Search found 29 matches
- Wed Mar 02, 2016 5:07 am
- Forum: Support and Development
- Topic: bump.lua library player problems
- Replies: 6
- Views: 3828
Re: bump.lua library player problems
I managed to get it working by doing something like this. local items, len = world:queryRect(player.x,player.y-25,player.w,player.h-25) for i=2,len do player.crouching = true end I'm only using bump for collision with my main world so I should be able to get away with this. Thanks a bunch for the in...
- Tue Mar 01, 2016 10:40 pm
- Forum: Support and Development
- Topic: bump.lua library player problems
- Replies: 6
- Views: 3828
Re: bump.lua library player problems
I don't fully understand bump's querying functions just yet, so sorry if I sound a little senseless here but, I tried drawing the rectangle as you had suggested but it was just positioned where the player box was. I also tried this code local actualX, actualY, cols, crouchcheck = world:queryRect(pla...
- Tue Mar 01, 2016 7:43 pm
- Forum: Support and Development
- Topic: bump.lua library player problems
- Replies: 6
- Views: 3828
Re: bump.lua library player problems
Thanks for the reply, world:queryRect seems to be exactly what I need but i'm a bit confused on how to make it check above the player? For example, if I do this it just stays crouched when I press down. --CROUCHING len = world:queryRect(player.x,player.y,player.w,80) if love.keyboard.isDown("do...
- Tue Mar 01, 2016 9:18 am
- Forum: Support and Development
- Topic: bump.lua library player problems
- Replies: 6
- Views: 3828
bump.lua library player problems
Hello, I'm using Kikito's bump.lua for my collisions and it's working fairly well except for a fairly serious problem I'm having. I want to make my player able to crouch but when he returns to his original height he teleports through the bump blocks, which should never happen. I need to make a way t...
- Sat Feb 20, 2016 5:13 pm
- Forum: Support and Development
- Topic: BUMP Lib platformer help
- Replies: 5
- Views: 3558
Re: BUMP Lib platformer help
Here's an unrelated issue, I'm having a strange problems as a repercussion of my implementation of player velocity Right now, when the player collides with anything it runs this code local actualX, actualY, cols, poop = world:check(player, player.x, player.y+1) for i=1,poop do player.yvel = 0 player...
- Sat Feb 20, 2016 5:06 pm
- Forum: Libraries and Tools
- Topic: [library] bump.lua v3.1.4 - Collision Detection
- Replies: 227
- Views: 133200
Re: [library] bump.lua v3.1.4 - Collision Detection
Does anybody know how i can use the cross filter when I'm applying velocities to my player? Right now my the world:check of my player when he jumps is this: local actualX, actualY, cols, poop = world:check(player, player.x, player.y+1) for i=1,poop do player.yvel = 0 player.onGround = true end this ...
- Tue Feb 16, 2016 10:16 pm
- Forum: Support and Development
- Topic: BUMP Lib platformer help
- Replies: 5
- Views: 3558
Re: BUMP Lib platformer help
Haha, funny you say that I thought the same thing.pgimeno wrote:I know it wasn't your actual intention, but I find that stickiness fun
- Tue Feb 16, 2016 10:13 pm
- Forum: Support and Development
- Topic: BUMP Lib platformer help
- Replies: 5
- Views: 3558
Re: BUMP Lib platformer help
You are setting your y_velocity to zero and flipping your on_ground to True for EVERY collision. So when you are next to a wall, the game thinks you are on the ground. Instead do local actualX, actualY, cols, len = world:check(item, goalX, goalY, <filter>) with goalY being 1 pixel below your curren...
- Tue Feb 16, 2016 7:15 pm
- Forum: Support and Development
- Topic: BUMP Lib platformer help
- Replies: 5
- Views: 3558
BUMP Lib platformer help
hello I'm making a small platformer and I'm using kikito's bump for collisions. It's going well however right now I can't get jumping right. The problem is that, you can jump up walls indefinitely. I'm trying to make it behave much more traditionally, as it should. So how do I make the jump not stic...
- Fri Jul 17, 2015 7:36 am
- Forum: Support and Development
- Topic: Sharpen Shader Inquiry
- Replies: 3
- Views: 4180
Sharpen Shader Inquiry
I want to create a shader that sharpens everything on the screen; however I can't find a sharpen shader. I did find this though, https://www.shadertoy.com/view/lslGRr void mainImage( out vec4 fragColor, in vec2 fragCoord ) { vec2 uv = fragCoord.xy / iResolution.xy; uv.x = mod( uv.x * 2.0, 1.0 ); uv ...