Last time I tried that, Lua puked errors all over my console.vrld wrote:No, what's wrong with that?zac352 wrote:Is anyone else wondering about this? >_>Code: Select all
tile[map[y] [x]]
jumping tutorial?
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Re: jumping tutorial?
Hello, I am not dead.
- TechnoCat
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Re: jumping tutorial?
zac352 wrote:Is anyone else wondering about this? >_>Code: Select all
tile[map[y] [x]]
Code: Select all
tile[ map[y][x] ]
tile[] is the array of prefab tile information (i presume images).
map[y][x] is the location of a tile and returns the prefab type.
Re: jumping tutorial?
Oh, now I see. I hate whitespace.TechnoCat wrote:zac352 wrote:Is anyone else wondering about this? >_>Code: Select all
tile[map[y] [x]]
Does that help?Code: Select all
tile[ map[y][x] ]
tile[] is the array of prefab tile information (i presume images).
map[y][x] is the location of a tile and returns the prefab type.
Hello, I am not dead.
- toaster468
- Citizen
- Posts: 77
- Joined: Sat Nov 06, 2010 11:30 pm
Re: jumping tutorial?
My code so far:
Code: Select all
-- Office Man Stan --
function love.load()
love.graphics.setCaption( "Office Man Stan" )
stan_right = love.graphics.newImage( "P.PNG" )
ground = love.graphics.newImage( "X.png" )
stan_left = love.graphics.newImage( "P_left.png" )
-- game variables
player_X = 0
player_Y = 0
player_direction = "r"
-- debug stuff delete later
mouse_x = love.mouse.getX()
mouse_y = love.mouse.getY()
canDrawHUD = true
-- background color
--love.graphics.setBackgroundColor(104, 136, 248)
-- map stuff
-- map variables
map_x = 0
map_y = 0
map_w = 320
map_h = 320
map_display_w = 7
map_display_h = 5
tile_w = 32
tile_h = 32
map={
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0},
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{ 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
}
love.graphics.setFont(12)
--tiles
tile = {}
for i=0,1 do
tile[i] = love.graphics.newImage( "tile_image"..i..".png" )
end
end
function draw_map()
for y=1, map_display_h do
for x=1, map_display_w do
love.graphics.draw(tile[ map[y] [x] ], x*tile_w, y*tile_h)
end
end
end
function love.update(dt)
mouse_x = love.mouse.getX()
mouse_y = love.mouse.getY()
if love.keyboard.isDown( "left" ) then
player_X = player_X - 1
player_direction = "l"
map_y = map_y-1
map_x = math.max(map_x-1, 0)
end
if love.keyboard.isDown( "right" ) then
player_X = player_X + 1
player_direction = "r"
map_x = math.min(map_x+1, map_w-map_display_w)
end
if love.keyboard.isDown( "down" ) then
player_Y = player_Y + 1
player_direction = "d"
if map_y > map_h-map_display_h then map_y = map_h-map_display_h; end
end
if love.keyboard.isDown( "up" ) then
player_Y = player_Y - 1
player_direction = "u"
if map_y < 0 then map_y = 0; end
end
end
function love.draw()
if player_direction == "r" then
love.graphics.draw( stan_right, player_X, player_Y )
end
if player_direction == "l" then
love.graphics.draw( stan_left, player_X, player_Y )
end
if player_direction == "u" then
love.graphics.draw( stan_right, player_X, player_Y )
end
if player_direction == "d" then
love.graphics.draw( stan_right, player_X, player_Y )
end
--love.graphics.draw( ground, 0, 260 )
draw_map()
love.graphics.print( player_X, 35, 10 )
love.graphics.print( player_Y, 60, 10 )
love.graphics.print( mouse_x, 190, 10)
love.graphics.print( mouse_y, 210, 10)
end
- kikito
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- Location: Madrid, Spain
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Re: jumping tutorial?
I see a couple small things around. Random comments follow:
The map has one extra '0' on the first line, and one comma at the end that doesn't go there.
