Re: Titania EX-3 0.3.0 now with sound!
Posted: Sun Aug 25, 2013 4:08 pm
LOL! You have just triple posted xD
AWWW yeahjjmafiae wrote:LOL! You have just triple posted xD
If you need any help feel free to ask, tables and table manipulation are one of my specialities ("normal" tables, not metatablesIAsep-TrixI wrote:That oughta take a while, I'm still learning love2d and I havent really gotten the grasp of tables yet sadly.Ranguna259 wrote:It still has that bug I talked to you about on you FPS lag thread, bullets change rotation even after they have been fired, each bullet should have a table and in each table there should be a fixed rotation radians number, it is set when the bullet is first fired and then it should never change.
EDIT: Oh you haven't updated it yet, sorry about that
Thx eamonn!Eamonn wrote:Wow..... This is awesome! Great job! I had my audio on my headphones turned up full and fired a bullet and.... well.... it scared me, to say the leastI had some trouble running the game at first(kept showing me the rubber piggy), but in the end I got it working! It's awesome for where it is right now!
Good luck with it! I'll be keeping a close eye on it.
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table.insert(bullets, {x = startX, y = startY, dx = bulletDx, dy = bulletDy})
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table.insert(bullets, {x = startX, y = startY, dx = bulletDx, dy = bulletDy, a=angle})
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love.graphics.draw(bullet_draw,v.x,v.y,player.r)
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love.graphics.draw(bullet_draw,v.x,v.y,v.a)
oh....I guess its fixed then!Ranguna259 wrote:First minutes looking throught your code and found the rotation bug.
On the bullet.lua code change line 28 form:to:Code: Select all
table.insert(bullets, {x = startX, y = startY, dx = bulletDx, dy = bulletDy})
And then change line 8 from:Code: Select all
table.insert(bullets, {x = startX, y = startY, dx = bulletDx, dy = bulletDy, a=angle})
to:Code: Select all
love.graphics.draw(bullet_draw,v.x,v.y,player.r)
That should fix it.Code: Select all
love.graphics.draw(bullet_draw,v.x,v.y,v.a)
I've been waiting for this momentAtomCastDev wrote:ah, finally the bullet rotation will be fixed!