Search found 9 matches
- Sun May 29, 2011 1:06 am
- Forum: General
- Topic: Fänfic: A Textbox module for Löve
- Replies: 4
- Views: 2570
Re: Fänfic: A Textbox module for Löve
I'd love for the text to be moved to the right slightly, because judging from that example the text can actually touch the border of the textbox. Another thing I'd like to see, is the usage of font objects, sometimes I already have a ready-made font, or an ImageFont, it would be nice if I could pas...
- Sat May 28, 2011 6:16 pm
- Forum: General
- Topic: Fänfic: A Textbox module for Löve
- Replies: 4
- Views: 2570
Fänfic: A Textbox module for Löve
Fänfic: Functional and Needed Fully Insertable Characters Hello, Lövers! The other night, I had a smashing idea: textboxes. Ok, it's exactly breaking new ground, but it's something that I haven't seen in Löve before. This is version 0.2. The textbox is a very simple white rectangle, the text is bla...
- Thu Mar 24, 2011 3:30 am
- Forum: Support and Development
- Topic: Textured Circle: A Quad issue
- Replies: 4
- Views: 2910
Re: Textured Circle: A Quad issue
So I found a solution. function getOddImage(coords, img) local palette = love.graphics.newFramebuffer() local cx,cy,cr = unpack(coords) cx, cy = cr, cr local diam = cr*2 local image = love.graphics.newImage(img) --it's assumed that img is a proper path. local quad = love.graphics.newQuad(0,0, diam,d...
- Wed Mar 23, 2011 8:17 pm
- Forum: Support and Development
- Topic: Textured Circle: A Quad issue
- Replies: 4
- Views: 2910
Re: Textured Circle: A Quad issue
Hmm, I guess I didn't explain my self well. I'm trying to draw the platforms for the game. Since each platform is a hardoncollider shape, I just used each one's :draw() method. However, I now need to draw each platform using tiles. The obvious solution is to use a quad, since that will handle the ti...
- Wed Mar 23, 2011 7:05 pm
- Forum: Support and Development
- Topic: Textured Circle: A Quad issue
- Replies: 4
- Views: 2910
Textured Circle: A Quad issue
Hi again, lövers! I'm having a problem with using quads to create tiled textures. In the game, each platform is textured using a quad. This works well for rectangles since, well, it's a quad . However, circular platforms (and by extension, any other non-rectangle platforms) can't be colored by a qua...
- Thu Mar 17, 2011 2:27 pm
- Forum: Support and Development
- Topic: A little help with collision detection
- Replies: 6
- Views: 3449
Re: A little help with collision detection
I forgot to actually put the new hardoncollider code where Love could read it, so Love was looking at the old code. Well. Glad that's resolved. Ok, things are mostly working now. Is there a way to create a polygon from the shape returned by hc.addPolygon(...)? Or a way to give the shape the function...
- Thu Mar 17, 2011 12:22 pm
- Forum: Support and Development
- Topic: A little help with collision detection
- Replies: 6
- Views: 3449
Re: A little help with collision detection
Hm. What is the code that pushes those polygons to the ground table? hc = require 'hardoncollider' --loaded at the top of the file function World.addPlatform(coords) local temp if #coords == 4 then temp = hc.addRectangle(unpack(coords)) else temp = hc.addPolygon(unpack(coords)) end table.insert(gro...
- Thu Mar 17, 2011 3:57 am
- Forum: Support and Development
- Topic: A little help with collision detection
- Replies: 6
- Views: 3449
Re: A little help with collision detection
[[Double post -- yet another issue...hopefully someone can help]] Here's a more specific problem, which I don't think needs a new thread since it's related to what I originally posted. In my game, I create a world out of a series of platforms. The coordinates for each platform are passed to a functi...
- Wed Mar 16, 2011 5:17 am
- Forum: Support and Development
- Topic: A little help with collision detection
- Replies: 6
- Views: 3449
A little help with collision detection
Hi! I'm Solumin, a general programmer who's just started with game development, Lua, and Love. I've been lurking on the forums for a while, but my issues have become a bit too...involved, shall we say...to be defeated by mere voyeurism. Currently I'm working on a project with my college's game devel...