Search found 5 matches
- Mon Nov 24, 2008 7:45 pm
- Forum: General
- Topic: Typo in the documentation
- Replies: 5
- Views: 6214
Typo in the documentation
Found a type: http://love2d.org/docs/Body_setMass_1.html -- "The interia." should be inertia.
- Mon Nov 24, 2008 5:35 pm
- Forum: Support and Development
- Topic: Physics help...
- Replies: 7
- Views: 8328
Re: Physics help...
I've ended up using applyImpulse to move the body and it is working fine now.
For future reference, when you applyImpulse you do not have to take into consideration the bodies current x/y coords. This makes sense if you think about it, but was causing me a lot of trouble.
For future reference, when you applyImpulse you do not have to take into consideration the bodies current x/y coords. This makes sense if you think about it, but was causing me a lot of trouble.
- Mon Nov 24, 2008 3:31 pm
- Forum: Support and Development
- Topic: Making a flashlight
- Replies: 12
- Views: 8850
Re: Making a flashlight
Not sure how optimized this would be, but you could have a giant image for the flashlight, it would have to be 4 times the screen size, and have a transparent hole in the middle of it. Then move that, and make sure the zombies are drawn under that layer.
- Mon Nov 24, 2008 5:32 am
- Forum: Support and Development
- Topic: Physics help...
- Replies: 7
- Views: 8328
Re: Physics help...
Thank you for the reply, and yes indeed collision does *sometimes* work when you set the position directly using setPosition() or setX/Y, however it only works if you have some gravity. As soon as you setGravity(0,0) all bodies will go straight through each other. Furthermore, from the documentation...
- Mon Nov 24, 2008 3:09 am
- Forum: Support and Development
- Topic: Physics help...
- Replies: 7
- Views: 8328
Physics help...
Ok, for a little test game that I am writing I'm using the physics module mainly for easier collision detection. The game is overhead 2d and thus has no gravity. Originally I just was using the body:setX/setY function in order to move the player, however I then realized that you can't check collisio...