I think that the code must be easier to calculate step as just 1 and just make it bigger in the love.draw() by scaling or multiplying by gridSize.
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- Thu Feb 29, 2024 1:41 pm
- Forum: General
- Topic: help with snake game lua
- Replies: 8
- Views: 1524
Re: help with snake game lua
- Thu Feb 29, 2024 1:03 pm
- Forum: General
- Topic: help with snake game lua
- Replies: 8
- Views: 1524
Re: help with snake game lua
is it also a possible issue with my checkcollision code? can i send you it and you can let me know if it looks right or the full code if you need context? For the snake game will be enough to use grid as: grid={ {1,1,1,1,1}, {1,0,0,0,1}, {1,0,0,0,1}, {1,0,0,0,1}, {1,1,1,1,1}, } and you can check va...
- Thu Feb 29, 2024 12:08 pm
- Forum: General
- Topic: help with snake game lua
- Replies: 8
- Views: 1524
Re: help with snake game lua
I am currently having issues with my code as when i run it and play my snake game, the snake goes through the food without eating it and the score does not go up, anyone willing to help that may have a solution to this? Main logic must be: x, y = getNextPosition (headPosition, headDirection) if isW...
- Wed Feb 28, 2024 11:21 am
- Forum: Support and Development
- Topic: Finding which object in the table is closest
- Replies: 5
- Views: 1323
Re: Finding which object in the table is closest
Just sort table with special comparing function that compares square distances?
- Mon Feb 26, 2024 11:15 am
- Forum: Support and Development
- Topic: Trying to figure out collision with tiles in platformer game
- Replies: 11
- Views: 2203
Re: Trying to figure out collision with tiles in platformer game
Thanks! I'll keep it in mind to not fret too much over optimization at this stage! I got something sort of working now. It's still a bit wonky but at least going in the right direction now. I ended up checking the direction of the player velocity and then test the closest two tiles towards that dir...
- Tue Feb 20, 2024 11:25 am
- Forum: General
- Topic: I can't get rid of the blurred text
- Replies: 9
- Views: 1385
Re: I can't get rid of the blurred text
Thank you, as I wrote above, LOVE displays the window correctly, even with Windows scaling. In my case, the window is rendered correctly at a scale of 120%, but at 125% it is already greatly enlarged. You and right, but you still must to show us how the window with Windows global scale = 100%, just...
- Tue Feb 20, 2024 8:05 am
- Forum: General
- Topic: I can't get rid of the blurred text
- Replies: 9
- Views: 1385
Re: I can't get rid of the blurred text
This?
Windows Global Scale viewtopic.php?t=90052
And also for frames image with 9 tiles, the middle can be stretched:
9 patch viewtopic.php?t=94687
Windows Global Scale viewtopic.php?t=90052
And also for frames image with 9 tiles, the middle can be stretched:
9 patch viewtopic.php?t=94687
- Tue Feb 06, 2024 11:41 am
- Forum: General
- Topic: Game engines and frameworks.
- Replies: 11
- Views: 3939
Re: Game engines and frameworks.
There are a lot of Lua engines/ frameworks, but you can choose most popular of them: https://www.dragonflydb.io/game-dev/engines/lua
- Tue Feb 06, 2024 7:45 am
- Forum: Games and Creations
- Topic: Virtual gamepad
- Replies: 18
- Views: 3698
Re: Virtual gamepad
Samsung M53
1. Not fullscreen
2. Pressed buttons are still pressed
3. Left stick has gap near the middle and don't goes to the center without tap.
4. Right stick was not moved, but lest stick is directed to the right stick position.
1. Not fullscreen
2. Pressed buttons are still pressed
3. Left stick has gap near the middle and don't goes to the center without tap.
4. Right stick was not moved, but lest stick is directed to the right stick position.
- Tue Jan 23, 2024 4:16 pm
- Forum: General
- Topic: Code Doodles!
- Replies: 196
- Views: 264788
Re: Code Doodles!
From here: https://love2d.org/forums/viewtopic.php?p=258462#p258462 -- Z-sections with T-crossings love.window.setTitle ('Z-sections with T-crossings; press SPACE for one or X-C-V-B to make alot; Q to new') function insertZ (x1,y1, x2,y2, x3,y3, x4,y4) local xmin, ymin, xmax, ymax = math.min(x1, x2)...