Search found 9 matches

by IAmTheRealSpartacus
Mon Dec 05, 2011 5:20 pm
Forum: Support and Development
Topic: unintentional change to a table
Replies: 7
Views: 5457

Re: unintentional change to a table

thelinx wrote:table.getn (which is deprecated, use #myTable) only counts the sequence part of the table. (The part that's indexed by numbers, not keys)

ipairs also only loops through the sequence part. Use pairs(myTable) to loop through all values in the table.
I feel like such a noob :) Thanks!
by IAmTheRealSpartacus
Mon Dec 05, 2011 4:57 pm
Forum: Support and Development
Topic: unintentional change to a table
Replies: 7
Views: 5457

Re: unintentional change to a table

As I won't need a price field, would it suffice to say: tInventory = { gold = 10; silver = 100 } ? Sure, that is in fact the structure of the "temp" table in my second suggestion. I've tried it out but for some reason the table appears empty... At least according to table.getn. See this c...
by IAmTheRealSpartacus
Sun Dec 04, 2011 9:09 pm
Forum: Support and Development
Topic: unintentional change to a table
Replies: 7
Views: 5457

Re: unintentional change to a table

Thanks a lot guys! I'm new to Lua and I figured that at some point I'd get things confused with other languages. Lua never copies anything. a = b means "a points to whatever b points to", not "the value of b is copied and put in a". Robin: In hindsight I should have seen this com...
by IAmTheRealSpartacus
Sun Dec 04, 2011 1:03 pm
Forum: Support and Development
Topic: unintentional change to a table
Replies: 7
Views: 5457

unintentional change to a table

Hi, I'm trying to do the following thing. I have a table, say set = { { name = "gold", amount = 10 }, { name = "silver", amount = 100 } } Now I wrote a function that can add values to it from a similar set, like such: function addSet(setToBeAdded, s) local setToBeReturned = s for...
by IAmTheRealSpartacus
Wed Nov 30, 2011 4:39 pm
Forum: Libraries and Tools
Topic: tile based civ builder
Replies: 10
Views: 5612

Re: tile based civ builder

Ah, Dwarf Fortress. Oh, Dwarf Fortress. - If the only way to learn how to play your game is by forcing players to read /third-party/, 100+ page manuals, IT IS VERY WRONG AND NEEDS TO BE FIXED IMMEDIATELY. Well, if you're supposed to read through 100+ page manuals to "get it", then it's not...
by IAmTheRealSpartacus
Tue Nov 29, 2011 1:59 pm
Forum: Libraries and Tools
Topic: tile based civ builder
Replies: 10
Views: 5612

Re: tile based civ builder

Taehl wrote:More tedious? Is that supposed to be a good thing?

Good luck with your project, though.
Well maybe I want to offer the option of tedious micromgmt... for masochists who are into that kind of kinky stuff :)
by IAmTheRealSpartacus
Tue Nov 29, 2011 12:23 pm
Forum: Libraries and Tools
Topic: tile based civ builder
Replies: 10
Views: 5612

tile based civ builder

Here's some screenshots of what I'm working on. Basically a civilization clone but intended to have much, much more tedious micro management. It's in alpha alpha alpha mode!
by IAmTheRealSpartacus
Mon Nov 07, 2011 10:56 pm
Forum: Support and Development
Topic: using draw.graphics.rectangle to draw tiles
Replies: 3
Views: 2094

Re: using draw.graphics.rectangle to draw tiles

Thanks for the quick responses! I'll try to render it to an image, see if that works. Here is the function that does the drawing and is the first to be called in the love.draw() handler. (FYI, tileSize = 16, waterLevel = 127, and mapX, mapY denote where the screen is focusing on.) function love.draw...
by IAmTheRealSpartacus
Mon Nov 07, 2011 9:06 pm
Forum: Support and Development
Topic: using draw.graphics.rectangle to draw tiles
Replies: 3
Views: 2094

using draw.graphics.rectangle to draw tiles

Hi. I recently started using Love to shape a longtime dream into reality (agreed that sounds weird). I'm making a 2D, tile-based, turn-based sim/strategy game. Right now I'm at the stage where I'm trying to draw a scrolling 2d map onto the screen. This works well using tilesets and some newSpriteBat...