Search found 11 matches
- Wed May 14, 2014 3:15 am
- Forum: Support and Development
- Topic: How to refer to a table inside another table?
- Replies: 14
- Views: 10237
Re: How to refer to a table inside another table?
I pretty regularly use functions with optional parameters in Lua; the following is a perfectly reasonable thing to do: foo = function (bar, optional_flag) apply_bar(bar) if optional_flag == false then do_something() end end foo(bat) and I don't think it's less readable than this equivalent: foo = fu...
- Tue May 13, 2014 3:22 pm
- Forum: Support and Development
- Topic: How to refer to a table inside another table?
- Replies: 14
- Views: 10237
Re: How to refer to a table inside another table?
Wait a second... this:
returns true while this:
returns false.
So, since the two options behave differently for the same input, shouldn't we use the one that provides the desired behavior in whatever particular situation we're using it?
Code: Select all
not nil
Code: Select all
nil == false
So, since the two options behave differently for the same input, shouldn't we use the one that provides the desired behavior in whatever particular situation we're using it?
- Thu Oct 07, 2010 1:39 am
- Forum: Libraries and Tools
- Topic: Messing around with isometrics - more progress shots
- Replies: 10
- Views: 11082
Re: Messing around with isometrics - more progress shots
No, setScissor wouldn't do anything like what I want. setScissor restricts the drawing area to some portion of the display. If you look at this image again: http://i117.photobucket.com/albums/o48/ExaMind/iso2.png That shows the contents of a framebuffer that is normally never displayed, only stored ...
- Wed Oct 06, 2010 6:50 pm
- Forum: Support and Development
- Topic: Quick Question. Generic for not updating all values.
- Replies: 1
- Views: 2995
Re: Quick Question. Generic for not updating all values.
You're overwriting 'some' too often in your loop. Try something like this:
Code: Select all
local cntr = 0
for i, v in ipairs(rocks) do
if checkHit(xan,v) then
cntr = cntr + 1
end
end
some = string.format("Hitting %d rocks.", cntr)
- Wed Oct 06, 2010 5:49 pm
- Forum: Libraries and Tools
- Topic: Messing around with isometrics - more progress shots
- Replies: 10
- Views: 11082
Re: Messing around with isometrics - now prettier
Thanks! I expect I'll have to implement some sort of depth sorting, yeah. Haven't really decided on how I want to do that yet, though. And yes, this is in 0.7 (has to be, since framebuffers are newly supported in 0.7). Also, some more progress shots: http://i117.photobucket.com/albums/o48/ExaMind/is...
- Mon Oct 04, 2010 1:18 am
- Forum: General
- Topic: math.floor()
- Replies: 21
- Views: 14523
Re: math.floor()
That's only true for non-negative numbers. floor(-0.5) is -1, not 0.fwoop wrote:In layman terms, Floor cuts all the decimal rubbish off the end. Sometimes called truncation.
examples:
floor(3.14159) returns 3
floor(4.99999998) returns 4
floor(5) returns 5
- Mon Oct 04, 2010 1:05 am
- Forum: General
- Topic: math.floor()
- Replies: 21
- Views: 14523
Re: math.floor()
The floor of a number is the greatest integer less than or equal to that number.
- Sun Oct 03, 2010 11:16 pm
- Forum: General
- Topic: Avatars: OBEY!
- Replies: 763
- Views: 1193734
Re: Avatars: OBEY!
That was an awful lot of work for such a small image. But there it is!
- Sun Oct 03, 2010 6:31 pm
- Forum: Libraries and Tools
- Topic: Messing around with isometrics - more progress shots
- Replies: 10
- Views: 11082
Re: Messing around with isometrics
Yeah. I use b for type of element and r+g for the individual element. So the buttons around the edge are colored 50,50,250 through 56,50,250 (and the next one will be 57,50,250), while the map tiles are colored 51,51,50 through 50+mapsize.x,50+mapsize.y,50. I've started working on a main menu, and o...
- Sun Oct 03, 2010 4:08 pm
- Forum: Libraries and Tools
- Topic: Messing around with isometrics - more progress shots
- Replies: 10
- Views: 11082
Re: Messing around with isometrics
I haven't even looked at collision yet. That's sort of in the "create an actual game" to-do item. Everything I had implemented as of the previous posting is listed in the post (I don't think I forgot anything, at least). Since then, I have gotten map rotation done, so now you can turn the ...