Search found 14 matches
- Thu Apr 06, 2017 12:53 pm
- Forum: Support and Development
- Topic: "Attempt to index global x a (a nil value)" error
- Replies: 7
- Views: 5974
Re: "Attempt to index global x a (a nil value)" error
Davisdude's solution worked, thanks for the help.
- Wed Apr 05, 2017 12:58 pm
- Forum: Support and Development
- Topic: "Attempt to index global x a (a nil value)" error
- Replies: 7
- Views: 5974
Re: "Attempt to index global x a (a nil value)" error
@DireMitten, the output prints "1 Button1" and then it errors again with "attempt to index global x (a nil value)."
@yetneverdone, that solution also outputs "attempt to index global x (a nil value)."
@yetneverdone, that solution also outputs "attempt to index global x (a nil value)."
- Tue Apr 04, 2017 1:30 pm
- Forum: Support and Development
- Topic: "Attempt to index global x a (a nil value)" error
- Replies: 7
- Views: 5974
"Attempt to index global x a (a nil value)" error
What I'm trying to do is make the variable x for the textbutton, so that I can continue positioning and sizing x after I've created it. I'm using this https://love2d.org/wiki/Easy_GUI_System for the GUI. One of the solutions I've tried using: for i=1, 3 do x = "button"..i TextButton:new(x)...
- Tue Oct 20, 2015 3:06 pm
- Forum: Support and Development
- Topic: Concating strings and integers
- Replies: 3
- Views: 2621
Re: Concating strings and integers
Alright thank you guys.
- Mon Oct 19, 2015 4:00 pm
- Forum: Support and Development
- Topic: Concating strings and integers
- Replies: 3
- Views: 2621
Concating strings and integers
So we're trying to concat log and i. When that happens we will be able to identify the log by its log number. ex log256 and log320 log..i doesn't concat it so any help would be appreciated. We're new to love2d. for i=64, 1856, 192 do love.graphics:reset() logs = { log..i = love.graphics.draw(logImg,...
- Thu Oct 08, 2015 3:54 pm
- Forum: Support and Development
- Topic: Coloring Text Without Coloring Sprites
- Replies: 2
- Views: 1751
Re: Coloring Text Without Coloring Sprites
First, you shouldn't be creating the font in love.draw, which you are doing. Create a table named fonts and put fonts in it, or something like that; just use a variable named "font20" if you wish, but you should only create new fonts (or new anything) once. You can do what you're asking b...
- Thu Oct 08, 2015 3:46 pm
- Forum: Support and Development
- Topic: Coloring Text Without Coloring Sprites
- Replies: 2
- Views: 1751
Coloring Text Without Coloring Sprites
So below we are coloring text. It also colors sprites with it though like are frog that we are making. How would we make it only color the text. Thanks in advance!
Code: Select all
love.graphics.setColor(0, 191, 255)
love.graphics.setFont(love.graphics.newFont(20))
love.graphics.print("hey", 100, 100)
- Wed Sep 30, 2015 3:32 pm
- Forum: Support and Development
- Topic: Question about setColor
- Replies: 2
- Views: 1673
Re: Question about setColor
Thank you so much. I was messing around with that and only tried (0,0,0) but now I noticed it made it black.Ulydev wrote:Setting the color to plain white will draw an image with its original colours.Code: Select all
love.graphics.setColor(255, 255, 255) love.graphics.draw(myImage, x, y)
- Wed Sep 30, 2015 3:25 pm
- Forum: Support and Development
- Topic: Question about setColor
- Replies: 2
- Views: 1673
Question about setColor
Me and a friend are trying to make a replica of frogger. The frogs eye color is red and the frog is green. This code makes the frog green because of the setColor below it. How can we make it not turn blue and keep the frog the original color of the png. Thanks in advance. function love.draw() if pla...
- Tue Sep 29, 2015 8:10 pm
- Forum: Support and Development
- Topic: How can I make the player move a certain ammount of pixels?
- Replies: 8
- Views: 4154
Re: How can I make the player move a certain ammount of pixe
Okay, it looks like you want to create a Frogger clone ? If so you don't have to use love.update to update the movement (if you dont want smooth movement). Instead try to use the keypressed callback. And then to move the frog just update its x / y position by adding a static value (the jumpDistance...