Search found 909 matches
- Fri Mar 12, 2010 9:17 pm
- Forum: Support and Development
- Topic: Collision detection
- Replies: 4
- Views: 1651
Re: Collision detection
Thank you. I don't know what I was thinking (my brain was probably on strike), but I completely forgot to check if the projectile was inside the enemy bounding box. My new collision detection method looks like this: function collision(enemyx, enemyy, enemywidth, enemyheight, pointx, pointy, radius) ...
- Fri Mar 12, 2010 6:12 pm
- Forum: Support and Development
- Topic: Collision detection
- Replies: 4
- Views: 1651
Collision detection
This always gives me a headache... I have a table of every enemy on the screen, enemies.onscreen. I have another table for every projectile launched by the user (projectiles.playershots). For each enemy on the screen I want to check if it is currently colliding with one of the projectiles. Here's ho...
- Fri Mar 12, 2010 5:52 pm
- Forum: Support and Development
- Topic: How do I do these cool things?
- Replies: 30
- Views: 6730
Re: How do I do these cool things?
It's so basic, how can I change the scale of the camera? If the camera gets big, what you see gets small, and vice versa. http://bryanheisey.com/blog/?p=1 That's exactly what they've been talking about. The "camera" is just an abstract idea of what is being displayed in the viewport. What...
- Fri Mar 12, 2010 3:17 pm
- Forum: Support and Development
- Topic: Move Towards Cursor
- Replies: 11
- Views: 4399
Re: Move Towards Cursor
I'm not a performance junky at all (if I was, my code wouldn't look like it does... Trust me). But I'm not crazy happy with my game's performance right now, and I still have a lot more math that needs doing before the game is complete. Every little bit helps.Robin wrote:If you are a performance junky, this:
- Fri Mar 12, 2010 2:31 pm
- Forum: Support and Development
- Topic: Move Towards Cursor
- Replies: 11
- Views: 4399
Re: Move Towards Cursor
Thanks for replies guys. Just quickly before i start reading. If I use a variable in love.update, who's value is altered as a result of user input, and I wish to write this on my screen so i can witness the value change, do i have to use a global variable since i'm using it in 2 different love func...
- Fri Mar 12, 2010 8:00 am
- Forum: Games and Creations
- Topic: Towlr: Bury My Heart at Towlr Mountain
- Replies: 22
- Views: 13505
Re: Towlr: Bury My Heart at Towlr Mountain
Oh yeah! I got the cake in only three tries! 8-)
- Fri Mar 12, 2010 7:55 am
- Forum: Support and Development
- Topic: Bullet traveling along straight line
- Replies: 3
- Views: 1692
Re: Bullet traveling along straight line
Thank you. Your approaches seem far "cleaner". Sadly, neither of them solved my problem. However, I was able to figure out what was causing the misaligned trajectories. It's almost embarrassing to admit, but when I calculated the direction for each projectile, I added an offset, because I ...
- Thu Mar 11, 2010 8:23 pm
- Forum: Support and Development
- Topic: Bullet traveling along straight line
- Replies: 3
- Views: 1692
Bullet traveling along straight line
I'm having some serious problem implementing something that I thought would be a complete piece of cake, and it's driving me nuts. We're basically talking about something as simple as plotting a line from one point to another, and then have another point travel along that line. Just like a bullet fr...
- Sat Jan 30, 2010 8:40 am
- Forum: Support and Development
- Topic: Could I get a LOVE source in windows?
- Replies: 10
- Views: 5785
Re: Could I get a LOVE source in windows?
The source code should be available from their SourceForge-page. http://sourceforge.net/projects/love/develop
- Wed Jan 27, 2010 3:54 pm
- Forum: Games and Creations
- Topic: Gravitonik
- Replies: 29
- Views: 17260
Re: Gravitonik
I've been looking through your code, trying to find the part that deals with the planets' gravity and how it affects the players direction and velocity, but I haven't been able to find it (the code is quite sparsely commented). If you would be so kind as to explain it to me, or at least tell me whic...