Search found 42 matches

by Miken1
Wed May 11, 2016 4:14 pm
Forum: Support and Development
Topic: Clear a canvas?
Replies: 3
Views: 2356

Re: Clear a canvas?

After you setCanvas, immediately clear it before you start drawing anything. love.graphics.clear(color) Where color is the color to make it. Use 0,0,0,0 or 255,255,255,0 or any other color as long as zero is the fourth (alpha) number if you want it to be transparent. Or leave the alpha empty if you...
by Miken1
Wed May 11, 2016 4:02 pm
Forum: Support and Development
Topic: Clear a canvas?
Replies: 3
Views: 2356

Clear a canvas?

Hello! I'm getting this weird constant drawing effect when I'm drawing something on a canvas. Am I doing something wrong? function love.load() x, y = 0, 0 width, height = 10, 10 love.graphics.setBackgroundColor(80,80,80) canvas = love.graphics.newCanvas(200, 200) end function love.update() x, y = x ...
by Miken1
Wed May 11, 2016 12:01 pm
Forum: Support and Development
Topic: low quality sprites
Replies: 7
Views: 2959

Re: low quality sprites

Works as expected if your arrow is 1px thin. If you want to scale, you may have to use canvas: function love.load() arrow = love.graphics.newImage("arrow3.png") width = arrow:getWidth() height = arrow:getHeight() orientation = 0 love.graphics.setDefaultFilter('nearest', 'nearest', 0) arro...
by Miken1
Wed May 11, 2016 10:59 am
Forum: Support and Development
Topic: low quality sprites
Replies: 7
Views: 2959

Re: low quality sprites

First, make sure your image is scaled by a whole number (preferably x1,x2,x4 or x8) love.graphics.setDefaultFilter('nearest', 'nearest', 0) image:setFilter('nearest', 'nearest', 0) It's all there on the wiki https://love2d.org/wiki/love.graphics.setDefaultFilter Hmmm... I'm still not getting the sa...
by Miken1
Wed May 11, 2016 9:50 am
Forum: Support and Development
Topic: low quality sprites
Replies: 7
Views: 2959

Re: low quality sprites

Looks like a rotated, transparent image without filtering: https://love2d.org/wiki/FilterMode The arrow's shadow is probably another, offset image with modified rotation. Note that the images would be less jagged if you pre-render them in 8 directions and avoid using rotation altogether. But again,...
by Miken1
Wed May 11, 2016 9:28 am
Forum: Support and Development
Topic: low quality sprites
Replies: 7
Views: 2959

low quality sprites

Hello!

I would like to know how these arrows works on a graphical level.

Animated by hand or one image downsampled?
What should I look into to achieve that?

Image

Thanks.
by Miken1
Thu Sep 18, 2014 10:26 am
Forum: Support and Development
Topic: infinite jumper
Replies: 5
Views: 3371

Re: infinite jumper

By jumper, do you mean a platformer? I'm going to assume so for the purposes of this post: First, you need to know about cameras. A camera is not really an actual concept within LÖVE, it's just a bit of math you use to draw things with an offset. There are libraries out there that make this a littl...
by Miken1
Thu Sep 18, 2014 7:11 am
Forum: Support and Development
Topic: infinite jumper
Replies: 5
Views: 3371

infinite jumper

Trying to make an infinite jumper as a school programming project and would be cool if you guys could help me on the way and where I should start.


Some few questions I have:

How do I make the screen "infinite"?
How can I follow the player?



Thanks :ultrahappy:
by Miken1
Thu Sep 04, 2014 3:30 pm
Forum: Support and Development
Topic: Collision help!
Replies: 3
Views: 2425

Re: Collision help!

table.insert(objects,newObject) objects.count = objects.count + 1 for numerically indexed tables, objects.count == #objects This is my function to create a box and I put everything in a table, but here is the problem, how can I make two objects in the table collide with each other? for i = 1, #obje...
by Miken1
Thu Sep 04, 2014 7:03 am
Forum: Support and Development
Topic: Collision help!
Replies: 3
Views: 2425

Re: Collision help!

Maybe use an index? function spawnObjects(x, y, width, height, yvel, gravity) local newObject = { x = x, y = y, width = width, height = height, yvel = yvel, gravity = gravity, index = objects.count } table.insert(objects,newObject) objects.count = objects.count + 1 return newObject end something lik...