Search found 11 matches
- Fri Jul 23, 2010 9:42 pm
- Forum: Support and Development
- Topic: Illusive Array Overwriting Itself
- Replies: 10
- Views: 5871
Re: Illusive Array Overwriting Itself
Thanks for the help everyone - I actually decided it was kind of pointless for me to make a stage class, because for every object I created I'd have to modify the stage class to make it use the respective draw/user input functions of the new class. It is much more practical for me to just make a sup...
- Fri Jul 23, 2010 6:35 pm
- Forum: Support and Development
- Topic: Illusive Array Overwriting Itself
- Replies: 10
- Views: 5871
Re: Illusive Array Overwriting Itself
Tried it with index numbers 1 and 2 instead of 0 and 1. It seems whichever Stage[index] calls setParams last redefines all of the ones before it.. It is possible to make a table an attribute of a table, correct? Just to clarify: txtBoxes_Stage_1, btnButtons_Stage_1, txtBoxes_Stage_0, btnButtons_Stag...
- Fri Jul 23, 2010 5:54 pm
- Forum: Support and Development
- Topic: Illusive Array Overwriting Itself
- Replies: 10
- Views: 5871
Illusive Array Overwriting Itself
I have this code: StageArray = {} StageArray[0] = Stage:new() StageArray[1] = Stage:new() StageArray[0]:setParams(txtBoxes_Stage_0,btnButtons_Stage_0) StageArray[1]:setParams(txtBoxes_Stage_1,btnButtons_Stage_1) When I then call the elements of StageArray[0], they are the elements of StageArray[1]. ...
- Fri Jul 23, 2010 3:34 pm
- Forum: Support and Development
- Topic: text based game
- Replies: 22
- Views: 11827
Re: text based game
Hey supertails - heres a class I made for Love2d that simulates textboxes to gather user input. It's just a basic start, but should give you a starting point for handling text based user input on the gui. I have attached the 2 necessary lua files to be required in main.lua. Here is a simple example ...
- Sun Jul 18, 2010 1:19 am
- Forum: Support and Development
- Topic: Passing a table as a function argument
- Replies: 2
- Views: 2143
Re: Passing a table as a function argument
I'm such a noob.
- Sat Jul 17, 2010 9:37 pm
- Forum: Support and Development
- Topic: Passing a table as a function argument
- Replies: 2
- Views: 2143
Passing a table as a function argument
I am trying to pass a table as a function argument, and reference a member variable of the given table in the function to which it's being passed. Such as this: require"game_object" require"map_object" function love.load() --CREATE NEW OBJECTS gameRisk = Game:new() mapNewMap = Ma...
- Sat Jul 17, 2010 6:59 pm
- Forum: Support and Development
- Topic: Compiling Lua Project from Source
- Replies: 13
- Views: 6252
Re: Compiling Lua Project from Source
Oh I see - thanks for the input everyone. I was looking at LOOP [http://loop.luaforge.net/index.html] class models for LUA to do some pseudo object oriented programming in LUA for LOVE - will using this additional library for the LUA language make my programs incompatible with LOVE, or will it just ...
- Fri Jul 16, 2010 8:20 pm
- Forum: Support and Development
- Topic: Compiling Lua Project from Source
- Replies: 13
- Views: 6252
Re: Compiling Lua Project from Source
Got ya - So I just compile/create a new Love.exe to run my love programs in?
- Fri Jul 16, 2010 7:48 pm
- Forum: Support and Development
- Topic: Compiling Lua Project from Source
- Replies: 13
- Views: 6252
Re: Compiling Lua Project from Source
Would the process to do that be as I descried in the original post - include all Love2d source files in their native directory structure and somehow require love.cpp in the lua file?
- Fri Jul 16, 2010 4:10 pm
- Forum: Support and Development
- Topic: Compiling Lua Project from Source
- Replies: 13
- Views: 6252
Re: Compiling Lua Project from Source
Unless you distribute the modif....oh.
Got it, that makes sense. Is it possible for me to compile my own modified version of the engine from the source to accomplish this?
Got it, that makes sense. Is it possible for me to compile my own modified version of the engine from the source to accomplish this?