Search found 6 matches
- Sun Mar 10, 2013 1:34 pm
- Forum: General
- Topic: Return not returning
- Replies: 18
- Views: 12305
Re: Return not returning
If you return the whole 'hand' (e.g. return hand ) it should be ok as it is. It's already in the format { {}, {}, {}, } that the code it's returning to is expecting. You only need to enclose the returned value in a table (e.g. return {hand[specific_card]} ) where you're just returning a single card ...
- Sun Mar 10, 2013 10:13 am
- Forum: General
- Topic: Return not returning
- Replies: 18
- Views: 12305
Re: Return not returning
Looking at this section: print("PLAYING A CARD NON AGRESSIVELY OR BASED ON RESETS"); --Resetting Variables Opponent_AI.isMultiples = false; --A little error catch to stop it returning no cards local handNum = 0; for i = 1, #hand do if( hand[i].number >= cardPile[#cardPile].number ) then ha...
- Fri Mar 08, 2013 10:21 pm
- Forum: General
- Topic: Return not returning
- Replies: 18
- Views: 12305
Re: Return not returning
Just to clarify, what is actually returned? zero, empty table, nill?
What do you see if you print the entire 'hand' table before calling the function, immediately the function starts and just before you return?
What do you see if you print the entire 'hand' table before calling the function, immediately the function starts and just before you return?
- Tue Feb 05, 2013 9:40 pm
- Forum: Support and Development
- Topic: need help with lookAt function for two objects
- Replies: 3
- Views: 2527
Re: need help with lookAt function for two objects
Something like this gives an angle in Radians.
http://polygeek.com/1819_flex_exploring-math-atan2
Code: Select all
-- Returns the angle between two points.
function utils.angle(x1,y1, x2,y2)
local angle = math.atan2(y2-y1, x2-x1)
if angle < 0 then angle = angle + math.pi * 2 end
return angle
end
- Tue Oct 09, 2012 8:50 pm
- Forum: General
- Topic: Love2D - Font Messed Up!
- Replies: 20
- Views: 13571
Re: Love2D - Font Messed Up!
If you zoom in on the font it's clear that all the straight edges are very crisp, but the curves are blurred.
Is that the problem?
Is that the way the font is supposed to be?
Is that the problem?
Is that the way the font is supposed to be?
- Sat Sep 29, 2012 9:10 am
- Forum: Support and Development
- Topic: Moving one point to another at a static speed
- Replies: 11
- Views: 8358
Re: Moving one point to another at a static speed
I had a similar problem when using gridlocked movement (only moving single hexes in my case but similar enough). Try calculating the move_distance_x and move_distance_y between the start point and end point of the move, then use something like: if player.moving == true then player.act_x = player.act...