Search found 19 matches
- Sat Apr 12, 2014 1:21 pm
- Forum: Support and Development
- Topic: Does lua tables match with my logic?
- Replies: 4
- Views: 2211
Re: Does lua tables match with my logic?
You're not, because that doesn't exist - he probably confused those with parenthesis because of the table indexing above that. You can call a function with curly brackes, though, because you can omit the parenthesis if the only argument passed is a table or string literal.
- Tue Apr 08, 2014 9:59 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
Is there any specific reason why the text object's method "DrawText" is in the object file rather than in the skin? BTW, I ported Löve Frames to MTA:SA - https://love2d.org/imgmirrur/WDp1AdC.png - this is VERY slow, though. From about 30FPS with camera faded out, to less than 5 FPS - that'...
- Sat Mar 15, 2014 1:53 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
Something I haven't understood yet is - what is that so-called "static position" all around objects' code? What does it mean? Static x and y are the object's position relative to its parent's position. Thanks! That makes perfect sense now, don't know how I couldn't figure it out myself :)
- Sun Mar 02, 2014 3:48 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
Something I haven't understood yet is - what is that so-called "static position" all around objects' code? What does it mean?
- Tue Feb 25, 2014 9:11 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722945
Re: What's everyone working on? (tigsource inspired)
I wrote a Flappy Bird clone in the last weekends for fun - it's not finished, the code is quite (more than quite!) messy and physics aren't exactly like in the original game. I don't feel like finishing it right now, but I might pick it up later. At the moment, I'm working on a port of the Love Fram...
- Wed Nov 13, 2013 10:39 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
I see, thanks to both of you I'd rather use the releases feature from GitHub to avoid these problems, just a suggestion.
- Tue Nov 12, 2013 8:31 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
Has anyone got LF 0.9.6.3 around (unmodified please) that can upload it for me?
- Wed Sep 11, 2013 3:17 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
I know that. I had an idea it'd probably be that it's unnecessary, just like in many functions of this library I saw parameters which are never used but I thought there was an explanation for it.Robin wrote:It's the same. Functions in Lua ignore extra arguments, just like arguments you don't pass become nil.
- Wed Sep 11, 2013 3:00 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378027
Re: Löve Frames - A GUI Library
I am porting this library (and eventually re-writing most of it to meet my needs) for Multi Theft Auto and I came across something which I don't understand: local height = font:getHeight(curline:sub(i, i)) on file textinput.lua (I don't know the exact line because I have modified the file already). ...
- Tue Sep 03, 2013 4:32 pm
- Forum: General
- Topic: What's everyone working on? (tigsource inspired)
- Replies: 1804
- Views: 1722945
Re: What's everyone working on? (tigsource inspired)
I'm not really much into Lua at the moment, though I am still working on a Lua team deathmatch mode for my clan's gameserver and basically, while I was working on it, I had the idea of writing a small OS just for learning purposes. I am also working on a project for Vice City, but it's really just a...