Search found 8 matches
- Sat Sep 20, 2014 12:49 pm
- Forum: Support and Development
- Topic: Controlling love.draw updates (another problem: canvases)
- Replies: 8
- Views: 5903
Re: Controlling love.draw updates (another problem: canvases
Well I got it to work, just not in a very nice way: love.graphics.setColor(255, 255, 255) love.graphics.setBlendMode("replace") love.graphics.draw(canvas) love.graphics.setBlendMode("alpha") drawText("FPS: " .. love.timer.getFPS(), 0, 0) drawText("Iteration: "...
- Sat Sep 20, 2014 11:09 am
- Forum: Support and Development
- Topic: Networking: I Need Help Where to Start
- Replies: 1
- Views: 1868
Re: Networking: I Need Help Where to Start
Hi, I know nothing of networking myself but this tutorial might help you:
https://love2d.org/wiki/Tutorial:Networking_with_UDP
Good luck
https://love2d.org/wiki/Tutorial:Networking_with_UDP
Good luck
- Sat Sep 20, 2014 10:30 am
- Forum: Support and Development
- Topic: [HELP] Falling "sand" timer
- Replies: 2
- Views: 2666
Re: [HELP] Falling "sand" timer
You can also implement your own gravity, collision detection, and things like that as well if you like. You could do something like for each sand grain check what the positions and velocities of the neighbouring sand grains are and update accordingly.
- Sat Sep 20, 2014 10:04 am
- Forum: Support and Development
- Topic: Controlling love.draw updates (another problem: canvases)
- Replies: 8
- Views: 5903
Re: Controlling love.draw updates (another problem: canvases
Ah interesting. So the last colour set before you draw the canvas acts as a sort of filter. Should have probably guessed but that wasn't obvious to me, would probably be a good small point to mention on the Canvas wiki page. And ah, I guess drawing to the canvas as opposed to the actual window doesn...
- Fri Sep 19, 2014 1:34 pm
- Forum: General
- Topic: [SOLVED]Help: drawing consecutively with a "brush"
- Replies: 2
- Views: 2134
Re: Help: drawing consecutively with a "brush"
You need to add the line
in love.update(). At the moment the x and y you're referring to don't exist.
Code: Select all
local x, y = love.mouse.getPosition()
- Fri Sep 19, 2014 12:53 pm
- Forum: Support and Development
- Topic: Controlling love.draw updates (another problem: canvases)
- Replies: 8
- Views: 5903
Re: Controlling love.draw updates
I'm writing this in a separate post as it's unrelated to the previous and I would want people that have already read the previous to read this too. Or would it be more right to edit the previous post? Let me know :) Anyway, I'm having some trouble using canvases. I'm getting a weird flashing effect ...
- Fri Sep 19, 2014 11:05 am
- Forum: Support and Development
- Topic: Controlling love.draw updates (another problem: canvases)
- Replies: 8
- Views: 5903
Re: Controlling love.draw updates
Thanks! A canvas was exactly what I needed.
@rmcode Ah, sorry, I'll do that in future if I need help again. Nah it's a cellular automaton, but maybe it'll have some painting features at some point
@rmcode Ah, sorry, I'll do that in future if I need help again. Nah it's a cellular automaton, but maybe it'll have some painting features at some point
- Thu Sep 18, 2014 3:50 pm
- Forum: Support and Development
- Topic: Controlling love.draw updates (another problem: canvases)
- Replies: 8
- Views: 5903
Controlling love.draw updates (another problem: canvases)
Hi guys, my problem is that I'm trying to update only the pixels on the screen that need updating, and I can't get it to work. I'm not really making a game, so that's why it's a bit unusual. If I loop over every single pixel and redraw every single one of them and if I have a window of say size 500x...