Search found 482 matches
- Mon Aug 08, 2016 11:50 am
- Forum: General
- Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
- Replies: 4
- Views: 6386
Re: Hypothetical language that compiles to Lua (akin to Moonscript)
Here's a more detailed (but currently incomplete) reference spec with partial grammar, based on Lua 5.3's reference: https://gist.github.com/phoenixenero/923c866e69cae0ff55cef1978ac7a11d I'm currently conflicted about using `:=`. Also, I used braces instead and ditched the macro system. Edit: Also I...
- Sat Aug 06, 2016 8:35 am
- Forum: General
- Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
- Replies: 4
- Views: 6386
Re: Hypothetical language that compiles to Lua (akin to Moonscript)
So anyway, here's a more fleshed out design:
https://gist.github.com/phoenixenero/91 ... 58b9bd3066
I'm putting waaay too much thought about this (lol)
https://gist.github.com/phoenixenero/91 ... 58b9bd3066
I'm putting waaay too much thought about this (lol)
- Tue Aug 02, 2016 11:13 am
- Forum: General
- Topic: linux bitmap font generator.
- Replies: 7
- Views: 9192
Re: linux bitmap font generator.
Your yellows are bleeding all over the place. Make sure your image fonts are pixel perfect.
- Tue Aug 02, 2016 8:47 am
- Forum: General
- Topic: Hypothetical language that compiles to Lua (akin to Moonscript)
- Replies: 4
- Views: 6386
Hypothetical language that compiles to Lua (akin to Moonscript)
Just a thought I had while doing other stuff. I want to see a language that's a near superset to Lua — existing Lua code can be compiled with no problems — while adding some useful syntax sugar. Arguably the most notable of compiled-to-Lua languages is Moonscript. However, there are some parts in th...
- Sat Jun 25, 2016 3:04 am
- Forum: General
- Topic: (General Lua) A language that compiles to LuaJIT 2.0 bytecode?
- Replies: 10
- Views: 9301
(General Lua) A language that compiles to LuaJIT 2.0 bytecode?
This is probably not the appropriate place to ask (I should check the lua-wiki mailing list sometime) but I'm wondering if someone has implemented a language that compiles to LuaJIT 2.0 bytecode? Alternatively a language that compiles to Lua 5.1 bytecode then decompiled as Lua code, then passed in L...
- Sat Apr 16, 2016 11:59 am
- Forum: Support and Development
- Topic: [SOLVED] How can i stop updating whilst the window is being moved?
- Replies: 5
- Views: 5446
Re: How can i stop updating whilst the window is being moved?
Alternatively: function love.load() ACCUMULATED_DELTA_TIME = 0 end function love.update(dt) ACCUMULATED_DELTA_TIME = ACCUMULATED_DELTA_TIME + dt if ACCUMULATED_DELTA_TIME > 0.016666 then -- approx 1 / 60 ACCUMULATED_DELTA_TIME = 0 -- run stuffs end end or: function love.load() ACCUMULATED_DELTA_TIME...
- Wed Apr 13, 2016 9:47 am
- Forum: General
- Topic: Löve decides to break the game upon compiling?
- Replies: 7
- Views: 6942
Re: Löve decides to break the game upon compiling?
Atom editor takes ownership of all files in the project folder while the editor is open (thanks to some weird Node.js permission stuff), so that's probably the issue if you're building the .love file and it happens to be inside the folder you're working on.
- Tue Apr 12, 2016 1:32 am
- Forum: General
- Topic: Löve decides to break the game upon compiling?
- Replies: 7
- Views: 6942
Re: Löve decides to break the game upon compiling?
You're using Atom? Close Atom. Then re-package the .love and run it.
Edit: By Atom you mean Github's Atom.io editor right?
Edit: By Atom you mean Github's Atom.io editor right?
- Sun Apr 10, 2016 1:03 am
- Forum: Support and Development
- Topic: Avoiding Dropped Input
- Replies: 6
- Views: 4992
Re: Avoiding Dropped Input
Also (this is just a quick idea,) you can use an action queue[1]. After each keypressed, append the queue with the actions caused by the key press: for example, <spacebar> => append table with action "jump", <uparrow> => append table with action "moveup" so on so forth. Actions c...
- Sun Apr 10, 2016 12:36 am
- Forum: Support and Development
- Topic: Getting distance
- Replies: 9
- Views: 6867
Re: Getting distance
Not to be an annoying d--- but did anyone actually read what I posted? I used @zorg's code and refactored it to use functions. Using more sensible function names. Untested, but I think maybe it works. Been a long time since I coded in Lua. -- Here be your rectangles -- They be located at the pixel c...