trying to make a click and drag curling rock demo

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Yell0w
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Re: trying to make a click and drag curling rock demo

Post by Yell0w »

I can not download files from non https adresses mkaaay :) And no, I dont trust Google.
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Sp1k3
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Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

No problem Yell0w since you've helped more than anyone.

Extract the zip and the unfinished version with the entity system is in it's own directory, it also contains .love files so it's much larger than what even the final game will be.
Attachments
GYRO19012013.zip
latest version of the curling game
(2.19 MiB) Downloaded 214 times
Sp1k3
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Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

ATM I'm trying to figure out how to and could use some help w/:

1. Get the entity system working for red and blue rocks which will be an array of ents 0-7
2. Alternate between the two depending on which rock was released last and if that rock has stopped. The Object:GetLinearVelocity function seems to be broken or I can't get it to work.

Future goals include:

-A score counter which I'm guessing would be most efficient to get the square pixels from the button position and keep counting that ent until the opposite colour ent is counted. The number is then added to that colours part of the score board, the score counter function is only called once all the ents have stopped or been killed.

-making the rocks curl

-making sure collisions work properly

-a title screen, sounds, and music (I'll do this one myself)
Sp1k3
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Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

So my entity system is probably FUBAR'd beyond repair but does anybody have an idea of how to do 16 rock entities?
Sp1k3
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Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

So I'll have to start over with the entity system, but in the interim I've been trying to get a little test with just two rocks working. Any ideas? Yell0w?

Code: Select all

function love.load()
--initial graphics and physics setup
  love.graphics.setMode(1280, 720, false, true, 8) --sets the window dimensions to 720p
  love.physics.setMeter(64)
  world = love.physics.newWorld(0, 0, 1280, 720, 500, 500, true )
  objects = {}
  objects.ice = {}
  objects.ice.body = love.physics.newBody(world, 0, 0, "dynamic")
  objects.ice.shape = love.physics.newRectangleShape(1280, 720)
--objects.ice.fixture = love.physics.newFixture(objects.ice.body, objects.ice.shape)
  objects.rrock = {}
  objects.rrock.body = love.physics.newBody(world, 64, 310, "dynamic")
  objects.rrock.shape = love.physics.newCircleShape(32)
  objects.rrock.fixture = love.physics.newFixture(objects.rrock.body, objects.rrock.shape, 1)
  objects.rrock.fixture:setRestitution(0)
  objects.rrock.body:setMassData(0, 0, 0, 0)
  objects.rrock.body:setLinearDamping(0.5)
  objects.brock = {}
  objects.brock.body = love.physics.newBody(world, 64, 310, "dynamic")
  objects.brock.shape = love.physics.newCircleShape(32)
  objects.brock.fixture = love.physics.newFixture(objects.brock.body, objects.brock.shape, 1)
  objects.brock.fixture:setRestitution(0)
  objects.brock.body:setMassData(0, 0, 0, 0)
  objects.brock.body:setLinearDamping(0.5)
  rrock = love.graphics.newImage("rrock.png")
  brock = love.graphics.newImage("brock.png")
  ice = love.graphics.newImage("ice.png")
  power = love.graphics.newImage("power.png")
  mouse = love.mouse
  stonepower = 0
  love.graphics.setCaption ("Get Your Rocks Off | Version 0.1")
  curl = 0 --going to make this a sine or cosine (depending on in or out turn) function
  jointr = love.physics.newFrictionJoint( objects.ice.body, objects.rrock.body, 0, 0, 1280, 720, true )
  jointb = love.physics.newFrictionJoint( objects.ice.body, objects.brock.body, 0, 0, 1280, 720, true )
  forcer = jointr:setMaxForce(1)
  forceb = jointb:setMaxForce(1)
end

function love.update(dt)
world:update(dt) --updates every frame (important)
   if drag then
      objects.rrock.body:setPosition(love.mouse.getX()-32,love.mouse.getY()-64)
   end
   	if love.mouse.isDown("l") then
          stonepower = stonepower + (dt*1000)  -- increases the variable by 100 for every second the button is held down
end 

function love.mousepressed(x,y,button)
   if button == "l" then
      if drag == false then
         MousePositionSaved = { x= love.mouse.getX(), y=love.mouse.getY() }
      end
   drag = true
   end
end
function love.mousereleasedred()
   if drag then
      drag = false
      objects.rrock.body:setLinearVelocity(0, 0)
      objects.rrock.body:setAngularVelocity(0)
      objects.rrock.body:applyForce((stonepower*30), 0 )
      stonepower = 0
   end
end  

