Oh..lookitthat, Fixtures. Thanks!!
Also, do you have any idea when they'll update the documentation for 0.8.0?
Search found 13 matches
- Wed May 16, 2012 7:04 pm
- Forum: General
- Topic: 0.8.0 Physics
- Replies: 6
- Views: 2808
- 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...
- 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...
- 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...
- 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...
- 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).
- 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...
- 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!
- 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
I didn't see that in the module..my bad. Thanks!Robin wrote:It's counterclockwise. Box2d needs polygons to be clockwise. Switch two points around and it should be good.
I'm using OS X 10.7.2Robin wrote:Just run LÖVE in the terminal. What OS are you on?
- 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:
which seems to be a decently sized polygon. Why is that so?
Also, how can I check said terminal?
Also, I also noticed that this polygon failed:
Code: Select all
shape = love.physics.newPolygonShape(body, 0, -10, 0, 10, 30, 0)
Also, how can I check said terminal?