Search found 15 matches
- Sat Jan 09, 2016 2:03 pm
- Forum: Support and Development
- Topic: Writing a value as text
- Replies: 2
- Views: 2983
Re: Writing a value as text
For one, not using text objects and just printing things makes it easier: money = 10 function love.draw() love.graphics.print(money, 850, 60) end If you want to use them though, then you can use either the concatenation operator (..) or the string.format function, like so: (Uncomment the line you w...
- Sat Jan 09, 2016 8:15 am
- Forum: Support and Development
- Topic: Writing a value as text
- Replies: 2
- Views: 2983
Writing a value as text
Hey again NubbyBuby here! I have another question! How do i draw (or write) values for example: money = 10 function love.load() fontImg = love.graphics.newImage("assets/font.png") font = love.graphics.newImageFont( fontImg, " abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456...
- Fri Jan 08, 2016 1:22 am
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 4545
Re: Drawing an 'undrawing' images
haii again!, Thanks for the code, just wondering with this code ,will it delete the picture after use (as in another one is called) If you mean will it only show one image at once, then yes. If you mean will it unload all the other images, then no, but since you're gonna animate using them, why loa...
- Fri Jan 08, 2016 1:19 am
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 4545
Re: Drawing an 'undrawing' images
Don't mean to offend, but you don't need advanced tutorials showing techniques, you need a beginner's Lua tutorial. Take a look at the free "Programming in Lua" guide! I agree with you on some terms but i do know the basics and was looking for how to improve on my techniques maybe i just ...
- Thu Jan 07, 2016 2:40 pm
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 4545
Re: Drawing an 'undrawing' images
You can put the images into a table, and only draw one image at once. local health love.load() health = {} -- even this could be written with less duplication as a cycle (a for loop) health[0] = love.graphics.newImage("assets/heartline0.png") health[1] = love.graphics.newImage("asset...
- Thu Jan 07, 2016 1:41 pm
- Forum: Support and Development
- Topic: Drawing an 'undrawing' images
- Replies: 9
- Views: 4545
Drawing an 'undrawing' images
Hey Guys! I have recently been having troubles in my script (as in it has been taking too much space). So my problem is when i want to play an animation i use a method of teleporting the animation or sprite to the previous x and y. for example... require("AnAL") love.graphics.setBackground...
- Tue Dec 15, 2015 12:18 am
- Forum: General
- Topic: Lua vs Java?
- Replies: 20
- Views: 19716
Re: Lua vs Java?
I'm not familiar with any engines that use Java for their scripting. Although there is Minecraft... Java was developed to be a cross platform language for making applications. It takes care of a lot of the memory management stuff that you do in C/C++ (C# does the same thing with memory [garbage col...
- Tue Dec 15, 2015 12:15 am
- Forum: General
- Topic: Lua vs Java?
- Replies: 20
- Views: 19716
Re: Lua vs Java?
Hello Buby - Java is geared more towards enterprise / business class applications. - Java is seated in object-orientation, while Lua is multi-paradigm. - Both are cross platform Practically, for one example, this means that Java does not implement tail-recursion, so your code ends up heavily loop-b...
- Mon Dec 14, 2015 9:23 am
- Forum: Support and Development
- Topic: loveframes OnClick not working
- Replies: 2
- Views: 3093
loveframes OnClick not working
Hey guys! I was recently using loveframes and found out that the OnClick function does not work is there a fix? loveframes = require("assets.Source") StartP = 0 loveframes.SetState("Menu") local button = loveframes.Create("button") button:SetState("Menu") butt...
- Mon Dec 14, 2015 3:34 am
- Forum: General
- Topic: Lua vs Java?
- Replies: 20
- Views: 19716
Re: Lua vs Java?
... it is compatible with most 3D game engines. Uh... Which engines would that be? I can only think of jMonkeyEngine which is a very niche one. The big engines like UE and Unity mostly use C# for scripting and are themselves almost exclusively written in C++. Java is rarely used for game developmen...