IIRC ParticleSystem:setPosition only changes the emitter position, not the position of the particles that are already are emitted. Imagine an old-timey steam-powered train, The steam that comes out at the top should not move with the train as it moves, you want the train to leave a trail of steam. That's what :setPosition does.Boolsheet wrote:Yes, you want to be able to set the emitter position. I think there's no problem with the current design. This way, the lover can decide if he wants to translate to this position before the draw call.Santos wrote:Hmmm, I think I get this. So ParticleSystem:setPosition is setting the emitter position within the ParticleSystem's own 2D space? So... I guess I wonder then, is there any practical difference between setting the emitter's position as opposed to setting the draw origin of the entire ParticleSystem?
A few more questions
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- Robin
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Re: A few more questions
Help us help you: attach a .love.
Re: A few more questions
Suddenly... it all makes sense. Thank you Robin!
And thanks again Boolsheet!
Maaaaaan, I love you guys. In a non-weird way. Ah who am I kidding. I love you guys in a weird way.
And thanks again Boolsheet!
Maaaaaan, I love you guys. In a non-weird way. Ah who am I kidding. I love you guys in a weird way.
Re: A few more questions
My mistake, texture wrapping still works, but the newQuad() would now be tied to a specific image's w/h. For example, if I make a quad like this:Boolsheet wrote:I don't see the connection.the_leg wrote:Ah, I see, but then you couldn't use texture wrapping.
Code: Select all
quad = love.graphics.newQuad(0, 0, 150, 150, 75, 75)
For instance, if we omit the reference width/height and calculate the texture coordinates in the drawq() call, you'd have to do this to achieve the same result as before:
Code: Select all
quad2 = love.graphics.newQuad(0, 0, 2*img:getWidth(), 2*img:getHeight())
...
love.graphics.drawq(img, quad2, 0, 0, 0, 150/(2*img:getWidth()), 150/(2*img:getHeight()))
Re: A few more questions
As I said, I don't think you were ever supposed to use anything else than the Image width and height. We could ask rude, but what's the chance he's going to remember such a minor detail.
Shallow indentations.
Re: A few more questions
Agreed. It's a non-issue anyway, just was curious as to what you were thinking.
Re: A few more questions
A few more things I was wondering about...
How can the pointer returned by Data:getPointer be used, and what could it be used for?
Other than not being implemented, is there a reason why love.thread.newThread doesn't accept a function as an argument?
love.graphics.clear restores the default coordinate system, right? I changed the wiki page to say this, but I just wanted to ask just in case I am completely confused.
How can the pointer returned by Data:getPointer be used, and what could it be used for?
Other than not being implemented, is there a reason why love.thread.newThread doesn't accept a function as an argument?
love.graphics.clear restores the default coordinate system, right? I changed the wiki page to say this, but I just wanted to ask just in case I am completely confused.
- Robin
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Re: A few more questions
Dunno about the other things, but:
How it works in LÖVE is that things like that are not possible, you have to explicitly ask for it to get sent information from other threads, which makes what happens a lot more obvious.
A function shares some contextual information with the current thread, so if it's possible at all (which I don't think) it would get really hairy.Santos wrote:Other than not being implemented, is there a reason why love.thread.newThread doesn't accept a function as an argument?
Code: Select all
local shared = true
function whoops()
-- some stuff
shared = false
end
t = love.thread.newThread(whoops)
t:start()
print(shared) -- true or false?
Help us help you: attach a .love.
Re: A few more questions
This is a leftover from the old love.native module.Santos wrote:How can the pointer returned by Data:getPointer be used, and what could it be used for?
Shallow indentations.
Re: A few more questions
Ah, interesting! Out of curiosity, what was the love.native module?
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