Search found 3 matches

by bigfeetedboard
Fri Jan 10, 2025 4:34 am
Forum: Support and Development
Topic: keeping everything at 60fps
Replies: 7
Views: 1475

Re: keeping everything at 60fps

glitchapp wrote: Mon Jan 06, 2025 12:16 pm I think you are looking for this: https://github.com/rxi/lovebpm

You can then get the values from beat and subbeat like this:

Code: Select all

local beat, subbeat = music:getBeat()
and use it to animate anything, I did that successfully in a game and all I can say it works.
THANK YOU !!!!!!
by bigfeetedboard
Mon Jan 06, 2025 5:21 am
Forum: Support and Development
Topic: keeping everything at 60fps
Replies: 7
Views: 1475

Re: keeping everything at 60fps

okay so rnavega's solution didnt work, but i found one that did --for 120bpm beats = 1 function love.update(dt) local songtime = song:tell("seconds") if songtime >= beats then beats = beats+1 end end source:tell checks for the time that the song has elapsed instead of the game. my code mig...
by bigfeetedboard
Sun Jan 05, 2025 2:01 am
Forum: Support and Development
Topic: keeping everything at 60fps
Replies: 7
Views: 1475

keeping everything at 60fps

I want to make an image that kind of bops to the beat of the music, but I don't really know how to make it consistent with the framerate. In this code, I want it to go every second function love.update(dt) print(dt) if count <= 60 then count = count+(1*dt*100) beat = false else count = 0 beat = true...