What aboutTechnoCat wrote:And shouldn't these beinstead ofCode: Select all
function Gamestate.update(self, dt)
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function Gamestate.update(dt)
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function Gamestate:update(dt)
What aboutTechnoCat wrote:And shouldn't these beinstead ofCode: Select all
function Gamestate.update(self, dt)
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function Gamestate.update(dt)
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function Gamestate:update(dt)
Yes, that is much better. What was I thinking?Robin wrote:What about?Code: Select all
function Gamestate:update(dt)
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learnGamestate.update = function(self,dt)
end
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function learnGamestate:update(dt)
end
TechnoCat wrote:I'm trying to use the Interpolater, but it keeps returning a boolean instead of a number.
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table.insert(squares,1,newSquare(function(self,dt)
local valid,alpha = fader(dt)
if valid then self.alpha = alpha end
end))
Yeah, the documentation is ambigious. Gamestate.update(dt) actually calls the update function on the active gamestate. This is for if you don't want to use Gamestate.registerEvents.TechnoCat wrote:And shouldn't these beinstead ofCode: Select all
function Gamestate.update(self, dt)
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function Gamestate.update(dt)
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state = Gamestate.new()
function state:update(dt)
do_stuff()
end
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local GS = require 'hump.gamestate'
menu = GS.new()
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require 'hump.timer'
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Timer = require 'hump.timer'
This is a very welcome change. Thanks vrld!vrld wrote:hump modules are now proper Lua modules.
You can require them to variables, like this:
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state = Gamestate.new()
function state:init()
self.fonts[30] = love.graphics.newFont(30)
self.background = love.graphics.newImage('img/background.jpg')
self.animation = ...
end
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A = class{}
B = class{inherits = A}
C = class{}
D = class{inherits = {B,C}}
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A = class{} -- same as A = class{name = "A"}
print(A) --> 'A'
a = A()
print(a) --> '<instance of A>'
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