Search found 8 matches
- Wed Aug 20, 2014 3:06 pm
- Forum: Support and Development
- Topic: Can I use C++ code in my game?
- Replies: 9
- Views: 12360
Re: Can I use C++ code in my game?
Of course you can! Just grab the love c++ source from BitBucket and get coding! Build instructions are on the wiki if you need help with dependencies or whatever.
- Thu Dec 19, 2013 4:12 am
- Forum: Support and Development
- Topic: LOVE 0.9.0 not doing anything on build?
- Replies: 8
- Views: 5659
Re: LOVE 0.9.0 not doing anything on build?
Try setting a path instead: { "path": "C:\\Program Files (x86)\\LOVE", "selector": "source.lua", "shell": true, "cmd": ["love", "$file_path"] } Edit: Or try replacing "\\" with "/". I run mine from a ...
- Sun Dec 15, 2013 4:47 am
- Forum: Support and Development
- Topic: Love window doesn't open when building in Sublime Text 2
- Replies: 5
- Views: 5513
Re: Love window doesn't open when building in Sublime Text 2
Thank you both!
- Sat Dec 14, 2013 5:44 pm
- Forum: Support and Development
- Topic: Love window doesn't open when building in Sublime Text 2
- Replies: 5
- Views: 5513
Re: Love window doesn't open when building in Sublime Text 2
Did you created a conf.lua file ? If so, check if "t.window.display" is present and set to 1. If not add it to the conf file. https://www.love2d.org/wiki/Config_Files Maybe that's the problem. I didn't have a conf.lua before, but adding one doesn't seem to remedy the situation :( Thanks f...
- Sat Dec 14, 2013 5:36 pm
- Forum: Support and Development
- Topic: Love window doesn't open when building in Sublime Text 2
- Replies: 5
- Views: 5513
Love window doesn't open when building in Sublime Text 2
I cannot seem to get Sublime Text 2 to play nicely with love 0.9.0. My previous love build file, which worked perfectly for love 0.8.0 doesn't appear to work for 0.9.0: { "path": "/apps/SDKs/love", "cmd": ["love", "${project_path:${folder:${file_path}}}&q...
- Tue May 08, 2012 12:33 am
- Forum: Support and Development
- Topic: Simulate physics integration
- Replies: 9
- Views: 4083
Re: Simulate physics integration
Sorry I couldn't help more man, but I'm glad you found the answer . You were using the physics module, right? Box2D is the physics engine that provides the physics for the physics module.
- Mon May 07, 2012 1:37 pm
- Forum: Support and Development
- Topic: Simulate physics integration
- Replies: 9
- Views: 4083
Re: Simulate physics integration
It seems like you are taking the hard way around here. Messing with velocities is actually pretty easy: --the maximum speed the object can go local maxSpeed = 100 --the x and y velocities local vx,vy = body:getLinearVelocity() --Do any messing arround with the velocities here: --[[ if love.keyboard....
- Tue May 01, 2012 6:23 pm
- Forum: Support and Development
- Topic: Checking collisions on each edge?
- Replies: 1
- Views: 1462
Checking collisions on each edge?
Increasingly, I'm finding that the physics module does not follow box2d as closely as it claims :( . For instance, in a platformer with Box2Djs, I could check if the player is on the floor using: player.onFloor = function() { var edge; for (edge = this.body.GetContactList(); edge != null; edge = edg...