maybe we could somehow merge your lib into this one? I am especially curious about the pre-defined responses and additions to vectors. That could work but our approaches were a lot different. Mine might be better suited for simpler games so I think I'm going to go ahead and finish it. Of course whe...
- Thu Jan 13, 2011 8:04 pm
- Forum: Libraries and Tools
- Topic: Simple, lightweight, general purpose collision detection
- Replies: 101
- Views: 39184
Re: Simple, lightweight, general purpose collision detection
Wow good stuff. This blows what I was making out of the water.
- Mon Jan 10, 2011 10:26 am
- Forum: Libraries and Tools
- Topic: Simple, lightweight, general purpose collision detection
- Replies: 101
- Views: 39184
Re: Simple, lightweight, general purpose collision detection
Hello, I'm new to love. I just discovered it last week but I realized that it was missing a simple collision library like the one described in this thread so having no prior experience with LUA and very little geometry skill I started making one myself called "geo". After dozens of hours a...