Search found 9 matches
- Mon Jan 04, 2010 7:13 pm
- Forum: General
- Topic: love.load vs. top-level
- Replies: 6
- Views: 4194
Re: love.load vs. top-level
Both are achievable without the built-in callback, though. I was more curious, e.g., if the native executable modifies state in between loading the main module and invoking love.run(), (e.g. registering additonal callbacks? inspecting globals?) such that the actual behavior would be different.
- Mon Jan 04, 2010 6:48 pm
- Forum: General
- Topic: love.load vs. top-level
- Replies: 6
- Views: 4194
love.load vs. top-level
Is there a specific reason to use love.load instead of just placing initialization code in the boostrap? e.g. local g = love.graphics function love.load() g.setBackgroundColor(155, 155, 255) g.setColor(255, 255, 155) end function love.draw() g.print("Hello, World", 100, 100) end vs. local ...
- Fri Jul 31, 2009 6:35 pm
- Forum: Support and Development
- Topic: Draw Text Rotated?
- Replies: 17
- Views: 10546
Re: Draw Text Rotated?
So i was dumb; I mean is there a formatted draw (love.graphics.drawf) that can be rotated?
love.graphics.draw() is annoying because it doesn't offer good options for rotating around the center, other than computing it yourself.
love.graphics.draw() is annoying because it doesn't offer good options for rotating around the center, other than computing it yourself.
- Thu Jul 30, 2009 11:51 pm
- Forum: Support and Development
- Topic: Draw Text Rotated?
- Replies: 17
- Views: 10546
Draw Text Rotated?
I'm playing with kinetic type, but none of the text-drawing algorithms allow rotated text. Is there a way around this than other making images of A-Z, or doing procedural vectors?
- Thu Jul 30, 2009 12:24 am
- Forum: General
- Topic: Bootstap Script
- Replies: 8
- Views: 9863
Re: Bootstap Script
In fairness, my last reply was a bit hypocritical. The first thing I did with love was read the C++ source and cringe at the use of STL containers. We're only human, teehee.
- Thu Jul 30, 2009 12:22 am
- Forum: General
- Topic: Bootstap Script
- Replies: 8
- Views: 9863
Re: Bootstap Script
@Robin - thank you, you're LOVEly! ;) I ended up basically deriving his "basic" version through my own muddling, but I didn't know about the ellipsis (...) vararg syntax for the constructor. Score! @Zorbatron - Micro-optimization is the meat of my day-job. LOVE is for blissfully indulging ...
- Wed Jul 29, 2009 6:17 pm
- Forum: General
- Topic: Bootstap Script
- Replies: 8
- Views: 9863
Re: Bootstap Script
I've added some lua-magic for declaring classes: function DeclareClass(class) class.__index = class class.new = function(self,o) o = o or {} setmetatable(o,self) if class.initialize then o:initialize() end return o end end So in app code: love.filesystem.require("bootstrap.lua") Point = { ...
- Wed Jul 29, 2009 2:32 am
- Forum: General
- Topic: love.physics.setScale(s)?
- Replies: 2
- Views: 2332
love.physics.setScale(s)?
One annoying part of many Physics libraries, and Box2D in particular, is that they don't adaptively scale simulations to reduce numerical error. Using a coordinate system that's bigger than 100 in dimension tends to return some ugly errors. Other wrappers I've seen in Python mitigate this by adding ...
- Tue Jul 28, 2009 7:52 pm
- Forum: General
- Topic: Bootstap Script
- Replies: 8
- Views: 9863
Bootstap Script
So I've been using Love for 24 hours, and it's great! Coming over from Processing (http://www.processing.org), it's refreshing to find a similar community with a cleaner scripting language and more rich physics and geometry. My only gripe is how verbose the platform API is (love.blah.blah), so I've ...