Search found 8 matches

by Krunklehorn
Mon Apr 13, 2020 10:53 pm
Forum: Support and Development
Topic: Direct mouse input?
Replies: 8
Views: 4783

Re: Direct mouse input?

love doesn't use SDL_RenderSetLogicalSize - or any other part of SDL_Render for that matter, so that bug doesn't apply to love. Not SDL_RenderSetLogicalSize specifcally, but love.mousemoved is down the event line from SDL_RendererEventWatch. Search for SDL_MOUSEMOTION in SDL_Render.c and you'll fin...
by Krunklehorn
Mon Apr 13, 2020 8:34 pm
Forum: Support and Development
Topic: Direct mouse input?
Replies: 8
Views: 4783

Re: Direct mouse input?

There's no way to access mouse hardware with Löve. Nor should you need to. It should suffice to transform mouse coordinates to world coordinates. The Transform object is one you can use for that, but the details depend on how you handle your view. I've corrected my post to be more specific. What I ...
by Krunklehorn
Mon Apr 13, 2020 6:10 pm
Forum: Support and Development
Topic: Direct mouse input?
Replies: 8
Views: 4783

Re: Direct mouse input?

You should definetly try adding player position to mouse cursor position as it would make it relative to the world. love.mouse.getX() gets the X value of cursor inside the window love.mouse.getY() gets the Y value of cursor inside the window I think you've accidentally read my post wrong. When I ta...
by Krunklehorn
Mon Apr 13, 2020 5:27 pm
Forum: Support and Development
Topic: Direct mouse input?
Replies: 8
Views: 4783

Direct mouse input?

I'd like to create a top-down player rig that uses WASD to move and the mouse to aim. The dx and dy parameters returned by love.input.mousemoved() are integer values and as such, aren't the best for this. How would I go about getting direct access to a mouse's response? Is a more direct input path n...
by Krunklehorn
Sat May 11, 2019 6:07 am
Forum: Support and Development
Topic: BezierCurve:insertControlPoint() indexing last doesn't work properly
Replies: 1
Views: 2744

BezierCurve:insertControlPoint() indexing last doesn't work properly

From the wiki... BezierCurve:insertControlPoint Insert control point as the new i-th control point. Existing control points from i onwards are pushed back by 1. Indices start with 1. Negative indices wrap around: -1 is the last control point, -2 the one before the last, etc. If I'm reading this corr...
by Krunklehorn
Sat May 11, 2019 4:22 am
Forum: Support and Development
Topic: BezierCurve:render() generating unnecessary points
Replies: 1
Views: 2745

BezierCurve:render() generating unnecessary points

LOVE's BezierCurve object creates unnecessary points when rendering out to a list of coordinates. curve = love.math.newBezierCurve(0, 0, 100, 0, 100, -100) -- A simple curve with only three points ... if dirty then coordinates = curve:render() -- Always best to store the result and only update again...