Search found 16 matches
- Tue Mar 30, 2021 8:27 pm
- Forum: Support and Development
- Topic: Failed to position isometric cube using sti tiled object
- Replies: 0
- Views: 10596
Failed to position isometric cube using sti tiled object
I am trying to position a cube using an object layer named "POS" and an object named "START with simple tiled implementation (sti) This is how it looks like in game l2dscreenshot.PNG This is where I wanted it to be possitioned. isometric_sti_test.love I have attached my .love project ...
- Thu Nov 19, 2020 3:48 pm
- Forum: Support and Development
- Topic: STI and Bump setup issues
- Replies: 2
- Views: 3781
STI and Bump setup issues
this is my code to initialize bump world by using STI map function love.load() require 'conf'; require 'vars'; bump = require 'maps/bump'; loc= require("maps/lv1") local sti = require "maps" world = bump.newWorld(16) test = love.audio.newSource("audio/03 Towering Chieftain.m...
- Wed May 20, 2020 7:43 pm
- Forum: Support and Development
- Topic: [SOLVED]2D polygon collision detection cant index table vertices
- Replies: 2
- Views: 3201
Re: 2D polygon collision detection cant index table vertices
Thanks, it now works perfect. I also cleaned up the if statement so its exactly the same as the original one in C++. Below is the clean code of the polyPoint now working with LOVE2D. function polyPoint(vertices,px,py) local collision = false local next = 1 for current = 1, #vertices do next = curren...
- Wed May 20, 2020 4:44 pm
- Forum: Support and Development
- Topic: [SOLVED]2D polygon collision detection cant index table vertices
- Replies: 2
- Views: 3201
[SOLVED]2D polygon collision detection cant index table vertices
I'm getting this simple error but I have no idea why lua is not indexing the table... Error main.lua:104: attempt to index local 'vn' (a nil value) Traceback main.lua:104: in function 'polyPoint' main.lua:41: in function 'update' [C]: in function 'xpcall' This is the table with the vertices for a po...
- Fri May 08, 2020 9:06 pm
- Forum: Support and Development
- Topic: [SOLVED] adnzzzzZ windfield collision classes confusion
- Replies: 11
- Views: 10397
Re: [SOLVED] adnzzzzZ windfield collision classes confusion
I now have a worldstate.lua that contains the world enter and exit functions, this is required in main love.load() under everything else. The player.lua simply checks the player.state itself. All the collision checks will be handled in worldstate.lua from now on and nowhere else as the world updates...
- Fri May 08, 2020 3:02 pm
- Forum: Support and Development
- Topic: [SOLVED] adnzzzzZ windfield collision classes confusion
- Replies: 11
- Views: 10397
Re: [SOLVED] adnzzzzZ windfield collision classes confusion
Is this better? I used myWorld instead of the player collider to check setEnter and setExit. I think this is what you meant right? function player_state() myWorld:setEnter(function(s1,s2,c,i) if s2:getClass() == "ObjectA" and (p.player.vx > 0 or p.player.vy > 0) then p.player.state = "...
- Thu May 07, 2020 4:01 pm
- Forum: Support and Development
- Topic: [SOLVED] adnzzzzZ windfield collision classes confusion
- Replies: 11
- Views: 10397
Re: [SOLVED] adnzzzzZ windfield collision classes confusion
pushstuff5.png Thanks this is what worked for me. player.lua 103 --outside update function player_state() p.player.collider:setEnter(function(s1,s2,c,i) if s2:getClass() == "ObjectA" and (p.player.vx > 0 or p.player.vy > 0) then p.player.state = "pushing" end end) p.player.colli...
- Wed May 06, 2020 2:24 pm
- Forum: Support and Development
- Topic: [SOLVED] adnzzzzZ windfield collision classes confusion
- Replies: 11
- Views: 10397
Re: [SOLVED] adnzzzzZ windfield collision classes confusion
Hmmm, I think I prefer it with Postsolve since as you said it is called when 2 colliders are in contact and after the physics is applied. --control player state self.player.collider:setPostsolve(function(s1,s2) if s2:getClass() == "ObjectA" then self.player.state = "pushing" end ...
- Wed May 06, 2020 6:58 am
- Forum: Support and Development
- Topic: [SOLVED] adnzzzzZ windfield collision classes confusion
- Replies: 11
- Views: 10397
Re: adnzzzzZ windfield collision classes confusion
When I tried the windfield library I believe I also had some problems with the stay function, maybe it's a bug ? I also made a box2d wrapper if you want to try it out (https://github.com/4v0v/physics). Great, I’ll implement your library and get back to you if there any problems. Thanks a lot. -----...
- Wed May 06, 2020 6:51 am
- Forum: Libraries and Tools
- Topic: deleted
- Replies: 3
- Views: 8345
Re: ToyBox - A Simple List Inventory System
Awesome, I’m downloading this.