it works fine for me, and the code looks good (you update animation each frame of dt and you draw it, it must be smooth).
however you can check if your FPS rate is stable on your laptop with the love.timer module, but it might not be the problem....
Search found 39 matches
- Wed Aug 26, 2015 9:08 pm
- Forum: Support and Development
- Topic: Character Movement
- Replies: 6
- Views: 5047
- Wed Aug 26, 2015 8:55 pm
- Forum: Support and Development
- Topic: ERROR: attempt to index a nil value
- Replies: 2
- Views: 2360
Re: ERROR: attempt to index a nil value
hello,
when mouse X coordinate is 0 you got mx = -1 (after math..) so it failed
you can modify the computation line 174-175 to :
it looks it works
when mouse X coordinate is 0 you got mx = -1 (after math..) so it failed
you can modify the computation line 174-175 to :
Code: Select all
mx = (math.floor(mx / size))
my = (math.floor(my / size))
- Tue Jul 21, 2015 8:28 pm
- Forum: Libraries and Tools
- Topic: Graphical Joystick tester
- Replies: 2
- Views: 2742
Re: Graphical Joystick tester
it's clean, simple, I like how it looks, but I have some suggestion : it doesn't manage hat ? also I would have numbered axis so when you set your configuration you write the number of the axis you want. but it's probably draw in order.. and when you put 2 controller it only draws one at a time (in ...
- Tue Jul 21, 2015 4:06 am
- Forum: Support and Development
- Topic: Canvas problem; canvas not right size? Gamera?
- Replies: 5
- Views: 2763
Re: Canvas problem; canvas not right size? Gamera?
Hi, your right the clipping of the canvas comes from gamera when gamera draw it uses love.graphics.setScissor to limit the drawing area (I never heard about this function before but I'm happy to discover it :awesome: ) So when you draw your canvas, the draw doesn't go beyond 1280 in width due to you...
- Sun Jul 12, 2015 10:54 pm
- Forum: Games and Creations
- Topic: Ligo
- Replies: 3
- Views: 2560
Re: Ligo
the music is made by a friend, he will appreciate. there is and will remain no singleplayer funcionality neither online mode, I also thought about it because two player game on computer isn't very practical, that with the fact I don't really like to create level results in making me stop this projec...
- Wed Jul 08, 2015 7:50 am
- Forum: Games and Creations
- Topic: Ligo
- Replies: 3
- Views: 2560
Ligo
http://thiolliere.org/ligo.png Ligo is two players cooperative game : * linux : * install [LÖVE](http://love2d.org) * download [ligo.love](http://www.thiolliere.org/ligo/download/stable/ligo.love) * windows : * 32 bit : [ligo_win32](http://www.thiolliere.org/ligo/download/stable/ligo_win32.zip) * 6...
- Fri Jul 03, 2015 9:23 pm
- Forum: Support and Development
- Topic: [solved] lua socket - udp protocol
- Replies: 1
- Views: 1599
Re: lua socket - udp protocol
Ok sorry guys, with little more research I finally got my answer
the client code of the tutorial say explicitly what I wanted to know :
the client code of the tutorial say explicitly what I wanted to know :
Code: Select all
-- there could well be more than one message waiting for us, so we'll
-- loop unbtil we run out
repeat
data, msg= udp:receive()
until not data
- Fri Jul 03, 2015 5:59 pm
- Forum: Support and Development
- Topic: [solved] lua socket - udp protocol
- Replies: 1
- Views: 1599
[solved] lua socket - udp protocol
I am programming a server receiving message from many clients I was wondering how the udp message received are stored. In the tutorial : networking with udp, the server loop is data = udp:receivefrom() if data then ... end socket.sleep(0.01) while timeout is set to 0 so message are handled everytime...
- Sun Jun 21, 2015 5:29 pm
- Forum: Support and Development
- Topic: math.random fluctuation
- Replies: 8
- Views: 4661
Re: math.random fluctuation
the randomness of math.random is correct if you print segNo just after the affectation line 21 you got something like this 1 1 2 2 2 1 1 2 2 2 2 1 2 1 1 1 1 2 1 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 1 1 1 1 2 1 1 1 2 2 1 1 2 2 2 1 1 2 2 2 2 1 2 1 1 1 1 2 1 1 2 1 2 1 2 1 1 2 1 2 1 1 2 1 1 1 1 1 2 1 1 1 2 2 1...
- Fri Jun 19, 2015 4:44 am
- Forum: Support and Development
- Topic: [Solved]love.graphics.translate
- Replies: 6
- Views: 3499
Re: love.graphics.translate
the wiki say : When this function is called with two numbers, dx, and dy, all the following drawing operations take effect as if their x and y coordinates were x+dx and y+dy. This change lasts until love.draw() exits or else a love.graphics.pop reverts to a previous love.graphics.push. so you must t...