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Re: The epic love demo thread!
Posted: Sun Nov 16, 2008 4:27 pm
by qubodup
MHD wrote:A little thing I am working on atm...
Fuuuun!
- a.png (21.37 KiB) Viewed 5419 times
Re: The epic love demo thread!
Posted: Sun Nov 16, 2008 6:08 pm
by Kaze
MHD wrote:A little thing I am working on atm...
This
is fun
I made wheels~
Re: The epic love demo thread!
Posted: Mon Nov 17, 2008 4:45 am
by rude
Awesome. Did you implement a convex-polygon algorithm?
Re: The epic love demo thread!
Posted: Mon Nov 17, 2008 7:55 am
by MHD
No, it is still only beta
Re: The epic love demo thread!
Posted: Tue Nov 18, 2008 7:35 pm
by qubodup
MHD wrote:No, it is still only beta
Hm. It's all
fun and fine but then gravity comes and destroys all.
ALL.
Re: The epic love demo thread!
Posted: Sun Mar 22, 2009 9:03 am
by qubodup
I prettied Shapes.love a bit using color and
sounds. Now it's SuperShapes.love
PS:
something to read if you have nothing better to do
Life of Land Shark
Posted: Sat Apr 11, 2009 1:10 am
by qubodup
Hello, I'm a land shark!
Someone made a land shark life simulator (it's not that exciting really). It's called "Life of Land Shark"
Download LOLS 1.0 here
Or
browse the source files here
Re: The epic love demo thread!
Posted: Sat Apr 11, 2009 12:41 pm
by mikembley
om nom nom nom!
LÖVE it!
Re: Life of Land Shark
Posted: Sat Apr 11, 2009 2:03 pm
by bartbes
qubodup wrote:(it's not that exciting really)
There isn't even something to eat?
Re: The epic love demo thread!
Posted: Sun Apr 12, 2009 3:23 am
by Xcmd
This is just some code for making a thing go where the mouse clicked. It's not perfect (if you use anything other than 1 to iterate the movement, it gets all wobbly and jiggly and it goes poorly for us all). It also doesn't go DIRECTLY to where the mouse clicked. It actually goes along the shortest axis first, then goes along the rest. So if you've clicked at 50, 60 and the circle is at 0,0, then it's going to go to the X (50), first, then complete the Y (although it'll have gone part of the way towards the Y, until it's on a 0 parity with the X--if that makes any sense).
Anyway, code:
Code: Select all
-- Move to Cursor Love
--
-- How to use: Click on the screen and the ball will move towards the
-- mouse's position.
function load()
mousePressed = false
gotoX = 0
gotoY = 0
playerBallX = 400
playerBallY = 300
speed = 5
end
function update(dt)
if mousePressed == true then
if playerBallX ~= gotoX then
if playerBallX < gotoX then
playerBallX = playerBallX + 1
elseif playerBallX > gotoX then
playerBallX = playerBallX - 1
end
end
if playerBallY ~=gotoY then
if playerBallY < gotoY then
playerBallY = playerBallY + 1
elseif playerBallY > gotoY then
playerBallY = playerBallY - 1
end
end
else
mousePressed = false
end
end
function draw()
love.graphics.circle(1, gotoX, gotoY, 5)
love.graphics.circle(1, playerBallX, playerBallY, 20)
end
function mousereleased(x, y, button)
if button == love.mouse_left then
mousePressed = true
gotoX = x
gotoY = y
end
end
Didn't bother .love-ing it because, well... I didn't feel like it. There are better ways to do this, but if you can't figure them out, or if the hiccups in this don't matter then here you go. The mousePressed code isn't really necessary, other than to keep the circle from moving towards 0,0 at the beginning when it's opened.