Code: Select all
function findShape(s)
local t = s.list
if t ~= nil then --This needs to be added otherwhise you get errors :(
for k, v in ipairs(t) do
if v == s then
return k, t
end
end
end
end
Code: Select all
function findShape(s)
local t = s.list
if t ~= nil then --This needs to be added otherwhise you get errors :(
for k, v in ipairs(t) do
if v == s then
return k, t
end
end
end
end
This usually means that you are trying to remove a shape that is not a part of the simulation.Murii wrote:Hello,i found a bug in fizz.lua when i try to remove a shape.So i fixed it :
Code: Select all
function findShape(s) local t = s.list if t ~= nil then --This needs to be added otherwhise you get errors :(
Cool. If you return false from shape.onCollide the collision should be ignored.Murii wrote:Also i made the possibility to choose whether or not your sprite should be able to have collision detection.But i`m still testing it to be sure it is working correctly.
Code: Select all
onCollide(a, b, nx, ny, pen)
ivan wrote:Version 8 is out, now supporting slopes and updated to work with the latest version of Love2D.
See original post for a download link.
For the full documentation, check out: https://bitbucket.org/itraykov/fizzx
Thanks so much for trying the lib.Lightcycler wrote:Great engine, I löve it's simplicity EDIT: I removed my problem, I was too dense to see it. I forgot the "fizz." in front of the function. Jeez.
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