Search found 6 matches
- Fri Mar 21, 2014 5:51 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
Thank you
- Fri Mar 21, 2014 5:21 pm
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
Hi there ! I have an issue with the text input object. Each time I put my mouse on the text input field I got the same error : Error: Could not open file ibeam. Does not exist. It seems to come from textinput.lua if version == "0.9.0" then local cursorset = self.cursorset if hover then if ...
- Wed Feb 12, 2014 9:36 am
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
Indeed it works ! Thank you very muchNikolai Resokav wrote:Ok, the drawing seems to work correctly if you move loveframes.draw() to your GameClass:draw() function in Game.lua:
Code: Select all
function GameClass:draw() self.map:draw() loveframes.draw() end
- Wed Feb 12, 2014 9:02 am
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
Of course !Nikolai Resokav wrote:
Can you provide a .love file so we can take a look at your code?
Here it's my code
- Wed Feb 12, 2014 3:38 am
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
in my main.lua :Karai17 wrote:The order in which you draw things is important. Put loveframes.draw() as the very last line in your draw code.
Code: Select all
function love.draw()
Gamestate.draw()
if Gamestate.current == Game then
game:draw()
end
loveframes.draw()
end
- Wed Feb 12, 2014 3:05 am
- Forum: Libraries and Tools
- Topic: Löve Frames - A GUI Library
- Replies: 406
- Views: 378308
Re: Löve Frames - A GUI Library
Hi there ! I'm using Löve Frames (GREAT library by the way :awesome: ) for my game and I have problems with layers. I explain myself : I have two gamestates, the first one is my game and the other one is the pause menu. When the pause occur (P is pressed), I simply set a panel on visible(true) and m...