Search found 612 matches
- Sun Oct 02, 2022 11:09 pm
- Forum: Support and Development
- Topic: Drawing outside of love.draw
- Replies: 15
- Views: 4198
Re: Drawing outside of love.draw
What I'm presenting is several nested loops that make a draw call, what or where isn't important. What I think is happening, and your response seems to confirm, is that the draw call doesn't alter the canvas at all - but instead queues the call, this queue must use memory, and so calling circle() m...
- Sun Oct 02, 2022 8:08 pm
- Forum: Support and Development
- Topic: Drawing outside of love.draw
- Replies: 15
- Views: 4198
Re: Drawing outside of love.draw
It's a bit unclear what the actual problem is as the code doesn't make much sense (the same points are being drawn as circles on top of each other several times, before the result is "presented" to the screen), but here's some possibly relevant information. You mentioned draw calls and buf...
- Sun Oct 02, 2022 5:03 pm
- Forum: Support and Development
- Topic: Help with tiles and sprites
- Replies: 9
- Views: 2390
Re: Help with tiles and sprites
It doesn't seem to be documented anywhere as far as I've seen, for some reason. I feel like LuaJIT's documentation is lacking in general. :/
- Sun Oct 02, 2022 5:03 am
- Forum: Support and Development
- Topic: Help with tiles and sprites
- Replies: 9
- Views: 2390
- Thu Sep 29, 2022 4:56 pm
- Forum: General
- Topic: A way to do simple shadows
- Replies: 25
- Views: 9732
Re: A way to do simple shadows
Can you please explain how the first version works? It looks simple, but I cannot get it. Sure. The important parts are the drawEntity() function and how we calculate shearing and y-scaling. local function drawEntity(e, shearingX, scaleY) local scaleX = e.flip and -1 or 1 -- We just use x-scaling t...
- Thu Sep 29, 2022 4:01 pm
- Forum: Support and Development
- Topic: Loop Through Bodies and Only Destroy One Body
- Replies: 9
- Views: 2629
Re: Loop Through Bodies and Only Destroy One Body
The related function is World:setCallbacks . The 'enemy' table is not related to Box2D and so isn't part of the internal hierarchy of objects (not that there is much of a hierarchy), but instead of doing enemy.fixture: setUserData ("Enemy") you could do enemy.fixture:setUserData(enemy) and...
- Wed Sep 28, 2022 9:57 pm
- Forum: Support and Development
- Topic: Loop Through Bodies and Only Destroy One Body
- Replies: 9
- Views: 2629
- Wed Sep 28, 2022 9:05 pm
- Forum: Support and Development
- Topic: Loop Through Bodies and Only Destroy One Body
- Replies: 9
- Views: 2629
Re: Loop Through Bodies and Only Destroy One Body
The 'a' and 'b' arguments are the fixtures involved in the collision, and you store the enemy fixtures in enemy.fixture, so simply replace the a:getUserData()=="Enemy" checks with a==enemy.fixture, and the same with 'b'.
- Wed Sep 28, 2022 6:25 pm
- Forum: Support and Development
- Topic: Loop Through Bodies and Only Destroy One Body
- Replies: 9
- Views: 2629
Re: Loop Through Bodies and Only Destroy One Body
When you loop through 'allEnemies' in beginContact() you never check if 'a' or 'b' is related to 'enemy' before you start doing stuff to it and the player.
- Wed Sep 28, 2022 3:22 pm
- Forum: Support and Development
- Topic: Pressing two buttons at once
- Replies: 3
- Views: 2239
Re: Pressing two buttons at once
You can return a value from the :mousepressed() functions to signal whether the mouse event was handled or not. function scenetwo:mousepressed(x, y, b) if b == 1 and scenes.scenetwo == true then if (x > button.x and x < button.x + button.w) and (y > button.y and y < button.y + button.h) then print(&...