Yeah, sure...
I'm not asking for the bug to be fixed, I'm asking for a workaround or perhaps insight into something I might be doing abnormally that's causing the bug.
Edit: I think I've fixed it. OP updated.
Search found 34 matches
- Tue Jun 18, 2013 8:16 pm
- Forum: Support and Development
- Topic: [SOLVED?] Love2D Bug with 3+ Revolute Joints
- Replies: 2
- Views: 2331
- Tue Jun 18, 2013 8:02 am
- Forum: Support and Development
- Topic: [SOLVED?] Love2D Bug with 3+ Revolute Joints
- Replies: 2
- Views: 2331
[SOLVED?] Love2D Bug with 3+ Revolute Joints
Okay, so I've apparently solved this by making the heavy mass heavier and the lighter masses lighter. I suspect that this phenomenon still occurs, just with a period/magnitude so long/low that it's unnoticeable. Or maybe it doesn't happen at all. Box2D, iirc, works best with objects of certain mass...
- Fri Nov 30, 2012 4:00 am
- Forum: Support and Development
- Topic: collision [need help]
- Replies: 8
- Views: 4764
Re: collision [need help]
For some reason, your .zip file is invalid, and won't open on my computer.
I recommend just posting .love files.
I recommend just posting .love files.
- Fri Nov 30, 2012 3:57 am
- Forum: Support and Development
- Topic: How do I check if the player "sees" an object?
- Replies: 2
- Views: 1977
Re: How do I check if the player "sees" an object?
So is this like a bird's eye view kind of thing where the player sees a 2d arc in front of him? Seems like it. First, you'd want to check if the player is close enough to see the object. Use the Pythagorean theorem with playerBody:getPosition() and objectBody:getPosition(). Then, you'd want to recor...
- Wed Nov 28, 2012 9:54 pm
- Forum: Support and Development
- Topic: Tables or Inheritance
- Replies: 29
- Views: 11508
Re: Tables or Inheritance
Whoops! Sorry guys.
I figured out that this bug occurs when a shot strikes a corner, thereby creating two collisions.
I solved it by adding a return nil statement at the end of searchTable() and adding another check for nil within hitShot().
I figured out that this bug occurs when a shot strikes a corner, thereby creating two collisions.
I solved it by adding a return nil statement at the end of searchTable() and adding another check for nil within hitShot().
- Wed Nov 28, 2012 5:56 am
- Forum: Support and Development
- Topic: Tables or Inheritance
- Replies: 29
- Views: 11508
Re: Tables or Inheritance
No, I know how it works, it's just...
I had code that destroyed shapes within the collisions callback. It crashed.
I moved the code to an outside function and called that with the collisions callback. It did not crash.
(For Love 0.7.)
I had code that destroyed shapes within the collisions callback. It crashed.
I moved the code to an outside function and called that with the collisions callback. It did not crash.
(For Love 0.7.)
- Tue Nov 27, 2012 8:43 am
- Forum: Support and Development
- Topic: Transformation Matrix
- Replies: 2
- Views: 2987
Re: Transformation Matrix
Admittedly, I've never worked with transformation matrices, but I've done some normal transformation/rotation/scaling.
Can you not create an empty matrix and copy the data into that?
http://www.lua.org/pil/11.2.html
Can you not create an empty matrix and copy the data into that?
http://www.lua.org/pil/11.2.html
- Tue Nov 27, 2012 8:18 am
- Forum: Support and Development
- Topic: Support for LARGE images?
- Replies: 8
- Views: 4680
Re: Support for LARGE images?
As far as I know, you can't draw on an image.? What...? You're sure that you can't just... love.graphics.draw(ImageName, bunchO'Arguments) love.graphics.line(x1, y1, x2, y2) As long as the line is drawn after the image, it should appear on top of it. Is there something huge I'm missing? Admittedly,...
- Tue Nov 27, 2012 8:06 am
- Forum: Support and Development
- Topic: Tables or Inheritance
- Replies: 29
- Views: 11508
Re: Tables or Inheritance
Iirc, as far as Love 0.7 was concerned, all that mattered was whether or not the creation/destruction was in an outside function. How complicated would splitting my code be? I've never done it before, so there's a bit of apprehension. Would it be as simple as just creating another .lua file and cutt...
- Tue Nov 27, 2012 1:11 am
- Forum: Support and Development
- Topic: Deactivating physics objects?
- Replies: 5
- Views: 3582
Re: Deactivating physics objects?
You're probably looking for this. https://love2d.org/wiki/Body:setActive And when you draw, use this (if statement). https://love2d.org/wiki/Body:isActive blah blah if body:isActive() then draw dat body end bluh blargh If that doesn't work, the oldschool nublet solution of setting the collision mask...