Search found 4 matches

by DerSchwarzePeter
Tue Aug 29, 2017 3:11 pm
Forum: Support and Development
Topic: Custom rectangle class not rendering/moving correctly
Replies: 10
Views: 7276

Re: Custom rectangle class not rendering/moving correctly

Sure, here you go, untested code. local Rectangle = {} function Rectangle.create(x, y, w, h, color, thickness) local self = {} self.x, self.y, self.w, self.h, self.color, self.thickness = x, y, w, h, color or {255, 255, 255}, thickness or 1 setmetatable(self, { __index = Rectangle }) return self en...
by DerSchwarzePeter
Tue Aug 29, 2017 12:45 pm
Forum: Support and Development
Topic: Custom rectangle class not rendering/moving correctly
Replies: 10
Views: 7276

Re: Custom rectangle class not rendering/moving correctly

It draws a rectangle. What do you want it to return? I need an manipulatable object. Sure, if you insist on reinventing the wheel and doing things the most complicated and convoluted way possible. Might it be that we are talking about different things? You always reference love.graphics.rectangle ,...
by DerSchwarzePeter
Tue Aug 29, 2017 11:51 am
Forum: Support and Development
Topic: Custom rectangle class not rendering/moving correctly
Replies: 10
Views: 7276

Re: Custom rectangle class not rendering/moving correctly

Thank you Grump for your help. Your function fixed the issue. I've checked into the debugging prints to find out that although I've only used 64 as size for the rectangle, it is actually 32 pixels in size. I don't know if this is intended behaviour or I missed out on playing with .toPixels() . Nonet...
by DerSchwarzePeter
Mon Aug 28, 2017 4:17 pm
Forum: Support and Development
Topic: Custom rectangle class not rendering/moving correctly
Replies: 10
Views: 7276

Custom rectangle class not rendering/moving correctly

I'm trying to develop a small "Application" to visualize the shadowrun sessions of my group. Löve may lack a simple manipulatable rectangle , which I'd like to use to highlight the selected tiles, so I created it myself. I've previously coded this functionality in C++/SFML (working), so it...