Search found 8 matches
- Wed Mar 28, 2012 4:03 pm
- Forum: Support and Development
- Topic: Saving[Please helpDD:]
- Replies: 4
- Views: 2834
Re: Saving.
If you just want to save a simple (nested) variable-value table, this solution is pretty lightweight. It works perfectly for storing maps so it should be enough for regular player data as well.
- Sat Mar 03, 2012 12:54 pm
- Forum: Support and Development
- Topic: Creating and removing shapes from HardOnCollider on the fly
- Replies: 16
- Views: 6579
Re: Creating and removing shapes from HardOnCollider on the
Sort of, HOC handles this automatically. When HOC's update function is run, it checks for every active object whether there's a collision with a solid shape. Passive shapes can be collided with but they cannot collide by themselves. Let's say you have a player object and three surfaces. Set the play...
- Sat Mar 03, 2012 11:56 am
- Forum: Support and Development
- Topic: Creating and removing shapes from HardOnCollider on the fly
- Replies: 16
- Views: 6579
Re: Creating and removing shapes from HardOnCollider on the
You don't have to manually deactivate shapes outside the active area, HOC already very efficiently checks whether shapes can collide or not. Unless your maps are truly massive, you shouldn't have much of a problem. If you need to, you can add, remove, activate or deactivate shapes whenever necessary...
- Sat Mar 03, 2012 11:42 am
- Forum: Support and Development
- Topic: Opening .lua files
- Replies: 19
- Views: 8085
Re: Opening .lua files
Just to clarify how the system works: You can load LUA code from outside the main.lua file by using require . It's a function so you probably want to call it at the start of your main file. require "myLib" function love.load() ... Should you need to, you can also use require in a file alre...
- Fri Jan 20, 2012 10:30 am
- Forum: Support and Development
- Topic: Sprite Sheet Quad: overlap from adjacent sprite
- Replies: 5
- Views: 4459
Re: Sprite Sheet Quad: overlap from adjacent sprite
Try adding a 1 pixel transparent border around all the sprites in the spritesheet. This gets rid of the bleeding (the blue arrows are stored like this) but it seems somewhat impractical for tiles that are supposed to be solid (i.e. don't have a natural transparent border). I'm quite fond of the pow...
- Wed Jan 18, 2012 3:04 pm
- Forum: Support and Development
- Topic: Sprite Sheet Quad: overlap from adjacent sprite
- Replies: 5
- Views: 4459
Sprite Sheet Quad: overlap from adjacent sprite
I'm currently trying to figure out the best way to draw images stored in a sprite sheet but have run into a problem when using quads to extract individual sprites from the sprite sheet. When offsetting the sprites on the screen to simulate movement, any time the sprite edges do not match up perfectl...
- Sun Jan 08, 2012 3:13 pm
- Forum: Support and Development
- Topic: HardonCollider: Polygon incompatible with triangulation
- Replies: 5
- Views: 3961
Re: HardonCollider: Polygon incompatible with triangulation
Thanks for the reply and help! With the updated pointInTriangle, it now fails the assert stating "Cannot triangulate polygon (is the polygon intersecting itself?)" . I guess it simply ends up with the last three points all in a row, then tries to triangulate these until it fails. I've fixe...
- Sat Jan 07, 2012 9:53 pm
- Forum: Support and Development
- Topic: HardonCollider: Polygon incompatible with triangulation
- Replies: 5
- Views: 3961
HardonCollider: Polygon incompatible with triangulation
Hi! I'm currently trying to get HardonCollider to work properly with collision shapes supplied from an external map source(Tiled). The problem is that many of the shapes created for collision detection in the editor are not reliably compatible with the Kong algorithm used to subdivide the polygon in...