In a nutshell, what's not working actually ?
Re: In a nutshell, what's not working actually ?
So... Is love-native-android dead, or is it just a summer break?
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: In a nutshell, what's not working actually ?
It's just summer break. I think we need to arrange another Löve-Hacking-Day, that's always ending with some cool new things.
Today, I also discovered, that this project will need the upcoming domain android.love
Today, I also discovered, that this project will need the upcoming domain android.love
Re: In a nutshell, what's not working actually ?
Come on guys I've started the development of my game again, I need multitouch!
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: In a nutshell, what's not working actually ?
I am sorry, we did not expect anymore that there will be one sunny and warm weekend this year...
What kind of multi-touch do you need? Only n input events? That should be a quick thing to add.
What kind of multi-touch do you need? Only n input events? That should be a quick thing to add.
Re: In a nutshell, what's not working actually ?
That would be great. I really only need dual-touch for my game, but allowing an unlimited amount of touch points would make sense. A callback function similar to love.mousepressed and love.mousereleased, as well as something like love.mouse.isDown, would allow all sorts of functionality. It could look something like this:Moe wrote:I am sorry, we did not expect anymore that there will be one sunny and warm weekend this year...
What kind of multi-touch do you need? Only n input events? That should be a quick thing to add.
Code: Select all
love.multitouchpressed(x1,y1,x2,y2) --I'm only interested in the first two fingers
if x1 and y1 then
print("First finger pressed at x="..x1..", y="..y1)
end
if x2 and y2 then
print("Second finger pressed at x="..x2..", y="..y2)
end
end
love.multitouchreleased(x1,y1,x2,y2)
--the same basically
end
function love.update(dt)
local x1,y1 = love.multitouch.isDown(1) --both are nil if no first finger is pressed
local x2,y2 = love.multitouch.isDown(2)
if x1 and y1 then
print("First finger: x="..x1..", y="..y1)
end
if x2 and y2 then
print("Second finger: x="..x2..", y="..y2)
end
end
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: In a nutshell, what's not working actually ?
Any way to pack to .love file with the apk and run it on start?
Re: In a nutshell, what's not working actually ?
Yes, if you compile it yourself. Just include it in the Android package, and modify like two lines in the Java code. If I remember correctly, the code is already there, but commented. I can't quite remember where in the project you should put the .love file though...zapaman wrote:Any way to pack to .love file with the apk and run it on start?
This also allows you to change other stuff, for example forcing landscape orientation, which you can do in the Android Manifest for the app.
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
Re: In a nutshell, what's not working actually ?
From what I read, I have to put the .love file in assets folder and access it like this "file:///android_assets/filename.love"! Now, I changed all the variables that point to a file on the sd card with "file:///android_assets/filename.love" and even changed
. I saw that when pressing the "Start No-Game Screen", it access "Launch default view". From there, the LoveNative class is initialised, which calls
When I press the "Start No-Game Screen" button, love acts like no file has been passed as an argument!
Any ideas?
Edit: Where does the "file" argument get passed to the engine?
Code: Select all
LoveJNI.init(width, height, /*loveFile*/"file:///android_asset/game.love");
Code: Select all
LoveJNI.setActivity(this);
mGLView = new LoveRenderView(this,"file:///android_asset/game.love");
setContentView(mGLView);
There was a bit of code that was checking if "IYFCT" was on the SD card, but nothing reffering to the asset folder. Just to be sure, I changed the path to the yer-overused "file//etc" thingy. Still, to no avail.f I remember correctly, the code is already there,
Any ideas?
Edit: Where does the "file" argument get passed to the engine?
Re: In a nutshell, what's not working actually ?
Implemented. Well, you cannot poll the status yet. See API thread for details, but it is more awesome than you suggested, you get all fingers.T-Bone wrote:That would be great. I really only need dual-touch for my game, but allowing an unlimited amount of touch points would make sense. A callback function similar to love.mousepressed and love.mousereleased, as well as something like love.mouse.isDown, would allow all sorts of functionality.Moe wrote:I am sorry, we did not expect anymore that there will be one sunny and warm weekend this year...
What kind of multi-touch do you need? Only n input events? That should be a quick thing to add.
I replaced the apk with the new version.
I did only quick testing, might still be buggy - for example the index of the "causing finger ID" seems not to work on my device.
Re: In a nutshell, what's not working actually ?
This is awesome! WIll test it as soon as I have time.Moe wrote:Implemented. Well, you cannot poll the status yet. See API thread for details, but it is more awesome than you suggested, you get all fingers.T-Bone wrote:That would be great. I really only need dual-touch for my game, but allowing an unlimited amount of touch points would make sense. A callback function similar to love.mousepressed and love.mousereleased, as well as something like love.mouse.isDown, would allow all sorts of functionality.Moe wrote:I am sorry, we did not expect anymore that there will be one sunny and warm weekend this year...
What kind of multi-touch do you need? Only n input events? That should be a quick thing to add.
I replaced the apk with the new version.
I did only quick testing, might still be buggy - for example the index of the "causing finger ID" seems not to work on my device.
With this, love-native-android has taken a large step closer to actually being usable for real Android games. All we need now is some stability (being able to leave the app and come back), as well as love.filesystem.
Keep up the awesome work!
My game called Hat Cat and the Obvious Crimes Against the Fundamental Laws of Physics is out now!
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