Search found 21 matches
- Sun Jan 05, 2014 8:02 pm
- Forum: Support and Development
- Topic: Separating Axis Theorem Collision
- Replies: 5
- Views: 3935
Re: Separating Axis Theorem Collision
The thing is, the actual collision detection works (at least for rectangles) but it's just the moving of one polygon out of the other that's the problem
- Sun Jan 05, 2014 3:58 pm
- Forum: Support and Development
- Topic: Separating Axis Theorem Collision
- Replies: 5
- Views: 3935
Re: Separating Axis Theorem Collision
Yeah I know.That's why my polygons are all convex...Ranguna259 wrote:Sorry for the late respons but I don't think SAT works with non-convex polygons.
- Thu Jan 02, 2014 12:31 am
- Forum: Support and Development
- Topic: Separating Axis Theorem Collision
- Replies: 5
- Views: 3935
Separating Axis Theorem Collision
I'm trying to use SAT for the collisions in my game. So far, the actual collision detection with rectangles is working fine, but detection with non rectangular polygons is really weird and the translation of polygons out from other polygons is also weird. Any help with this? https://dl.dropboxuserco...
- Sun Dec 22, 2013 12:42 am
- Forum: Support and Development
- Topic: "..." argument returning strange things
- Replies: 1
- Views: 1357
"..." argument returning strange things
I'm using the "..." in my function and then adding it's contents to a table in my object (hump.class btw). When I iterate through with pairs it just gives me strange things: 1 Documents\Trision\Trision.love -2 C:\Program Files\LOVE\love.exe -1 embedded boot.lua instead of a list of numbers...
- Mon Oct 28, 2013 8:32 pm
- Forum: Support and Development
- Topic: Problem with Library
- Replies: 1
- Views: 1355
Problem with Library
I'm in the middle of making a collision library for my game, and even before i've put in the collision detection, it's started giving me an error when I try to draw my polygon, spitting out "main.lua:39: attempt to index a nil value". I find this strange because I had tested it before and ...
- Mon Sep 02, 2013 5:53 pm
- Forum: Support and Development
- Topic: setKeyRepeat in 0.9.0
- Replies: 7
- Views: 4104
Re: setKeyRepeat in 0.9.0
I see why now, but having the delay and interval settings for other key presses, independent from the text input, can be quite handy for adding in easy auto-fire buttons, even if it is just for debugging.
- Mon Sep 02, 2013 5:40 pm
- Forum: Support and Development
- Topic: setKeyRepeat in 0.9.0
- Replies: 7
- Views: 4104
Re: setKeyRepeat in 0.9.0
The function still remains the same in effect if you want to turn of repeating. However, in 0.8.0, you can also set the delay before it starts auto repeating, and how many times per second it repeats, which is just a useful little feature. Could it have something to do with the unicode part of of lo...
- Mon Sep 02, 2013 5:17 pm
- Forum: Support and Development
- Topic: setKeyRepeat in 0.9.0
- Replies: 7
- Views: 4104
Re: setKeyRepeat in 0.9.0
Does it directly alter system settings? I would thing it would just be in the program...raidho36 wrote:Because you shouldn't mess with user system settings?
Even so, then there wouldn't be any option to turn of the repeat in 0.9.0 at all!
- Mon Sep 02, 2013 5:16 pm
- Forum: Support and Development
- Topic: Frame by Frame Advance
- Replies: 6
- Views: 2313
Re: Frame by Frame Advance
I'd suggest that instead of changing love.run(), you wrap all your code in love.update() inside an if-statement. That way, you can decide that certain things need to be updated even if the game is paused. This is what I mean: function love.update(dt) if is_playing or do_step then do_step = false --...
- Mon Sep 02, 2013 4:52 pm
- Forum: Support and Development
- Topic: setKeyRepeat in 0.9.0
- Replies: 7
- Views: 4104
setKeyRepeat in 0.9.0
So I was looking at love.keyboard.setKeyRepeat on the wiki, and I noticed that in 0.9.0, you aren't able to set the delay anymore, and instead you're only able to say whether key repeat is on at all. Does anyone know why it is like this?