I'm gonna get straight into it, in this project I'm currently working on my drawable image in "player.lua" disappears as soon as the program starts. I'm a bit at a loss about what I should do.
Usually, my solution is to set the color to white after I've drawn something but for some reason, it doesn't work.
What am I missing? Because at the moment I can't really see what's wrong..
Below you can find the code and have a nice weekend!
main.lua
Code: Select all
Player = require "player"
Manager = require "manager"
function love.load()
end
function love.update(dt)
Player:update(dt)
Manager:update(dt)
end
function love.draw()
Player:draw()
Manager:draw()
end
function love.keypressed(key)
end
function love.keyreleased(key)
end
Code: Select all
--Manager = require "manager"
-- Player Table
Player = {}
-- Player Graphics
Player.Sprite = love.graphics.newImage("Graphics/Square.png")
-- Player position on X/Y
Player.posX = love.graphics.getWidth() * 0.5
Player.posY = love.graphics.getHeight() * 0.5
-- Player Radians (or Rotation)
Player.Radians = 0
-- Increases the size on X/Y
Player.scaleFactorX = 1
Player.scaleFactorY = 1
-- Changes where the origin is on the Player
Player.originOffsetX = 0
Player.originOffset = 0
-- Player's Width/Height
Player.Width = 32
Player.Height = 32
-- Player Speed/Velocity
Player.Speed = 100
Player.velocityX = 0
Player.velocityY = 0
--Player Direction
Player.Direction = 1
Player.currentDirection = Player.Direction
function Player:update(dt)
-- Moves the Player Left/Right
if love.keyboard.isDown('left', 'a') then
self.posX = self.posX - self.Speed * dt
elseif love.keyboard.isDown('right','d') then
self.posX = self.posX + self.Speed * dt
-- Moves The Player Up/Down
elseif love.keyboard.isDown('up','w') then
self.posY = self.posY - self.Speed * dt
elseif love.keyboard.isDown('down', 's') then
self.posY = self.posY + self.Speed * dt
end
end
function Player:draw()
-- Draws the Player Sprite
--love.graphics.setColor(1,1,1,1)
love.graphics.draw(self.Sprite,
self.posX,
self.posY,
self.Radians,
self.scaleFactorX,
self.scaleFactorY,
self.originOffsetX,
self.originOffsetY)
love.graphics.setColor(1,1,1,1)
end
return Player
Code: Select all
Player = require "player"
Manager = {}
--rgb(46, 49, 49)
-- love.graphics.setColor(red, green, blue, alpha)
Manager.standardColor = {1, 1, 1, 1}
Manager.backgroundColor = {1 * 102, 1 * 51, 1 * 153, 1}
--rgba(102, 51, 153, 1)
function Manager:update(dt)
end
function Manager:draw()
love.graphics.setColor(self.backgroundColor)
love.graphics.setColor(self.standardColor)
end
return Manager