function love.mousereleasedblue()
   if drag then
      drag = false
      objects.brock.body:setLinearVelocity(0, 0)
      objects.brock.body:setAngularVelocity(0)
      objects.brock.body:applyForce((stonepower*30), 0 )
      stonepower = 0
   end
end 
end

function love.draw()
  love.graphics.draw(ice, 0, 0, 0)
  love.graphics.draw(brock, objects.brock.body:getX(), objects.brock.body:getY(), objects.brock.shape:getRadius())
  love.graphics.draw(rrock, objects.rrock.body:getX(), objects.rrock.body:getY(), objects.rrock.shape:getRadius())
  love.graphics.draw(power, 640, 360, stonepower/200, stonepower/2000) 
end
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Yell0w
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Re: trying to make a click and drag curling rock demo

Post by Yell0w »

Ill try to hook you up with a way to create more rocks in a simpler way, im at work right now so it will have to wait a bit.
I have some code here tho that might help a bit, basically replace missiles with curlingrocks, and missile (singular) with rock or any other identifier

-- this function adds a missile to the missiles table, you can use this instead of declaring each individual rock.
function create_missile(x, y)
local missile = {}
missile.body = love.physics.newBody(world, x, y, "dynamic")
--missile.body:setMass(10)
missile.shape = love.physics.newCircleShape(7)
missile.visible = true
missile.created = love.timer.getTime()
missile.fixture = love.physics.newFixture(missile.body , missile.shape, 1 )
missile.fixture:setRestitution(0.0)
missile.fixture:setUserData("Cannonball")
missile.body:applyForce(cannonangle*cannonpowermodifier, cannonpowermodifier*cannonpower*-1) -- Snu til negativ
table.insert(missiles, missile)

end


-- Can i haz loop of all items in missiles table plx:
love.graphics.setColor(255, 255, 255)
for key, missile in ipairs(missiles) do
if missiles[key].visible == true then
love.graphics.circle("fill", missiles[key].body:getX(), missiles[key].body:getY(), missiles[key].shape:getRadius())
mytower = love.graphics.draw(gfxCannonball, missiles[key].body:getX()-10, missiles[key].body:getY()-10, 0,0.8)
if missiles[key].created < drawtime-4 then -- Cannonballs can live for 4 seconds (should be on impact)
missiles[key].visible = false
missiles[key].fixture:destroy()
end

end
end
You can learn anything, but you cannot learn everything!
Sp1k3
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Posts: 20
Joined: Mon Jan 14, 2013 7:32 am

Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

I can see how having a set of rocks variables, a table, and a timer or other kill mechanism will allow for multiple rocks but the code still needs to alternate between the two types of rocks. Maybe something like:

Code: Select all

if love.mousereleased() == true and objects.rrock.body:getLinearVelocity() > 1 then
  objects.rrock = shot
  elseif  love.mousereleased() == true and objects.brock.body:getLinearVelocity() > 1 then
  objects.brock = shot
end 
end
if objects.rrock == shot then 
  rocks = objects.rrock 
  else rocks = objects.brock
end
function love.mousereleased()
   if drag then
      drag = false
      objects.rocks.body:setLinearVelocity(0, 0)
      objects.rocks.body:setAngularVelocity(0)
      objects.rocks.body:applyForce((stonepower*30), 0 )
      stonepower = 0
   end
end
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Yell0w
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Re: trying to make a click and drag curling rock demo

Post by Yell0w »

If you only want the latest rock (or a rock in a sequence from 1 to 16) to be moved you could apply some kind of logic to this, like after a rock has been thrown it is locked for mouse dragging ?
You can learn anything, but you cannot learn everything!
Sp1k3
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Re: trying to make a click and drag curling rock demo

Post by Sp1k3 »

Yeah preventing it from being dragged is needed but so is a way of detecting whether or not the previous rock is still in motion. The get linear and angular velocity functions seem to be broken in Love 0.8 or maybe I just wasn't using them correctly.
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Yell0w
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Re: trying to make a click and drag curling rock demo

Post by Yell0w »

i think that getLinearVelocity supplies two values, the velocity change for the X axis and the velocity change for the Y axis.

Code: Select all

if love.mousereleased() == true  then
  x,y = objects.rrock.body:getLinearVelocity() -- define the velocity change for the x and y axis.
 
if x>1 then 
  objects.rrock = shot
  elseif  love.mousereleased() == true and objects.brock.body:getLinearVelocity() > 1 then
  objects.brock = shot
end
if y>1 then
 same etc. 
end

end 
You can learn anything, but you cannot learn everything!
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