Search found 11 matches
- Fri Feb 07, 2014 7:23 am
- Forum: Support and Development
- Topic: love.keypressed detecting keys incorrectly
- Replies: 6
- Views: 3228
Re: love.keypressed detecting keys incorrectly
Oh my word... this is the most n00by mistake I have ever made to date I am embarrassed by the existence of this thread. I apologise for wasting your time. Also you cannot use textinput because if you press ctrl+v it does not call textinput at all
- Thu Feb 06, 2014 3:46 pm
- Forum: Support and Development
- Topic: love.keypressed detecting keys incorrectly
- Replies: 6
- Views: 3228
Re: love.keypressed detecting keys incorrectly
I'm not calling it. I define the function and every time a user presses a key then love2d calls it with the key that was pressed as the first parameter. So when the function is called if the first parameter is "v" and the ctrl key is down then paste... and thanks :awesome: I just randomly ...
- Thu Feb 06, 2014 2:47 pm
- Forum: Support and Development
- Topic: love.keypressed detecting keys incorrectly
- Replies: 6
- Views: 3228
love.keypressed detecting keys incorrectly
Hi Pro's, I am making a basic Lua console which involves inputting text and when you press enter that code being run. I am trying to implement a copy and paste feature however when I press "v" on the keyboard the love.keypressed(sKey) function thinks I pressed "lctrl" for some re...
- Tue Jul 02, 2013 11:53 am
- Forum: Support and Development
- Topic: [Help] Circle Collision detection and reaction
- Replies: 4
- Views: 4607
Re: [Help] Circle Collision detection and reaction
Hi there. I have been working on something very similar and have gotten it working. There are 2 approaches that you can use. The vector or the angle approach. before we get started on that I noticed a few minor things what I would change in your code: (1) on line 8 you say self.x-dv.x I believe you ...
- Tue Jul 02, 2013 9:40 am
- Forum: Support and Development
- Topic: [SOLVED] bouncing circular objects: loss of velocity
- Replies: 5
- Views: 3422
Re: bouncing circular objects resulting in loss of velocity
I thank you for your amazing assistance kind sirs! Now I just need to stop the minuscule left pull on the collisions
- Sun Jun 30, 2013 11:00 am
- Forum: Support and Development
- Topic: [SOLVED] bouncing circular objects: loss of velocity
- Replies: 5
- Views: 3422
Re: bouncing circular objects resulting in loss of velocity
I followed your advice and used the system you suggested to no avail. Here is your version but it has the same issue :( EDIT: just to be clear though I didn't swop their velocities. I calculated the total velocity directly towards eachother, inverted and averaged it out for now to see what would hap...
- Sun Jun 30, 2013 9:50 am
- Forum: Support and Development
- Topic: [SOLVED] bouncing circular objects: loss of velocity
- Replies: 5
- Views: 3422
Re: bouncing circular objects resulting in loss of velocity
vAng is the angle the the current body is travelling at relative to the body it is bouncing off. If vAng is within 90 degrees of ang then it should bounce. I then reflect vAng's angle around that of ang and rotate it by 180 to get the new angle of velocity. I must admit your method is nice and simpl...
- Sat Jun 29, 2013 7:46 am
- Forum: Support and Development
- Topic: [SOLVED] bouncing circular objects: loss of velocity
- Replies: 5
- Views: 3422
[SOLVED] bouncing circular objects: loss of velocity
Hi pros, I am still a beginner to this whole system and have been using it primarily to make small cinematic type deals with objects attracting eachother etc. I have succeeded in bouncing objects off one another now but for some reason they sometimes just stick to the surface of the object they shou...
- Sat Mar 09, 2013 1:21 pm
- Forum: Support and Development
- Topic: [Problem] With Require function.
- Replies: 7
- Views: 4266
Re: [Problem] With Require function.
I don't think that's how it works. I'm a beginner at love2d so I may be wrong but as far as I'm aware if you require a file it does not call it's love.update functions etc. it just runs through the code once and loads all the functions... perhaps it would work by overwriting the love.update function...
- Sat Mar 09, 2013 1:16 pm
- Forum: Support and Development
- Topic: Rendering z-fighting
- Replies: 3
- Views: 1988
Re: Rendering z-fighting
well all I do is sort the table so the back faces are at the beginning of the table and the front ones at the end (I sort it by the z and x cds to determine what's in front), then I render them one after the other and the front ones are drawn over the back ones