Search found 15 matches
- Wed Jan 02, 2019 10:56 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Re: Get all keys of KeyConstant ?
I just realized that love.joystickaxis and love.joystickhat exist! So I can use it and get all the thing I need to make this module. A bit more verbose that I expected but if this is better, that's not a bad thing. Thanks.
- Wed Jan 02, 2019 10:44 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Re: Get all keys of KeyConstant ?
And if you do discover that those user symptoms are caused by this issue, it might not be trivial to replace all your input action code with the correct implementation after the broken implementation has been used all over the place, so it's much better to start from a correct implementation even i...
- Wed Jan 02, 2019 8:57 am
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Re: Get all keys of KeyConstant ?
This is an important thing. Thanks to point it me out, I didn't realize this could happens.
- Tue Jan 01, 2019 11:28 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Re: Get all keys of KeyConstant ?
I can show you exactly what I'm doing: https://github.com/vincentgires/lovegames/blob/master/lib/loveinput.lua This is a small wrapper around inputs coming from mouse, keybord or joysticks. For the moment, we can set "actions" with input = Input:new() input:bind_action('left', {device='key...
- Tue Jan 01, 2019 6:55 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Re: Get all keys of KeyConstant ?
Thanks for your answer. I prefer to not use love.keypressed because I want to use it in a independant library. Using it twice or more per project doesn't seems possible without overriding it. Indeed I could store the table like pgimeno shows but it means that some 'logic' of the library would not be...
- Tue Jan 01, 2019 12:14 pm
- Forum: Support and Development
- Topic: Get all keys of KeyConstant ?
- Replies: 13
- Views: 9433
Get all keys of KeyConstant ?
Hello, Is there a way to get all the keys from KeyConstant while running love? I would like to avoid using love.keypressed but check all the keys through something like: for _, key in ipairs(getAllKeyConstant()) do if love.keyboard.isDown(key) then print(key) end Is there already a function for that?
- Tue Jan 01, 2019 11:33 am
- Forum: Support and Development
- Topic: Love as Lua module
- Replies: 8
- Views: 6488
Re: Love as Lua module
Thanks! I didn't know that one.
- Mon Dec 31, 2018 4:02 pm
- Forum: Support and Development
- Topic: Love as Lua module
- Replies: 8
- Views: 6488
Re: Love as Lua module
Yes I'm using LuaJIT 2.0.5 from my system. Actually it seems to work more or less with package.loadlib but not with the env variable LUA_PATH that's working with other modules.
- Sat Dec 22, 2018 1:22 am
- Forum: Support and Development
- Topic: Love as Lua module
- Replies: 8
- Views: 6488
Re: Love as Lua module
Thanks for the reply. It didn't work for me to use liblove-11.2.so. Maybe a incompatibility of versions, I will investiguate.
- Thu Dec 20, 2018 4:45 pm
- Forum: Support and Development
- Topic: Love as Lua module
- Replies: 8
- Views: 6488
Love as Lua module
Is there a way to use Love as a regular Lua module in a standalone Lua application?
Something like require('love')? I would see some useful features we could use outside a game like image batch processing where love window/game loop is not needed.
Something like require('love')? I would see some useful features we could use outside a game like image batch processing where love window/game loop is not needed.