You are doing 'up' and 'down' already... interesting. You will have to change 'up' soon
Remove the map_x and map_y parts. For example here:
Leave it like this:
And then remove the declarations of map_x and map_y.
Also, make map_display_w and map_display_y calculated with map; move them below map= { ... and do:
That is all I could think about for now.
Bonus point: make draw_map() 'not draw nothing' when the tile inside map[x][y] is 0.
The map has one extra '0' on the first line, and one comma at the end that doesn't go there.
You are doing 'up' and 'down' already... interesting. You will have to change 'up' soon
Remove the map_x and map_y parts. For example here:
Code: Select all
if love.keyboard.isDown( "left" ) then
player_X = player_X - 1
player_direction = "l"
map_y = map_y-1
map_x = math.max(map_x-1, 0)
end
Code: Select all
if love.keyboard.isDown( "left" ) then
player_X = player_X - 1
player_direction = "l"
end
Also, make map_display_w and map_display_y calculated with map; move them below map= { ... and do:
Code: Select all
map = {
-- all the 0s and 1s here, as before
}
map_display_w = #map[1]
map_display_h = #map
Bonus point: make draw_map() 'not draw nothing' when the tile inside map[x][y] is 0.
When I write def I mean function.
- toaster468
- Citizen
- Posts: 77
- Joined: Sat Nov 06, 2010 11:30 pm
Re: jumping tutorial?
Sweet! thanks, that last bit fixed my problem. OK, now what do you mean exactly in the bonus points?
- kikito
- Inner party member
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- Joined: Sat Oct 03, 2009 5:22 pm
- Location: Madrid, Spain
- Contact:
Re: jumping tutorial?
It isn't really important, if you already have a 'background' tile for the 0, and a 'foreground' tile for the 1s.
If you don't, then you can save some work if you just leave the 0s as 'empty space'; you don't draw any tiles on the cells with 0; you just leave the black background. So your player can use the other numbers (1,2,3) as platforms and walls and the 0 for 'empty air'.
But only if you want, nothing mandatory.
If you don't, then you can save some work if you just leave the 0s as 'empty space'; you don't draw any tiles on the cells with 0; you just leave the black background. So your player can use the other numbers (1,2,3) as platforms and walls and the 0 for 'empty air'.
But only if you want, nothing mandatory.
When I write def I mean function.
- toaster468
- Citizen
- Posts: 77
- Joined: Sat Nov 06, 2010 11:30 pm
Re: jumping tutorial?
OK, well I don't think I need that just yet. So, how do I make my character spawn on top of the background on below it( I'm talking about layers)?
Also, whats the next step?
Also, whats the next step?
- kikito
- Inner party member
- Posts: 3153
- Joined: Sat Oct 03, 2009 5:22 pm
- Location: Madrid, Spain
- Contact:
Re: jumping tutorial?
You just draw it after you draw the map, so it appears 'on top' of the map. If you draw him before, he will appear 'under' the map.toaster468 wrote:So, how do I make my character spawn on top of the background on below it( I'm talking about layers)?
This one: Walls.toaster468 wrote:Also, whats the next step?
When I write def I mean function.
Re: jumping tutorial?
I do not know whether to post it here but look at my source code.
I think that the code of the map should look like this.
Just copy and paste into your project.
I think that the code of the map should look like this.
Just copy and paste into your project.
