Thanks for the help.
However, why did it work when I placed triBodyF=100 right before triBody1:setVelocity(triBodyF,0)?
Search found 8 matches
- Sat Sep 05, 2009 2:55 pm
- Forum: Support and Development
- Topic: keypressed() problems
- Replies: 9
- Views: 8060
- Sat Sep 05, 2009 2:27 pm
- Forum: Support and Development
- Topic: keypressed() problems
- Replies: 9
- Views: 8060
Re: keypressed() problems
I see, but then I get this error message
Could not load image "Bluetri01.png".
Could not load image "Bluetri01.png".
- Sat Sep 05, 2009 1:47 pm
- Forum: Support and Development
- Topic: keypressed() problems
- Replies: 9
- Views: 8060
Maximum velocity?
EDIT Actually, I also have a question about setVelocity(). There seems to be some kind of upper limit on velocity. There seems to be no difference between 100 and 10000 when I use setVelocity. EDIT 2 I just realized you wanted the .love file. This leads me to yet another question. I already saw how ...
- Sat Sep 05, 2009 3:36 am
- Forum: Support and Development
- Topic: keypressed() problems
- Replies: 9
- Views: 8060
Re: keypressed() problems
TribodyF is not defined until you press a key, yet the update function tries to set velocity based on it right away. If you want it to have a default value, put TribodyF = 0 or something in the load function. Also, keypressed only happens when a key is first pressed. if you want something to happen...
- Fri Sep 04, 2009 9:27 pm
- Forum: Support and Development
- Topic: keypressed() problems
- Replies: 9
- Views: 8060
keypressed() problems
This function was working for me earlier. I'm not sure what the problem is now. It's not setting my triBodyF variable any longer.
Code: Select all
function keypressed(key)
triBodyF = 100
end
function update(dt)
triBody1:setVelocity(triBodyF,0)
world:update(dt)
end
- Fri Sep 04, 2009 7:54 pm
- Forum: Support and Development
- Topic: Apply Force Relative To Rotation?
- Replies: 14
- Views: 21367
Re: Apply Force Relative To Rotation?
Do not use applyForce() or applyImpulse(). They are broken hard. I've reported the bug and sent a patch, but until it goes through, use setVelocity(). It is not broken, and it's possible to model acceleration and jerk using only setVelocity and the time increment. Aside from that, lejeaunerenard is...
- Sun Aug 30, 2009 5:35 pm
- Forum: Support and Development
- Topic: Arguments for newPolygonShape()
- Replies: 2
- Views: 2761
Re: Arguments for newPolygonShape()
Thanks. I'm just used to a vertex being represented by a data structure.
- Sun Aug 30, 2009 5:10 pm
- Forum: Support and Development
- Topic: Arguments for newPolygonShape()
- Replies: 2
- Views: 2761
Arguments for newPolygonShape()
I'm experimenting with LÖVE for the first time and I'm a little puzzled about this function. I see in the documentation that... love.physics.newPolygonShape( body, ... ) Synopsis polygon = love.physics.newPolygonShape( body, ... ) Arguments body The Body to attatch the polygon to. ... The vertices o...