Re: Advanced Tiled Loader
Posted: Sat Feb 18, 2012 11:30 pm
http://youtu.be/A45PZJ56CTElegendman3 wrote:Because.
http://youtu.be/A45PZJ56CTElegendman3 wrote:Because.
Kadoba wrote:It has a MIT license which basically means you can do what you want with it (including selling/modifying/sublicensing) as long as you don't take out the original license and promise not to sue me if something blows up.
Disappointed... Far from Safety Dance fun...MarekkPie wrote:http://youtu.be/A45PZJ56CTElegendman3 wrote:Because.
I didn't see your code, maybe it´s not needed. I think I understand your problem. I avoid for some time to translate because of translate camera aren't sync with mouse. So, the solution is start to do mouse2map/mouse2world function where you compensate the pixels added for your "camera" don't start at 0,0. Basically you have to remove from your screen mouse x/y coords the X/Y pixels where your camera begins. If your mouse is at 236,134 but your translate camera starts at 100,50 you need to discount 236-100,134-50 to your mouse coords. And then you work with 136,84 mouse values. There is some camera libraries that do that job for you if you dont want to do a function to calculate it.MiniDemonic wrote:Is it possible to move the map without using love.graphics.translate? Using love.graphics.translate screws up the mouse aiming in a game and also the love.graphics.print is following the translate so they disappear after a while.
I prefer this one: http://www.youtube.com/watch?v=sb3FJdRk-tIcoffee wrote:Disappointed... Far from Safety Dance fun...MarekkPie wrote:http://youtu.be/A45PZJ56CTElegendman3 wrote:Because.
http://www.youtube.com/watch?v=hqXkPNKK ... re=related