I have recently decided that it would be a really cool idea to learn code with Lua, and im loving it so far but i have run into some issues with either the code or the map size for my game.
I'm using löve 0.8.0 (I was using 0.9.0, the downgrade didn't change much).
so getting more to the point i have been following videos from goature on youtube and copied the code exact, even had to edit some code in the tile lua in the files linked in his description for https://www.youtube.com/watch?v=RCQouqjjBaU
so when i save my code and run the .bat file i get this
http://s41.photobucket.com/user/sean_fo ... a.png.html
when reallly the map is much bigger
http://s41.photobucket.com/user/sean_fo ... b.png.html
so if anyone could be really cool and let me know if its a code/engine error or wheter its me just me a f###ing idiot.
sean
mapping error
Re: mapping error
Hello!
Your mapping error is not an error at all, rather, the size of the map is larger than the size of the viewport.
Using
You can move what's being drawn on screen by translating it to the left or right. By defining two global variables viewPortX and viewPortY, then increasing/decreasing those by one or more whenever you get the appropriate love.keypressed() call, you can scroll around the map.
For example
This is a somewhat simplified example and not always appropriate for use in a real game, but should be fine for quick use.
Your mapping error is not an error at all, rather, the size of the map is larger than the size of the viewport.
Using
Code: Select all
love.graphics.push()
love.graphics.translate(x,y)
--drawing operations here
love.graphics.pop()
For example
Code: Select all
love.load = function()
--map loading stuff here
viewPortX = 0
viewPortY = 0
end
love.update = function(dt)
love.keypressed = function(key)
if key == "up" then
viewPortY = viewPortY - 16
elseif key == "down" then
viewPortY = viewPortY + 16
elseif key == "left" then
viewPortX = viewPortX -16
elseif key == "right" then
viewPortX = viewPortX + 16
end
end
--whatever other updates you need to perform go here
end
love.draw = function()
love.graphics.push()
love.graphics.translate(viewPortX, viewPortY)
--draw things here
love.graphics.pop()
end
nooblord
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