Search found 17 matches
- Fri Feb 08, 2013 1:35 am
- Forum: Support and Development
- Topic: Core Love functions as pointers
- Replies: 7
- Views: 3399
Re: Core Love functions as pointers
So when I said "making pointers to functions" I understood that saying function foo() end was equivalent to saying foo = function() end This was actually what gave me this idea. I was thinking that "foo" is working as a pointer to the function it is created with, and saying "...
- Thu Feb 07, 2013 4:31 am
- Forum: Support and Development
- Topic: Core Love functions as pointers
- Replies: 7
- Views: 3399
Core Love functions as pointers
Something I realized is that since Lua supports making pointers to functions, you could change the function that things like love.mousepressed, love.update, love.draw etc. are referring to. Normally people will just define them with the standard "function love.update(dt) ... end". But what...
- Sat Jan 19, 2013 4:15 am
- Forum: Support and Development
- Topic: love.event purpose/use
- Replies: 11
- Views: 8650
Re: love.event purpose/use
Actually, I'm with Garen. Irk! I've been using this for years before League of Legends! It's "Garan", not "Garen" (although the difference in pronunciation is almost indetectible) Anyway, thank you Inny for linking to that, it will make my turn based game a lot easier to make, w...
- Sat Jan 19, 2013 1:38 am
- Forum: Support and Development
- Topic: love.event purpose/use
- Replies: 11
- Views: 8650
Re: love.event purpose/use
This only tells me what it is for. I'm looking for how to utilize it.
- Fri Jan 18, 2013 3:41 pm
- Forum: Support and Development
- Topic: love.event purpose/use
- Replies: 11
- Views: 8650
love.event purpose/use
What exactly does love.event do? I noticed it's used in love.run, but is also able to be called outside of it. Why?
- Thu Jan 17, 2013 8:31 pm
- Forum: Support and Development
- Topic: Using Love's engine in different way
- Replies: 4
- Views: 2650
Re: Using Love's engine in different way
I am trying to make something turn-based. I figured that it would be much easier if I could control when I refresh the screen (this would also make things like menus easier to display). Also, can I alter love.draw to be able to be overloaded (or at least be called with another parameter)?
- Thu Jan 17, 2013 9:44 am
- Forum: Support and Development
- Topic: Looking for translators
- Replies: 29
- Views: 15888
Re: Looking for translators
Hebrew/עברית "ברוך הבא ל" "הגרסה היא " "אתה תוקף ב " "אסור לתוף ביצירה שלך" (is this creature as in unit, monster, soldier or creation? I went with creation, it most closely means creature) "לא יכול ללכת למקום הזה" "אתה זוז את הקוסם שלך " &...
- Thu Jan 17, 2013 9:27 am
- Forum: Support and Development
- Topic: Using Love's engine in different way
- Replies: 4
- Views: 2650
Using Love's engine in different way
I've grown extremely appreciative of the graphics library that Love has. I was wondering if it were possible to use the engine with just the graphics library (and then just be able to call a graphics update when I need it without overcomplicated program flow). I feel rather limited by how it's struc...
- Tue Dec 04, 2012 1:43 pm
- Forum: Support and Development
- Topic: Drawing Smooth Curves
- Replies: 11
- Views: 9357
Re: Drawing Smooth Curves
I don't know if this works, but you could have an image of the curve you want to draw and then morph the image to suit your need (by increasing/decreasing the height/width of it).
- Tue Dec 04, 2012 4:05 am
- Forum: Support and Development
- Topic: Anim8: Vote your preferred flip method syntax
- Replies: 11
- Views: 4383
Re: Anim8: Vote your preferred flip method syntax
Hey cool, my question is getting new stuff added! Anyway: I think of the choices a4 is the best, as it can easily just inserted into movement commands and the like. However, I was thinking something that might be a good idea would be a setDirection (or setXDirection and setYDirection) instead of a f...