Search found 612 matches
- Sat Oct 29, 2022 8:09 pm
- Forum: Support and Development
- Topic: [SOLVED] Help with LCD Shader
- Replies: 2
- Views: 4489
Re: Help with LCD Shader
Something like this: function love.load() image = love.graphics.newImage("game.png") image:setFilter("nearest") shader = love.graphics.newShader[[ uniform vec2 imageSize; vec4 effect(vec4 loveColor, Image tex, vec2 uv, vec2 screenPos) { vec2 uvPx = uv * imageSize; // Get position...
- Fri Oct 28, 2022 10:32 pm
- Forum: Support and Development
- Topic: How should I implement physics using windshield?
- Replies: 11
- Views: 13060
Re: How should I implement physics using windshield?
According to the documentation collider:enter() and collider:exit() returns true the frame the contact with another collider starts and ends, respectively. Looking at the library code reveals that "Default" is the default collision class name for all colliders, so self.collider:enter("...
- Fri Oct 28, 2022 3:56 pm
- Forum: Support and Development
- Topic: How should I implement physics using windshield?
- Replies: 11
- Views: 13060
Re: How should I implement physics using windshield?
Ok, the tiny added y-velocity is probably caused by small rounding errors in the physics library. The reason the animation looks glitchy is because the detection for whether the player is grounded or not isn't very robust. Change the `if self.yVel ~= 0 then` code in Player:update() to something like...
- Fri Oct 28, 2022 2:49 pm
- Forum: Support and Development
- Topic: How should I implement physics using windshield?
- Replies: 11
- Views: 13060
Re: How should I implement physics using windshield?
There should be a tab for attachments when you write a reply, next to the post options.
(Actually, it's possible newly registered accounts can't add attachments. I don't remember.)
(Actually, it's possible newly registered accounts can't add attachments. I don't remember.)
- Fri Oct 28, 2022 2:09 pm
- Forum: Support and Development
- Topic: How should I implement physics using windshield?
- Replies: 11
- Views: 13060
Re: How should I implement physics using windshield?
I assume the reason the y position changes is because of gravity. The code you posted omits how the World object is created, but I assume the gravity isn't set to zero. And the reason the animation is drawn in the wrong place (I assume that's the problem) is because you grab the player's x and y fro...
- Fri Oct 28, 2022 11:59 am
- Forum: Support and Development
- Topic: How should I implement physics using windshield?
- Replies: 11
- Views: 13060
Re: How should I implement physics using windshield?
Could you post your code?
- Tue Oct 25, 2022 11:22 am
- Forum: Support and Development
- Topic: Nothing rendering
- Replies: 12
- Views: 8987
Re: Nothing rendering
Make sure your graphics drivers are up-to-date. Does the same thing happen for older LÖVE versions?
- Thu Oct 20, 2022 9:10 pm
- Forum: Games and Creations
- Topic: Alchemist, a "traditional" roguelike
- Replies: 13
- Views: 43794
Re: Alchemist, a "traditional" roguelike
Congrats on the new release! It's been interesting following the development of this game.
- Wed Oct 19, 2022 7:04 pm
- Forum: Support and Development
- Topic: sort order with shader
- Replies: 10
- Views: 7931
Re: sort order with shader
>I'm not sure what you mean. That image looks correct red rectangle drawn with wrong alpha(other than 0.5) - love.graphics.setColor(1.0, 0.0, 0.0, 0.5) I'm still not sure what you mean, but maybe it has something to do with the way the canvas is drawn to the screen. You ought to use premultiplied a...
- Wed Oct 19, 2022 5:57 pm
- Forum: Support and Development
- Topic: sort order with shader
- Replies: 10
- Views: 7931
Re: sort order with shader
it works thanks. except for the layer with the greatest depth I'm not sure what you mean. That image looks correct. A green see-through rectangle, on top of a red see-through rectangle, on top of the blue background. Note that shader:send("depth",1.0) doesn't do anything since you don't d...