Map Toggling in Love2d (using STI And WindField)

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Hero_360
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Map Toggling in Love2d (using STI And WindField)

Post by Hero_360 »


Hello! i have made this account just 5 mins ago


well . . , i was trying to make map toggling in Love2d using sti and windfield for physical operations and colliders , etc . . .
then i have faced two problems


1) the first problem is that when the player goes to the next map the colliders of walls arent updated anymore like if i have two wall colliders and switched to the new map then those colliders are still out there in the next map


2) the player cant move when i switch to the new map the player is like freezed on the x axis and the player can move properly on y-axis but . . . when i added a debugging mode to check out if the player velocity is 0 or 1 to make sure that the problem is from those non-upgraded colliders , well . . that didnt happen because the velocity was normal (400 - 540) in my case so i dont really know how to fix those two problems , oh yeah i forgot to send the code , here you are :



Code: Select all

	-- map width and height (used for conditions)
	local map_width = game_map.width * game_map.tilewidth
	local map_height = game_map.height * game_map.tileheight
    if player.x > map_width then -- if player pass the screen x-axis position then . . .
        -- Move to the next map
        map_main = false -- the fist map (main)
        map_right1 = true
        current_map_index = 2
        -- should load the map according to the current index is
        game_map = maps[current_map_index]

        -- reset player.x to 0 position
        player.x = 0
	-- walls is a table that contains every wall collider and [b]should remove them[/b]
        for i , wall in ipairs(walls) do
        	-- also this code gives me an error and says that the error is from destroy method calling i dont really know if destroy method is 
        	-- not in windfield anymore or it is updated
        	wall:destroy()
        end
        -- this code is for colliders updating but it doesnt work for some reason or it isnt complete code
        walls = {}
        if game_map.layers["colliders"] then
			for i , obj in pairs(game_map.layers["colliders"].objects) do
				local wall = world:newRectangleCollider(obj.x , obj.y , obj.width , obj.height)
				wall:setType("static")
				table.insert(walls , wall)
			end
		end
        -- Reset player's x position to the start of the new map
    elseif player.x < 0 then -- elseif player.x is less than 0

    	map_main = true
    	map_right1 = false
    	local previous_map_width = game_map.width * game_map.tilewidth
        player.x = previous_map_width  -- Reset player to the end of the previous map
    end
    
this code doesnt include every variable that is used in those conditions


and also when i go to the previous map (by moving backwards from the main map) it gives me an error for cam movement limit condition
and i am sure that there is no missing variable


Thats all , thanks for reading , everyone
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dusoft
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Re: Map Toggling in Love2d (using STI And WindField)

Post by dusoft »

windfield is outdated and abandoned (therefore you will be lucky if anybody investigates). I would recommend against using it. Try breezefield that receives updates:
https://github.com/HDictus/breezefield

Alternatively you can use native love.physics module.
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Hero_360
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Re: Map Toggling in Love2d (using STI And WindField)

Post by Hero_360 »

Is it easy to use?

Is HC recommended?
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dusoft
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Re: Map Toggling in Love2d (using STI And WindField)

Post by dusoft »

Well, HC (depending on the version) works. Latest update was a year ago. I have tested it and it worked OK, but went with love.physics module after all.
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Hero_360
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Re: Map Toggling in Love2d (using STI And WindField)

Post by Hero_360 »

dusoft wrote: Wed Dec 11, 2024 10:55 pm Well, HC (depending on the version) works. Latest update was a year ago. I have tested it and it worked OK, but went with love.physics module after all.

thanks for helping

btw i will use HC because it is very easy to use even easier than windfield
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