Search found 10 matches
- Tue Jun 13, 2017 9:01 am
- Forum: Support and Development
- Topic: [FIXED] decimal discrepancy on x and y
- Replies: 1
- Views: 1672
Re: decimal discrepancy on x and y
Okay so i found out the issue. The collision detection function, https://love2d.org/wiki/BoundingBox.lua , actually uses a 'less than' sign when it should be using a 'less than or equal to'. this was causing the discrepancy. sorry for posting so soon without testing that part properly!
- Tue Jun 13, 2017 8:58 am
- Forum: Support and Development
- Topic: [FIXED] decimal discrepancy on x and y
- Replies: 1
- Views: 1672
[FIXED] decimal discrepancy on x and y
So i have a tilemap and a player all with collision boxes set up, and i tried doing collision tests between the blocks and the player. i'm using the following collision function to detect it: function CheckCollision(rect1, rect2) local x1,y1,w1,h1 = rect1.x,rect1.y,rect1.width,rect1.height local x2,...
- Sun Jun 11, 2017 7:23 pm
- Forum: Support and Development
- Topic: Rotating collision with a rotating map
- Replies: 8
- Views: 6537
Re: Rotating collision with a rotating map
Alright so i found a solution to what i'm saying. To get collision points to rotate and transform alongside the visual tilemap, i rotated all the points around the same origin the map was on, which produced good results https://love2d.org/imgmirrur/WvpPKsp.gif dx = xvertex - xaxis dy = yvertex - yax...
- Sun Jun 11, 2017 11:38 am
- Forum: Support and Development
- Topic: Rotating collision with a rotating map
- Replies: 8
- Views: 6537
Re: Rotating collision with a rotating map
May i know what you use for your collision boxes? im using boundingbox.lua which was on the love site https://love2d.org/wiki/BoundingBox.lua im trying to avoid using actual physics and rather revert to simple gravity and velocity for the project, but i do want some form of collision, working at le...
- Sun Jun 11, 2017 11:16 am
- Forum: Support and Development
- Topic: Rotating collision with a rotating map
- Replies: 8
- Views: 6537
Re: Rotating collision with a rotating map
You can use love.graphics.rotation() to rotate all of your visuals. And with love.graphics.translate(), you can easily get the points the problem is that collision boxes aren't rotated by love.graphics.rotation, only the tiles are. the collision boxes are just coordinates that are being defined. an...
- Sun Jun 11, 2017 10:04 am
- Forum: Support and Development
- Topic: Rotating collision with a rotating map
- Replies: 8
- Views: 6537
Re: Rotating collision with a rotating map
hi, this is what my map is doing Screen Shot 2017-06-11 at 3.00.22 AM.png this is one position where the map's rotation is 0. however, the game i'm making will have the map rotate in order to manipulate physics objects on the map, sort of like a pachinko puzzle, or one of these things https://img1.p...
- Sun Jun 11, 2017 9:12 am
- Forum: Support and Development
- Topic: Rotating collision with a rotating map
- Replies: 8
- Views: 6537
Rotating collision with a rotating map
Hi, i'm using a tile map that rotates around its center, and i need consistent collision on each tile that will stay in the exact location and rotation as each tile. the issue is that all the tiles are rendered through love.graphics.draw, and when i rotate them with love.graphics.rotate and love.gra...
- Fri Jun 09, 2017 1:20 am
- Forum: Support and Development
- Topic: [HELP] toString and toNumber - always a nil value
- Replies: 1
- Views: 1948
[HELP] toString and toNumber - always a nil value
Hi, i'm using the latest version of love2d on a mac. When using toString or toNumber, i will always 100% of the time get a global index error saying that it's a nil value. toString(55) --attempt to call global tostring (a nil value) toNumber("55") --attempt to call global tonumber (a nil v...
- Fri Nov 20, 2015 5:13 am
- Forum: Support and Development
- Topic: [Help] Distorting Map in a circle/Circular Distortion
- Replies: 5
- Views: 3763
Re: [Help] Distorting Map in a circle/Circular Distortion
Shaders should be a good option. Look at the CRT Shader used in Shine , it can be modified to do what you want. Thank you for suggesting that to me. I'll take a look at some of the features included in Shine. However, from the looks of it, it appears to be used purely for post image processing and ...
- Tue Nov 17, 2015 8:17 pm
- Forum: Support and Development
- Topic: [Help] Distorting Map in a circle/Circular Distortion
- Replies: 5
- Views: 3763
[Help] Distorting Map in a circle/Circular Distortion
I'll keep this simple. I'm rather new to lua and Löve2d in general. I've had no previous experience with any of its features, and i'm doing heavy experimentation on the features and functions. I'm also very young and extremely unknowledgeable in advanced algorithms and such. I'm trying to apply a ci...