Search found 5 matches
- Mon Apr 01, 2013 1:04 am
- Forum: Support and Development
- Topic: Collision Point Problems [SORT OF SOLVED]
- Replies: 7
- Views: 3675
Re: Collision Point Problems [UNSOLVED]
if love.keyboard.isDown('up')==true then The "==true" part is unnecessary. Good to know, I wasn't sure. Hi Hoksy, I found a few problems: The for loop in entCollidePoint always returned after checking the first box The collision checking at right and bottom didn't take the player width/he...
- Sun Mar 31, 2013 6:21 pm
- Forum: Support and Development
- Topic: Collision Point Problems [SORT OF SOLVED]
- Replies: 7
- Views: 3675
Re: Collision Point Problems
Sure No, problem.daviddoran wrote:Can you give us the .love? Much easier to debug with. Just zip your folder and rename .zip to .love.
Post updated with source.
- Sun Mar 31, 2013 3:12 pm
- Forum: Support and Development
- Topic: Collision Point Problems [SORT OF SOLVED]
- Replies: 7
- Views: 3675
Collision Point Problems [SORT OF SOLVED]
I'm making a simple maze game as a test to learn how to make collisions using tables (for multiple entities). To stop player movement, I theorized that by checking if the coordinates of where the player wanted to move are inside that of a wall, then it disables movement. function entCollidePoint(ent...
- Sat Mar 23, 2013 12:51 am
- Forum: Support and Development
- Topic: Movement Code Error
- Replies: 2
- Views: 1840
Re: Movement Code Error
Oh wow, how stupid of me. Thanks!
- Fri Mar 22, 2013 9:29 pm
- Forum: Support and Development
- Topic: Movement Code Error
- Replies: 2
- Views: 1840
Movement Code Error
Hi, I'm porting an RPG Movement Engine I made in GameMaker over to Love. Aside from the code not functioning 100% correctly, pressing left or right causes the game to crash with: Error: main.lua:136: attempt to perform arithmetic on field 'usedSpeed' (a nil value) stack traceback: main.lua:136: in f...