Search found 1169 matches
- Tue Jan 23, 2024 4:10 pm
- Forum: Support and Development
- Topic: Z-sections with T-crossings
- Replies: 4
- Views: 1458
Re: Z-sections with T-crossings
First working version, the Z must make the shortest section more often, not random as now. -- 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, ...
- Mon Jan 22, 2024 2:13 pm
- Forum: Games and Creations
- Topic: A level editor and a minimalist GUI
- Replies: 3
- Views: 6334
Re: A level editor and a minimalist GUI
What is the output format of it?
- Sun Jan 21, 2024 8:00 pm
- Forum: Support and Development
- Topic: Z-sections with T-crossings
- Replies: 4
- Views: 1458
Re: Z-sections with T-crossings
I am pretty sure that not every rectangle can be solved, but there is a smallest rectangle, that can have n such Z-splitters (or n+1 block). But big map without third rule makes just nice city map. Maybe some X-crossings will be also OK. Also this blocks are nice to make a puzzle with not typical ti...
- Sun Jan 21, 2024 3:45 pm
- Forum: Support and Development
- Topic: Z-sections with T-crossings
- Replies: 4
- Views: 1458
Z-sections with T-crossings
Hi all! I was very impressed by the code doodle of Trystan https://love2d.org/forums/viewtopic.php?p=257660#p257660 But I think that it will be nice to insert not straight lines, but Z-shaped lines as: z-sections.jpg Can you please help me to start? Now I don't see any way to solve it. This examples...
- Sat Jan 20, 2024 3:48 pm
- Forum: Libraries and Tools
- Topic: Tiled Polygons - how to make tiled world smooth
- Replies: 8
- Views: 7532
Re: Tiled Polygons - how to make tiled world smooth
Only after seeing a testlevel ingame did I actually read what this doodle was about. (The editing with this thing was so fun that I had not bothered with reading.) It is about tiles. So the created polygons are sadly very inefficient. Often multiple polygons could be combined into one. (For example...
- Tue Jan 16, 2024 9:06 pm
- Forum: Support and Development
- Topic: remove file
- Replies: 5
- Views: 5679
Re: remove file
- Sun Jan 14, 2024 8:35 am
- Forum: Games and Creations
- Topic: [WIP] N-Ring, 2D racing or cars
- Replies: 4
- Views: 37574
Re: [WIP] N-Ring, 2D racing or cars
Not far, I have other projects that are much more interesting. But I will to do this project too.
https://youtu.be/KkMZI5Jbf18
https://youtu.be/KkMZI5Jbf18
- Wed Jan 03, 2024 11:23 am
- Forum: Support and Development
- Topic: How to path around blocked tiles with jumper?
- Replies: 12
- Views: 78397
Re: How to path around blocked tiles with jumper?
Check this: https://github.com/Yonaba/Jumper/tree/master/jumper/search and maybe update your code to this version. I tried using that version of Jumper and it causes my games to crash. I think I have an older version of jumper because I don't have THETASTAR and my getPath coordinates are X,Y... Do ...
- Wed Jan 03, 2024 8:18 am
- Forum: Support and Development
- Topic: How to path around blocked tiles with jumper?
- Replies: 12
- Views: 78397
- Tue Dec 19, 2023 8:01 pm
- Forum: Libraries and Tools
- Topic: Parabola functions in Lua
- Replies: 10
- Views: 87137
Re: Parabola functions in Lua
Small example to calculate p h k form of parabola to a b c form with example local p = -2 -- vertical distance to focus (negative as direction) local h = 2 -- horizontal shift local k = 8 -- vertical shift print ('h:'..h, 'p:'..p, 'k:'..k) local a = 1/(4*p) local b = -2*a*h local c = a*h^2+k print (...