Search found 6 matches
- Wed Apr 18, 2012 1:23 am
- Forum: Support and Development
- Topic: Logo
- Replies: 3
- Views: 3683
Re: Logo
So you want a borderless, transparent window with that image rendered onto it? Unfortunately, Love does not have any support for that. Or, if it does, it isn't documented anywhere and I;m certainly not aware of it. Off the top of my head, I do know that Qt makes it pretty easy to do this and has Lua...
- Mon Apr 16, 2012 9:41 pm
- Forum: Support and Development
- Topic: Quick help with physics.RopeJoint
- Replies: 7
- Views: 6785
Re: Quick help with physics.RopeJoint
Yep, looks like that's it! Interesting, in the changeset The Burrito posted, it seems that the signature for Physics::scaleDown changed from accepting a b2Vec2 to accepting two seperate ints; maybe the bug was introduced somewhere in that change? Wonder if this is affecting any other love.physics fu...
- Mon Apr 16, 2012 7:26 pm
- Forum: Support and Development
- Topic: setData not working
- Replies: 3
- Views: 3002
Re: setData not working
Shape:setData no longer seems to even exist in 0.8.0, despite the docs not saying anything about this as far as I can see. Fixture:setUserData, on the other hand, works more or less as setData used to. So, you can add your data to the corresponding fixture using Fixture:setUserData instead. If you w...
- Mon Apr 16, 2012 7:15 pm
- Forum: Support and Development
- Topic: Quick help with physics.RopeJoint
- Replies: 7
- Views: 6785
Re: Quick help with physics.RopeJoint
Yep, 0.8.0. I'm experienceing what you describe, however depending on what I set maxLength to sometimes weird glitches will occur (such as the objects teleporting around and suddenly changing velocity. Certainly not what you'd expect from a ropeJoint i.e. ). I have attached a simple .love: joints.lo...
- Mon Apr 16, 2012 5:13 pm
- Forum: Support and Development
- Topic: Quick help with physics.RopeJoint
- Replies: 7
- Views: 6785
Re: Quick help with physics.RopeJoint
Thanks for the reply. That didn't seem to work when I tried it that way, so I must be doing something else wrong. When I get home from work soon I'll post a quick example of what I tried.
- Mon Apr 16, 2012 5:05 pm
- Forum: Support and Development
- Topic: Quick help with physics.RopeJoint
- Replies: 7
- Views: 6785
Quick help with physics.RopeJoint
I've just started working with Box2d as opposed to rolling my own physics engine and I've run into a slight problem. I'd like to use the RopeJoint class, but I can't figure out what to pass for x1, y1, x2, y2, or maxLength as arguments to love.physics.newRopeJoint. Are x1, x2, etc. in local or world...