Yeah numbers, and right, the ID of a finger/touch press won't change when other finger/touch events happen.Ranguna259 wrote:What's the ID variable type ? Number ? If so the function wont rearrange the IDs if a finger stops touching the screen, right (if I touch the screen with two fingers and lift the first finger the ID of the second one will still be "2" or will it change to "1", I just realy need to be sure ) ?
love-android-sdl2 (native, 0.9.2)
- slime
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Re: love-android-sdl2 (native, 0.9.0)
Re: love-android-sdl2 (native, 0.9.0)
Probably within the next 24 hours. Unless you say I should waitslime wrote:When are you going to replace that with the love.touch stuff?fysx wrote:Yes, b is the actual "finger".
Bird thing: @fysxdotorg Blog thing: fysx.org
Re: love-android-sdl2 (native, 0.9.0)
Everything seems to work from here when i test it, no bugs, no errors. ITS AMAZING!!!
im working on a game called Mech offensive it's in early alpha (designed for android of course).
Davidobot helped me with some resolution related stuff
im working on a game called Mech offensive it's in early alpha (designed for android of course).
Davidobot helped me with some resolution related stuff
Re: love-android-sdl2 (native, 0.9.0)
What I meant by Card and Main, is not where you install the application itself, but where you put the lovegame folder. It only seems to work when I make a lovegame folder inside the Main phone storage.
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
personal page and a raycaster
- slime
- Solid Snayke
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Re: love-android-sdl2 (native, 0.9.0)
fysx: to make things easier for both of us (and any future person), I've created this branch: https://bitbucket.org/bartbes/love-expe ... ile-common which right now is just a combination of the GLES and love.touch branches of love-experiments.
Re: love-android-sdl2 (native, 0.9.0)
So how would motion sensing work?
- slime
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Re: love-android-sdl2 (native, 0.9.0)
I don't think there's an API for that (accelerometer support) in SDL, unless it's detected through the Joystick API.
Re: love-android-sdl2 (native, 0.9.0)
Aren't there extensions or something?
Re: love-android-sdl2 (native, 0.9.0)
I triedslime wrote:I don't think there's an API for that (accelerometer support) in SDL, unless it's detected through the Joystick API.
Code: Select all
function love.draw()
local joysticks = love.joystick.getJoysticks()
for i, joystick in ipairs(joysticks) do
love.graphics.print(joystick:getName(), 10, i * 20)
end
end
Re: love-android-sdl2 (native, 0.9.0)
Yay, I'm so glad this is moving forward! I've tested it with my puzzle fighter clone on the ouya and it works great! Had to explicitly define the ouya controller though since the gamepad api wasn't pick it up.
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