Search found 559 matches
- Sun Dec 22, 2024 6:21 am
- Forum: General
- Topic: good OOP libraries?
- Replies: 3
- Views: 393
Re: good OOP libraries?
Perhaps middleclass might suit your needs. It also has a companion library, stateful , for implementing state machines. For other implementations, check awesome-love2d repo and take your pick. This is the second time I've linked you the repo, I believe. As for the self bit, the only thing you'll hav...
- Tue Dec 10, 2024 12:56 am
- Forum: Support and Development
- Topic: How to change screenspace origin?
- Replies: 14
- Views: 2570
Re: How to change screenspace origin?
If you know you are going to be drawing an area of specific size, with an arbitrary zoom, with a moving camera, you can do something like (very crude example): local zoom = 1 local posX = 0 local posY = 0 function love.update ( dt ) if love.keyboard.isDown("z") then zoom = math.min ( zoom ...
- Sun Dec 08, 2024 10:22 pm
- Forum: Support and Development
- Topic: How to change screenspace origin?
- Replies: 14
- Views: 2570
Re: How to change screenspace origin?
The origin point (0,0) in löve's API is the top-left corner, with the coordinates incrementing when going towards down-right. This applies to the screen space coordinates, as well as drawing operations involving things like quads or images (at least, can't think of an example where this isn't the ca...
- Sat Dec 07, 2024 11:40 am
- Forum: Support and Development
- Topic: All Enemies are deleted when one dies
- Replies: 8
- Views: 1516
Re: All Enemies are deleted when one dies
Looks like you've got a bit of a fundamental misunderstanding regarding the "self" keyword and instances of your enemy class. Lets run through this example: local myTable = { x = 0 } function myTable:myFunction ( ) -- just increment table's x value self.x = self.x + 1 -- self is inferred f...
- Sat Dec 07, 2024 7:32 am
- Forum: Support and Development
- Topic: All Enemies are deleted when one dies
- Replies: 8
- Views: 1516
Re: All Enemies are deleted when one dies
In your posted code, the enemy takeDamage function makes every enemy instance take damage at once, so that's likely your issue.
- Thu Dec 05, 2024 7:53 am
- Forum: General
- Topic: Is my approach for keypressed menu suitable.
- Replies: 9
- Views: 1773
Re: Is my approach for keypressed menu suitable.
The thing about different approaches to structuring your code is that you don't need to exclusively subscribe to OOP, procedural, data driven practices or the like. At the end of the day, they simply describe how to possibly structure your code to tackle specific problems, and each of them can have ...
- Wed Dec 04, 2024 1:31 pm
- Forum: General
- Topic: Is my approach for keypressed menu suitable.
- Replies: 9
- Views: 1773
Re: Is my approach for keypressed menu suitable.
To explain, I don't like to tell a bullet x to move itself at xSpeed. I prefer to tell the bullet manager to move bullet x at xSpeed. Unsure if you're familiar with the concept, but you should perhaps look into ECS, or data driven programming in general. These are pretty popular concepts in game de...
- Tue Dec 03, 2024 12:08 pm
- Forum: General
- Topic: Is my approach for keypressed menu suitable.
- Replies: 9
- Views: 1773
Re: Is my approach for keypressed menu suitable.
While something like this works for a small number potential scenes or states, it is not exactly scalable. With every added scene, submenu or thing you'll be creating an ever bigger and bigger if-else tree, which can become rather error prone and hard to maintain or read. What you could look into is...
- Sun Dec 01, 2024 5:18 pm
- Forum: Support and Development
- Topic: encrypted save
- Replies: 6
- Views: 1376
Re: encrypted save
You can do some simple obfusctation on save files, sure. It could even be as simple as just taking the table tracking your save data, and dumping it into a file with a serializer like bitser ( awesome-love2d repo has a few other options), which will result in a file that isn't exactly human readable...
- Sat Nov 30, 2024 6:23 pm
- Forum: Support and Development
- Topic: Usage with luau lang
- Replies: 3
- Views: 968
Re: Usage with luau lang
You can rebuild LÖVE from source to replace luajit (which is an off-shoot of lua 5.1 with some features from 5.2) with luau (which itself is an off-shoot of 5.1). However, due to the differences between luajit and luau, you may need some elbow grease to do so.