Search found 6 matches
- Sat Jul 08, 2017 11:01 am
- Forum: Support and Development
- Topic: [Solved] Serializing HUMP.Vector with bitser
- Replies: 5
- Views: 3494
Re: Serializing HUMP.Vector with bitser
It works! Thanks a lot, bartbes!
- Sat Jul 08, 2017 10:29 am
- Forum: Support and Development
- Topic: [Solved] Serializing HUMP.Vector with bitser
- Replies: 5
- Views: 3494
Re: Serializing HUMP.Vector with bitser
Thank you for your answer. I tried SECL deserializer and "__index" as a classkey, but it still doesn’t work.
- Sat Jul 08, 2017 7:20 am
- Forum: Support and Development
- Topic: [Solved] Serializing HUMP.Vector with bitser
- Replies: 5
- Views: 3494
[Solved] Serializing HUMP.Vector with bitser
Hi. I wonder what is the correct way to serialize HUMP Vectors using bitser. How should I use bitser.register or bitser.registerClass in this particular case? Currently I am getting errors when I try to do arithmetic with deserialized vectors. It seems that they forgot their metamethods. Can anyone ...
- Sat Sep 17, 2016 12:31 pm
- Forum: Support and Development
- Topic: [SOLVED] Hump.gamestate - switch inside update problem
- Replies: 5
- Views: 3980
Re: Hump.gamestate - switch inside update problem
Thank you bartbes! All I had to do was to call love.update() after entering new gamestate.
Like this in my example above:
Like this in my example above:
Code: Select all
function state2:enter()
love.update()
end
- Sat Sep 17, 2016 11:21 am
- Forum: Support and Development
- Topic: [SOLVED] Hump.gamestate - switch inside update problem
- Replies: 5
- Views: 3980
Re: Hump.gamestate - switch inside update problem
You din't see a flash of green color after 3 seconds? That's weird. I just tried to run it on a different computer and made sure I have most recent versions of löve and hump but it didn't help.
- Sat Sep 17, 2016 10:14 am
- Forum: Support and Development
- Topic: [SOLVED] Hump.gamestate - switch inside update problem
- Replies: 5
- Views: 3980
[SOLVED] Hump.gamestate - switch inside update problem
Hi. I noticed that when I call Gamestate.switch(nextGamestate) from another gamestate's update(dt), the screen blinks as if empty background is drawn for a single frame. If I call switch from somewhere else like keypressed, there is no problem. Can you please help me to get rid of this annoying blin...