I am no pro when it comes to LUA but in your case bullets is a structure/array of numbers specific for a bullet object not an array of objects.
To have some class-like functionality read : http://lua-users.org/wiki/SimpleLuaClasses
Search found 85 matches
- Wed Jun 12, 2013 8:24 am
- Forum: Support and Development
- Topic: [Not solved] using Pixel effect with tables
- Replies: 5
- Views: 3586
- Tue Jun 11, 2013 8:58 pm
- Forum: Support and Development
- Topic: [SOLVED] Timed Drawing of an Object from the Top Down
- Replies: 7
- Views: 3516
Re: [SOLVED] Timed Drawing of an Object from the Top Down
You are heavily overthinking something here. It's the most simple way I can think of. Make the routine customizable so it would depend on the number of rows. Divide each menu box into 3 parts : top, middle and bottom. Each time draw the top and the bottom and draw the middle row as many times as nee...
- Tue Jun 11, 2013 6:01 pm
- Forum: Support and Development
- Topic: [SOLVED] Timed Drawing of an Object from the Top Down
- Replies: 7
- Views: 3516
Re: Timed Drawing of an Object from the Top Down
All I'm seeing her is that the menu is separated into several rows and each row is drawn separately with a ~150ms delay.
- Tue Jun 11, 2013 5:53 pm
- Forum: Support and Development
- Topic: [Not solved] using Pixel effect with tables
- Replies: 5
- Views: 3586
Re: [Not solved] using Pixel effect with tables
I'm sorry but I don't really get what you are trying to achieve. And the fact that there is no bullets array in your code isn't helping either
- Tue Jun 04, 2013 5:18 pm
- Forum: Support and Development
- Topic: [SOLVED] Shaders , send function causes Flickering
- Replies: 4
- Views: 1753
Re: [SOLVED] Shaders , send function causes Flickering
@Ref
In case you've wondered your attachment works fine on my radeon. It created artifacts on my PC at work.
In case you've wondered your attachment works fine on my radeon. It created artifacts on my PC at work.
- Mon Jun 03, 2013 10:27 pm
- Forum: Support and Development
- Topic: [SOLVED] Shaders , send function causes Flickering
- Replies: 4
- Views: 1753
Re: [SOLVED] Shaders , send function causes Flickering
To anyone wondering what was the problem.
I had to resize the extern vec2 mass[512] to 255 elements. Don't ask me why more caused the flickering. So far only the ATI had the problems
I had to resize the extern vec2 mass[512] to 255 elements. Don't ask me why more caused the flickering. So far only the ATI had the problems
- Mon Jun 03, 2013 7:33 pm
- Forum: Support and Development
- Topic: [SOLVED] Shaders , send function causes Flickering
- Replies: 4
- Views: 1753
[SOLVED] Shaders , send function causes Flickering
As my issue was lost in the previous post I am having high hopes the problem might get noticed now. [Probable ATI Driver Bug = Love's code isn't 100% safe] My draw function consists of a loop and with each cycle I send an array of data to the shader. The problem is a black blinking square on the scr...
- Sun Jun 02, 2013 8:37 pm
- Forum: Support and Development
- Topic: Shaders and ints
- Replies: 10
- Views: 4466
Re: Shaders and ints
Not really I believe this is the kind of situation when you either know what's wrong or not. But maybe it's just me :). MassMtx is a [j][2] Matrix that works correctly. Vsync is on . Very well then. This is the shader code : extern number mapx; extern number map_xoffset; extern number blocksize; ext...
- Sun Jun 02, 2013 7:44 pm
- Forum: Support and Development
- Topic: Shaders and ints
- Replies: 10
- Views: 4466
Re: Shaders and ints
Ok double posting and bumping :awesome: I have managed to get some effects out of the cumbersome Love2d ;) (no srsly, the bugs are killing me when I want to do something more advanced). I diagnosed an issue that I find hard to solve. My draw function consists of a loop and with each cycle I send an...
- Fri May 31, 2013 5:16 pm
- Forum: Support and Development
- Topic: Shaders and ints
- Replies: 10
- Views: 4466
Re: Shaders and ints
I just want to make sure that once my shader code gets big I won't have to spend a couple of hours figuring what's wrong while one of my variables has been thrown away just because. I need to make sure all the things I introduce stay there.