Search found 102 matches
- Mon Mar 31, 2025 7:13 pm
- Forum: Support and Development
- Topic: Selecting and moving a singular object contained in a list
- Replies: 4
- Views: 237
Re: Selecting and moving a singular object contained in a list
You are calling move() on every card, every frame. Inside that move function, you're checking for mouse collision with the current card and moving it to the mouse cursor if the mouse button is down while the cursor is over the card. You don't have anything in your code to ensure that only one card i...
- Fri Mar 14, 2025 3:50 pm
- Forum: Support and Development
- Topic: Text Effects
- Replies: 4
- Views: 863
Re: Text Effects
It's pretty much as you said it, there's no more to it than that: You draw each character with the size, rotation, and position that you want.
- Tue Jul 30, 2024 12:24 pm
- Forum: General
- Topic: script lua chunk
- Replies: 5
- Views: 7861
Re: script lua chunk
Another traditional way to do it is to define the table to be returned at the top and then define the functions you want to export in that table to begin with. This is a bit shorter and saves you from duplicating the names of everything. Perhaps you like the look of that better. local M = {} -- By a...
- Fri May 17, 2024 11:42 am
- Forum: General
- Topic: Is LÖVE good enough for a big metroidvania game?
- Replies: 7
- Views: 4775
Re: Is LÖVE good enough for a big metroidvania game?
I'm surprised no one mentioned Gravity Circuit here yet. It's a pretty full-sized platformer made with Löve: https://store.steampowered.com/app/858710/Gravity_Circuit/ The engine is good enough. It's more or less as fast as anything else, and since it's a fairly low-level framework, it basically nev...
- Tue Apr 02, 2024 12:11 pm
- Forum: General
- Topic: What exactly *is* LÖVE 2D?
- Replies: 3
- Views: 2349
Re: What exactly *is* LÖVE 2D?
It's more of a "framework". There is no built-in scene tree, game objects, draw ordering, GUI system, or anything like that. There are some main lifecycle callbacks (load, update, draw, etc.) and input callbacks, and then various modules with functions to help you do what you want. See: ht...
- Thu Mar 14, 2024 7:50 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 3400
Re: Overlapping sensors - Box2D order / behavior
Here's another demo that actually uses physics bodies.
- Thu Mar 14, 2024 7:06 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 3400
Re: Overlapping sensors - Box2D order / behavior
Aha, I think I see. So it's something like, if you had concentric circles, where the largest overlaps all smaller circles, and you want to know which "ring" a certain object is in. In that scenario it would simply be the smallest circle that the object is still overlapping. You just need t...
- Thu Mar 14, 2024 4:14 pm
- Forum: Support and Development
- Topic: Overlapping sensors - Box2D order / behavior
- Replies: 8
- Views: 3400
Re: Overlapping sensors - Box2D order / behavior
Sensor shapes will not cause preSolve and postSolve callbacks, only beginContact and endContact. Also one of the bodies must be dynamic to get any events at all. Other than that, overlapping sensors should work fine. I don't quite understand what you are trying to do from your description, maybe you...
- Sat Feb 24, 2024 1:18 pm
- Forum: General
- Topic: Shaders, Help!
- Replies: 5
- Views: 4568
Re: Shaders, Help!
You're welcome. I'm glad that helped.
- Thu Feb 22, 2024 12:51 pm
- Forum: General
- Topic: Shaders, Help!
- Replies: 5
- Views: 4568
Re: Shaders, Help!
Take a look at the documentation for love.graphics.newShader again. As the error message says, you need to provide either a "position" function or an "effect" function (or both). You are instead defining two "main" functions in the same string. Additionally, if you want...