Search found 198 matches
- Sun Apr 27, 2014 1:57 pm
- Forum: Support and Development
- Topic: moving along a path
- Replies: 4
- Views: 4640
Re: moving along a path
Hi Rokit, Have you studied the example of project I provided with Jumper ? The code is quite old, and uses an old version of Jumper, but the logic stays the same. See Jumper-Examples/Love2d branch . Most of the logic you need is in player.lua . Adding the wait _for_some_time_before_moving feature s...
- Mon Apr 07, 2014 3:49 pm
- Forum: Support and Development
- Topic: moving along a path
- Replies: 4
- Views: 4640
Re: moving along a path
Depends. Are the points/is the game on a grid or do you want it to be able to move freely at non-orthogonal angles? on a grid. map: map = { -- 0 empty 1 rock 2 water {1,1,1,1,1,1,1,1}, {1,0,0,0,1,0,0,1}, {1,1,1,0,1,0,1,1}, {1,0,1,0,1,0,1,1}, {1,0,0,0,0,0,1,1}, {1,1,1,1,0,0,0,1}, {1,0,0,0,0,1,0,1}, ...
- Sun Apr 06, 2014 8:26 pm
- Forum: Support and Development
- Topic: moving along a path
- Replies: 4
- Views: 4640
moving along a path
ive used jumper and now i have a table full of coordinates for my character to move to one by one.
i just cant figure out how to make him move to one, stop, move to another, stop etc.
help please?
i just cant figure out how to make him move to one, stop, move to another, stop etc.
help please?
- Sun Jul 07, 2013 5:07 pm
- Forum: Libraries and Tools
- Topic: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
- Replies: 97
- Views: 62086
Re: Jumper : 2D Pathfinder with Jump Point Search (v.1.8.1)
hey i have a problem in main.lua grid = require ("jumper.grid") pathfinder = require ("jumper.pathfinder") in game.lua gr = grid(map) finder = pathfinder('JPS', gr, 0) i get an error saying it needs a grid object when initializing finder. so "gr" isn't a grid object for...
- Tue Apr 30, 2013 6:33 pm
- Forum: Support and Development
- Topic: questios about an isometric game
- Replies: 4
- Views: 4565
Re: questios about an isometric game
From your code the formula from 3d to 2d is x2 = (x3-y3)*tilesize/2 y2 = (x3+y3)*tilesize/2/2 (x2,y2) are the 2d-coordinates, (x3,y3) are the 3d-coordinates. You can solve this for x3 and y3 by multiplying the first by 2/tilesize and the second by 4/tilesize. You get (this are equations, not lua-co...
- Mon Apr 29, 2013 8:08 pm
- Forum: Support and Development
- Topic: questios about an isometric game
- Replies: 4
- Views: 4565
Re: questios about an isometric game
Regarding the first, as far as I know draw calls overwrite older calls, so in order to draw things in the right order, start drawing stuff with the lowest Z-value and work up from there and they should appear properly. Regarding transforming 2d coordinates to 3d coordinates... you don't. There's da...
- Sun Apr 28, 2013 6:55 pm
- Forum: Support and Development
- Topic: questios about an isometric game
- Replies: 4
- Views: 4565
questios about an isometric game
i have 2 questions 1 is "layers" or z_index. how can i make 1 sprite draw behind or infront of another given sprite. 2nd is how would i make a 2d coords to 3d coords function? i have 1 function called coords3dto2d which is this: function coords3dto2d(x,y,z) return (x-y)*tilesize/2,(x+y)*ti...
- Sun Apr 21, 2013 9:08 pm
- Forum: Support and Development
- Topic: love crashes on pretty much any game
- Replies: 4
- Views: 4219
Re: love crashes on pretty much any game
you are the god of all godsBoolsheet wrote:It's possible that you have a buggy ATI driver. Try if this LÖVE build changes anything for you.
thank you
- Sun Apr 21, 2013 7:53 pm
- Forum: Support and Development
- Topic: love crashes on pretty much any game
- Replies: 4
- Views: 4219
love crashes on pretty much any game
it shows up as love.exe is not responding
specs in attachment
anything else you need to see tell me
specs in attachment
anything else you need to see tell me
- Thu Nov 22, 2012 7:50 pm
- Forum: Games and Creations
- Topic: Fall-Winter Demo
- Replies: 18
- Views: 9573
Re: Fall-Winter Demo
love to see more, also are you all running this on some hp? the spritebatch is fine.