Search found 13 matches

by fparedesg
Wed May 16, 2012 7:04 pm
Forum: General
Topic: 0.8.0 Physics
Replies: 6
Views: 2808

Re: 0.8.0 Physics

Oh..lookitthat, Fixtures. Thanks!!

Also, do you have any idea when they'll update the documentation for 0.8.0?
by fparedesg
Wed May 16, 2012 4:44 pm
Forum: General
Topic: 0.8.0 Physics
Replies: 6
Views: 2808

0.8.0 Physics

Hey everyone, I'm trying out the never version of löve, but it's not even detecting basic physics functions. I don't know exactly what changes were made, so I'm not sure what I'm doing wrong. Take, for example, just this full code: function love.load() shape = love.physics.newRectangleShape(800, 200...
by fparedesg
Wed Dec 28, 2011 7:23 am
Forum: Support and Development
Topic: Collision of a Table of Bullets
Replies: 8
Views: 5171

Re: Collision of a Table of Bullets

Well, I took the easy way out, but I don't know if there's a better way of doing it. Instead of destroying bodies/shapes, I simply remove the object from the table and set a mask, so as to avoid any unneeded collisions with the 'removed' objects. if a.type == "Bullet" or b.type == "Bu...
by fparedesg
Tue Dec 27, 2011 11:54 pm
Forum: Support and Development
Topic: Collision of a Table of Bullets
Replies: 8
Views: 5171

Re: Collision of a Table of Bullets

The file you posted crashes. Error on line 60. That happens because the floor is already removed from the table 'floor', and pressing space for a second time runs: table.remove(floor, 1) again, and there's nothing to remove. That bug isn't present in the original Asteroids.love file I attached in m...
by fparedesg
Tue Dec 27, 2011 5:55 am
Forum: Support and Development
Topic: Collision of a Table of Bullets
Replies: 8
Views: 5171

Re: Collision of a Table of Bullets

I am still having problems with the removal of the bodies. Once I remove the bullets and asteroids using the method you described, they are no longer drawn, but they are still present, as I've noticed that other bullet objects keep bouncing off that now-blank-space. To simulate this, I created the f...
by fparedesg
Sun Dec 25, 2011 6:20 pm
Forum: Support and Development
Topic: Collision of a Table of Bullets
Replies: 8
Views: 5171

Re: Collision of a Table of Bullets

Thank you very much (again). :)
by fparedesg
Sun Dec 25, 2011 4:59 am
Forum: Support and Development
Topic: Collision of a Table of Bullets
Replies: 8
Views: 5171

Collision of a Table of Bullets

Hey everyone! I'm starting off with the physics module, so I decided to be original and write my own Asteroids game. I only have one question regarding collision detection with the ship's bullets. In order to store the bullets' data, I created a variable which holds all the bullets and another which...
by fparedesg
Sun Dec 18, 2011 11:32 pm
Forum: Support and Development
Topic: White Screen upon Startup
Replies: 13
Views: 7007

Re: White Screen upon Startup

Thanks for all your help!
by fparedesg
Sun Dec 18, 2011 8:09 am
Forum: Support and Development
Topic: White Screen upon Startup
Replies: 13
Views: 7007

Re: White Screen upon Startup

Robin wrote:It's counterclockwise. Box2d needs polygons to be clockwise. Switch two points around and it should be good.
I didn't see that in the module..my bad. Thanks!
Robin wrote:Just run LÖVE in the terminal. What OS are you on?
I'm using OS X 10.7.2
by fparedesg
Sat Dec 17, 2011 5:52 pm
Forum: Support and Development
Topic: White Screen upon Startup
Replies: 13
Views: 7007

Re: White Screen upon Startup

Awesome! Thanks!

Also, I also noticed that this polygon failed:

Code: Select all

shape = love.physics.newPolygonShape(body, 0, -10, 0, 10, 30, 0)
which seems to be a decently sized polygon. Why is that so?

Also, how can I check said terminal?