Search found 15 matches
- Sat Jan 21, 2012 2:34 pm
- Forum: Support and Development
- Topic: Complex Polygon Merging with HardonCollider Problems [Fixed]
- Replies: 9
- Views: 5568
Re: Complex Polygon Merging with HardonCollider Problems
debug.debug? Is this a library?
- Sat Jan 21, 2012 5:14 am
- Forum: Support and Development
- Topic: Complex Polygon Merging with HardonCollider Problems [Fixed]
- Replies: 9
- Views: 5568
Re: Complex Polygon Merging with HardonCollider Problems
I hate to bump up my post but I really need help optomizing the code.
- Tue Jan 17, 2012 11:19 pm
- Forum: Support and Development
- Topic: Complex Polygon Merging with HardonCollider Problems [Fixed]
- Replies: 9
- Views: 5568
Re: Complex Polygon Merging with HardonCollider Problems
Printing the polygons reveals this: P1[1] 384, 256 418, 256 418, 256 418, 290 384, 290 P1[2] 416, 256 450, 256 450, 256 450, 290 416, 290 P1[3] 448, 256 482, 256 482, 256 482, 290 448, 290 P1[4] 384, 288 418, 288 418, 288 418, 322 384, 322 P1[5] 416, 288 450, 288 450, 288 450, 322 416, 322 P1[6] 44...
- Mon Jan 16, 2012 4:08 pm
- Forum: Support and Development
- Topic: Complex Polygon Merging with HardonCollider Problems [Fixed]
- Replies: 9
- Views: 5568
Re: Complex Polygon Merging with HardonCollider Problems
Here is the .love file.
I should also mention that the blocks are spaced 32 pixels apart, but being of a 33 pixel diameter, the blocks share an edge.
I should also mention that the blocks are spaced 32 pixels apart, but being of a 33 pixel diameter, the blocks share an edge.
- Sun Jan 15, 2012 10:24 pm
- Forum: Support and Development
- Topic: Complex Polygon Merging with HardonCollider Problems [Fixed]
- Replies: 9
- Views: 5568
Complex Polygon Merging with HardonCollider Problems [Fixed]
Hello. I'm attempting to merge all my connecting tiles into one to optomize performance and make things easier. Being a beginner, I've had to do a lot of hard thinking and I got somewhere nice. But now I've hit a wall that I have absolutely no idea how to solve. ... The blocks refuse to merge... I'm...
- Sat Jan 14, 2012 1:09 am
- Forum: Support and Development
- Topic: Creating a Tile Map of Classes? [Fixed]
- Replies: 10
- Views: 7796
Re: Creating a Tile Map of Classes?
Could somebody point me in the direction as to how to initiallize new instances for every 1 on the map? I can get only one tile to intitialize and render even if I have more 1s on the table.
- Thu Jan 12, 2012 9:02 pm
- Forum: Support and Development
- Topic: Creating a Tile Map of Classes? [Fixed]
- Replies: 10
- Views: 7796
Re: Creating a Tile Map of Classes?
Thanks vrld. For the first problem does that mean I should rewrite it as: if tile[map[y+map_y][x+map_x]] == WallTile then -- if it's a wall tile ? Also for the second problem, I want to add physic's oriented collisions to the tiles so that means the just drawing them wouldn't suffice. Thus why I mad...
- Thu Jan 12, 2012 2:30 am
- Forum: Support and Development
- Topic: Creating a Tile Map of Classes? [Fixed]
- Replies: 10
- Views: 7796
Re: Creating a Tile Map of Classes?
If you read above the example it will tell you that it's necessary only if not using registerevents(). So I should be good.
- Thu Jan 12, 2012 1:59 am
- Forum: Support and Development
- Topic: Creating a Tile Map of Classes? [Fixed]
- Replies: 10
- Views: 7796
Re: Creating a Tile Map of Classes?
I think I should mention that I'm using a Game State library and that it does work the way I have it. The reason I only have the version in the main love.draw() function is because I want the version to display in all game states. I only have one right now though . Anyways no cigar there.
- Thu Jan 12, 2012 1:41 am
- Forum: Support and Development
- Topic: Creating a Tile Map of Classes? [Fixed]
- Replies: 10
- Views: 7796
Creating a Tile Map of Classes? [Fixed]
Hello I'm relatively new at programming and I was attempting to create a tiled game. What I did was create a Wall Tile Class and then I used some of the code in the Tiling tutorials in attempt to initialize, draw, and update the class in accordance to a Tile map... I utterly failed. I dont' get an e...