Search found 87 matches
- Mon Apr 02, 2018 3:48 pm
- Forum: Support and Development
- Topic: Do android device users need to install love2d in their phone before playing a game made with love2d ?
- Replies: 2
- Views: 2620
Re: Do android device users need to install love2d in their phone before playing a game made with love2d ?
The apk you can create can be installed directly onto a device or put onto an app store like Google's or FDroid. For testing purposes its probably easier to use the .love files and use the LÖVE for Android (Beta) app https://play.google.com/store/apps/deta ... 2d.android.
- Wed Mar 28, 2018 4:55 pm
- Forum: Support and Development
- Topic: Why is my box2d body lopsided?
- Replies: 7
- Views: 5229
Re: Why is my box2d body lopsided?
That may be my lack of understanding of how best to use box2d
- Wed Mar 28, 2018 12:31 pm
- Forum: Support and Development
- Topic: Why is my box2d body lopsided?
- Replies: 7
- Views: 5229
Re: Why is my box2d body lopsided?
Thanks for the help I've 'solved' it by turning off collisions between the weapons and the main body by changing the world:addJoint('WeldJoint', shipWeapon1, shipBody, x, y, true) world:addJoint('WeldJoint', shipWeapon2, shipBody, x, y, true) lines to world:addJoint('WeldJoint', shipWeapon1, shipBod...
- Tue Mar 27, 2018 10:15 pm
- Forum: Support and Development
- Topic: Why is my box2d body lopsided?
- Replies: 7
- Views: 5229
Why is my box2d body lopsided?
I'm using a number of libraries which may complicate the issue a bit, but essentially I've noticed that applying thrust in the direction of my Body results in it turning anticlockwise. Even if I disable gravity this occurs, and although it happens less at low gravity and at high angular damping, it ...
- Sun Aug 06, 2017 8:54 pm
- Forum: Support and Development
- Topic: Collision by color
- Replies: 7
- Views: 7881
Re: Collision by color
If you want to get collisions from premade image files rather than whatever is on the screen you can make the images, then load them and then query over the entire image using https://love2d.org/wiki/ImageData:getPixel in two for loops going through the x and y to decode them into a 1 pixel sized gr...
- Mon Jul 31, 2017 2:57 pm
- Forum: Support and Development
- Topic: Making fixed time steps not jerky
- Replies: 2
- Views: 3390
Re: Making fixed time steps not jerky
I had indeed read that article and I was still stuck. As I'm using the physics engine I'm very cautious to decrease the time step as fps is already starting to be a concern to me. Eventually I decided that I don't really need to slow down the game via the time step, I just need to slow down enemies ...
- Sat Jul 29, 2017 2:30 pm
- Forum: Support and Development
- Topic: New here but probably a stupid question
- Replies: 7
- Views: 6103
Re: New here but probably a stupid question
that code is equivalent to
assuming you mean to be using as you haven't defined a table called
Edit: Managed to merge the two correct table construction syntaxes into one incorrect version as has now been pointed out
Code: Select all
player = {
x = 0,
y = 0,
speed = 100
}
Code: Select all
player
Code: Select all
Player
- Sat Jul 29, 2017 2:26 pm
- Forum: Support and Development
- Topic: Making fixed time steps not jerky
- Replies: 2
- Views: 3390
Making fixed time steps not jerky
My game has very significant bullet time style slow downs and uses love.physics for the physics engine. Initially I opted for a variable time step to let me have easy delta time changes but this caused far too many problems with the physics engine behaving differently so I opted for a fixed time ste...
- Wed Jun 14, 2017 10:09 am
- Forum: Support and Development
- Topic: Unable to compare two tables using metatables.
- Replies: 5
- Views: 5797
Re: Unable to compare two tables using metatables.
For your particular scenario you can actually go even further with memoization
https://www.lua.org/pil/17.1.html
If you have a color factory that remembers the previous color/tables and returns them when asked for the same ones then you can compare colors using == with no meta tables.
https://www.lua.org/pil/17.1.html
If you have a color factory that remembers the previous color/tables and returns them when asked for the same ones then you can compare colors using == with no meta tables.
- Thu Jun 08, 2017 12:57 pm
- Forum: Support and Development
- Topic: Smart AI under gravity
- Replies: 4
- Views: 4073
Re: Smart AI under gravity
I'm not quite sure I follow sherpal. The enemies in the game control the force they apply to themselves each frame - speed has no explicit limits as such, the only restraint to stop insane speeds is some linear damping applied each frame. The gravity is indeed a constant. I'm not sure what you mean ...