I can see the problem.
But still, I cannot tell if this is the right direction for what I'm trying to do.
And still, I have no clue on how to limit the cursor movement only on the traced lines.
I really need some help to see clearer where I should go...
Search found 8 matches
- Mon Apr 11, 2011 3:43 pm
- Forum: Support and Development
- Topic: Trying a Qix clone.
- Replies: 5
- Views: 3361
- Mon Apr 11, 2011 9:29 am
- Forum: Support and Development
- Topic: Trying a Qix clone.
- Replies: 5
- Views: 3361
Re: Trying a Qix clone.
Yes, the point is, the code is just a little stub, I don't even know if I'm moving in the right direction. Right now is not working, because as soon as you start moving, you don't have two vertices to trace a line. So, here it is, but I doubt it will be useful, probably I'm doing it completely wrong...
- Mon Apr 11, 2011 8:47 am
- Forum: Support and Development
- Topic: Trying a Qix clone.
- Replies: 5
- Views: 3361
Trying a Qix clone.
I know I'm asking a lot, but I'm still learning :) I was trying to make a small Qix clone, but I'm finding a lot of problems on even how to start. Basically I want this cursor which movement is bound to the screen's edge and to the already closed lines. When you press a button you can start to trace...
- Sun Mar 20, 2011 9:12 pm
- Forum: Support and Development
- Topic: Newbie trigonometry help
- Replies: 17
- Views: 8371
Re: Newbie trigonometry help
That's t much better, but still the movement is weird. When I press the movement button without rotating, the player moves left. But when I rotate, the direction starts to mess up, and the player is not moving correctly (left and right are right, up and down switched). The updated code: function lov...
- Sat Mar 19, 2011 7:56 pm
- Forum: Support and Development
- Topic: Newbie trigonometry help
- Replies: 17
- Views: 8371
Re: Newbie trigonometry help
Still nothing. The movement is totally strange, I post my code here: function love.load() love.graphics.setMode(1024, 768, false, false) hero = {} hero.angle=0; hero.speed=100; hero.x=love.graphics.getWidth()/2; hero.y=love.graphics.getHeight()/2; hero.sprite=love.graphics.newImage("art/player....
- Sat Mar 19, 2011 7:24 pm
- Forum: Support and Development
- Topic: Newbie trigonometry help
- Replies: 17
- Views: 8371
Re: Newbie trigonometry help
Uhm, It's better, but it's still weird when not moving in orthogonal directions.
- Sat Mar 19, 2011 1:05 pm
- Forum: Support and Development
- Topic: Newbie trigonometry help
- Replies: 17
- Views: 8371
Re: Newbie trigonometry help
Uhm, not working.
Sometimes it runs in the right direction, some other times it goes nuts and moves backwards or just in a weird direction...
Sometimes it runs in the right direction, some other times it goes nuts and moves backwards or just in a weird direction...
- Fri Mar 18, 2011 9:59 pm
- Forum: Support and Development
- Topic: Newbie trigonometry help
- Replies: 17
- Views: 8371
Newbie trigonometry help
Hi there! I'm a total newbie and I'm trying to make a simple asteroids-like game. Thing is, I want the movement with a constant velocity. No acceleration, no inertia. You press a button, you move. You release it, you stop. That's it. For now I did this: function love.load() love.graphics.setMode(102...