Search found 5 matches
- Fri Jul 21, 2017 7:06 pm
- Forum: Support and Development
- Topic: assigning table.remove to a variable then using it to print a number
- Replies: 2
- Views: 2060
assigning table.remove to a variable then using it to print a number
The purpose of code is to randomly place flowers, The full tutorial is here https://love2d.org/imgmirrur/9kAjHXB.png grid = {} for y = 1, 14 do grid[y] = {} for x = 1, 19 do grid[y][x] = {flower = false} end end local possibleFlowerPositions = {} for y = 1, 14 do for x = 1, 19 do table.insert(possib...
- Wed Jul 19, 2017 6:07 pm
- Forum: Support and Development
- Topic: Does Love2D execute functions even before they are called?
- Replies: 6
- Views: 4516
Re: Does Love2D execute functions even before they are called?
Thank you @bartbes, How surprised I am that silly mistakes like these could trigger faraway false reasoning ideas.
Also, Thank you @raidho36, Every advise is counted.
Also, Thank you @raidho36, Every advise is counted.
- Mon Jul 17, 2017 6:50 am
- Forum: Support and Development
- Topic: How to test love2d project without creating .love each time
- Replies: 7
- Views: 7070
Re: How to test love2d project without creating .love each time
Thank you all for your support, That was really helpful but I figured out a simpler solution using Atom text editor
- Mon Jul 17, 2017 6:48 am
- Forum: Support and Development
- Topic: Does Love2D execute functions even before they are called?
- Replies: 6
- Views: 4516
Does Love2D execute functions even before they are called?
Hello, while I was coding I faced a problem -which is expected-, then I figured out the solution but it raised a contradict conception in my head. Code that caused error, "index global grid a nil value" function love.load() gridYCount = 4 gridXCount = 4 function move(direction) for y = 1, ...
- Wed Jun 21, 2017 1:57 pm
- Forum: Support and Development
- Topic: How to test love2d project without creating .love each time
- Replies: 7
- Views: 7070
How to test love2d project without creating .love each time
Hello,
It's necessary to test the project during coding, Saving .lua file with the text editor them compress .zip then changing to .love each time is severe, Is there a way to do that effectively like unity engine? Keep in mind that I am using Mac OS.
Thank you
It's necessary to test the project during coding, Saving .lua file with the text editor them compress .zip then changing to .love each time is severe, Is there a way to do that effectively like unity engine? Keep in mind that I am using Mac OS.
Thank you