Thanks Boolsheet, that's very informative :-)
I might not have noticed this before as I've probably only used require when writing lua code to run in love. Any 'lua only' code I've written has been ad-hoc snippets used to solve problems for love development (or to help me learn the language).
Search found 21 matches
- Tue Jul 10, 2012 1:59 pm
- Forum: General
- Topic: LÖVE 0.8.0 Released
- Replies: 85
- Views: 162498
- Tue Jul 10, 2012 12:06 pm
- Forum: General
- Topic: LÖVE 0.8.0 Released
- Replies: 85
- Views: 162498
Re: LÖVE 0.8.0 Released
That's because your syntax for require is wrong, if you have a file "some/file.lua", you do require("some.file"). ty, dropping the .lua extension works OK. Is this a change in love or in lua do you know? Passing the full filenames (i.e. including the file extension) to require a...
- Tue Jul 10, 2012 11:03 am
- Forum: General
- Topic: LÖVE 0.8.0 Released
- Replies: 85
- Views: 162498
Re: LÖVE 0.8.0 Released
Thanks love development team! I have a quick question about paths. My main.lua typically brings in other local-directory .lua files, e.g. require "somefile.lua" but these files cannot now be found (worked fine in the previous version). How do I tell love 0.8.0 to search the local directory...
- Fri Mar 09, 2012 2:56 pm
- Forum: General
- Topic: Survey: Do You Support Framebuffers and/or Non-Po2 [RERUN]
- Replies: 92
- Views: 42483
Re: Survey: Do You Support Framebuffers and/or Non-Po2 [RERU
On my work PC: HP Compaq 6000 Pro, Duo E8500 CPU, 4GB RAM, Intel Express Q45/Q43 gfx (AKA 'steaming pile of junk'):
You support:
Framebuffers
Non-Po2 Framebuffers
Non-Po2 Images
Framebuffers up to the size 4096 x 4096
Power of 3 Framebuffers up to the size 2187 x 2187
You support:
Framebuffers
Non-Po2 Framebuffers
Non-Po2 Images
Framebuffers up to the size 4096 x 4096
Power of 3 Framebuffers up to the size 2187 x 2187
- Wed Mar 07, 2012 1:54 pm
- Forum: General
- Topic: 2012 Märch Showcase
- Replies: 52
- Views: 18123
Re: 2012 Märch Showcase
OK, ta. I shall give that a try.thelinx wrote:Short answer, Yes.
- Wed Mar 07, 2012 1:08 pm
- Forum: General
- Topic: 2012 Märch Showcase
- Replies: 52
- Views: 18123
Re: 2012 Märch Showcase
Hi thereTechnoCat wrote: Submission must use LÖVE and run on OSX, Linux, and Windows
I'm interested, but don't have access to either Linux or OSX systems to test on.
If I used nothing but 'vanilla' lua calls and the LOVE engine, can I assume that it'd work equally well on any of the above platforms?
TIA :-)
- Mon Feb 27, 2012 10:23 am
- Forum: General
- Topic: Hats, hats, and more hats?
- Replies: 22
- Views: 7100
Re: Hats, hats, and more hats?
Bowler Hats or Top Hats are the superior :-)
- Wed Feb 22, 2012 12:33 pm
- Forum: General
- Topic: Developing normal graphical applications
- Replies: 20
- Views: 7886
Re: Developing normal graphical applications
As well as Qt, WTL (Windows Template library) is another possibility to consider. It's a CPL-licensed library written in C++ which extends the Active Template Library and provides a set of classes for UI construction, GDI objects etc. Of the libraries I've tried, I find it the simplest to work with ...
- Tue Feb 14, 2012 6:28 pm
- Forum: Support and Development
- Topic: How to See if a key is down
- Replies: 10
- Views: 4095
Re: How to See if a key is down
It might be worth adding that if you need to check for modifiers (or more generally, more than any one key being pressed) at 'key event time' (i.e. when a key is pressed), then as far as I understand it, you'll need to add some 'is down?' checks to the keypressed() method, e.g. noddy code: function ...
Re: Card Game
Now that is pretty neat. Good to know - thx!Robin wrote: D'oh! I typo'd. It should have been:Code: Select all
if card.attribute then ATTR[card.attribute]() -- parentheses for function call end