Code: Select all
--______________________________________________________________________________________________
function love.load()
-- screen
scrx=640; scry=480; zx=(scrx/2); zy=(scry/2); zi=200;
love.graphics.setMode(scrx,scry,false,true,0); love.graphics.setCaption("Love2D project"); love.graphics.setBackgroundColor(10,30,50);
-- font
love.graphics.setFont(12);
-- global
col=0; alpha=255; k_up=0; k_right=0; k_down=0; k_left=0; k_enter=0;
-- global dim
kl=10; dost={};
for d=0,kl-1 do-- for >
dost[d]=0;
end-- for <
end
--______________________________________________________________________________________________
function love.draw()
-- function
keyboard();
map_options();
--object_options();
map_pos();
--object_pos();
map_image();
--object_image();
end
--______________________________________________________________________________________________
function keyboard()
-- sleep
love.timer.sleep(10);
-- keyboard
k_up=0; k_right=0; k_down=0; k_left=0; k_enter=0;
-- up, right, down, left
if love.keyboard.isDown("up") then k_up=1;end;
if love.keyboard.isDown("right") then k_right=1;end;
if love.keyboard.isDown("down") then k_down=1;end;
if love.keyboard.isDown("left") then k_left=1;end;
-- enter
if love.keyboard.isDown("return") then k_enter=1;end;
-- exit
if love.keyboard.isDown("escape") then os.exit();end;
---- text
--col=(250/1); love.graphics.setColor((col*1),(col*1),(col*1),alpha);
--love.graphics.print("k_enter: "..k_enter,10,200,0,1,1);
-- image
col=(250/2); love.graphics.setColor((col*1),(col*1),(col*1),alpha);
love.graphics.line(zx-zi,zy,zx+zi,zy); love.graphics.line(zx,zy-zi,zx,zy+zi);
end
--______________________________________________________________________________________________
function map_options()
if dost[1]==0 then dost[1]=1;-- dost >
-- map
map="-,1,=,=,=,=,=,2,-,-,"..
"1,4,-,-,-,-,-,3,2,-,"..
"|,-,-,-,<,>,-,-,|,-,"..
"3,2,p,-,-,-,-,1,4,-,"..
"-,3,=,=,=,=,=,4,-,-,";
-- len
ma_len=string.len(map); ma_len=(ma_len/2);
-- dim
ma_kl1=ma_len; ma_kl2=5; ma_x={}; ma_y={}; ma_rx={}; ma_ry={}; ma_x2={}; ma_y2={}; ma_x3={}; ma_y3={}; ma_tip={};
-- options
ma_rr=30; ma_xx=0; ma_yy=0; ma_aa=(ma_len/5)-1; ma_bb=ma_aa; map_x=0; map_y=0; map_x2=0; map_y2=0; ma_xx1=10000; ma_yy1=10000; ma_xx2=-10000; ma_yy2=-10000; ma_pl=0;
for d1=0,ma_kl1-1 do-- for >
-- options
ma_x[d1]={}; ma_y[d1]={}; ma_rx[d1]={}; ma_ry[d1]={}; ma_x2[d1]={}; ma_y2[d1]={}; ma_x3[d1]={}; ma_y3[d1]={}; ma_tip[d1]={};
for d2=0,ma_kl2-1 do-- for >
-- options
ma_x[d1][d2]=0; ma_y[d1][d2]=0; ma_x2[d1][d2]=0; ma_y2[d1][d2]=0; ma_x3[d1][d2]=0; ma_y3[d1][d2]=0; ma_rx[d1][d2]=0; ma_ry[d1][d2]=0; ma_tip[d1][d2]="";
if d2==0 then-- d2 >
-- tip
ma_tip[d1][d2]=string.sub(map,1+(d1*2),1+(d1*2));
-- tip - object
if ma_tip[d1][d2]=="p" then ma_pl=ma_pl+1;end;
-- pos.
ma_x[d1][d2]=100+ma_xx; ma_y[d1][d2]=100+ma_yy;
ma_xx=ma_xx+ma_rr; if d1==ma_bb then ma_bb=ma_bb+ma_aa+1; ma_xx=0; ma_yy=ma_yy+ma_rr; end;
-- pos. on screen
if ma_tip[d1][d2]=="=" or ma_tip[d1][d2]=="|" or ma_tip[d1][d2]=="+" then-- tip >
if ma_xx1>=ma_x[d1][d2] then ma_xx1=ma_x[d1][d2];
elseif ma_yy1>=ma_y[d1][d2] then ma_yy1=ma_y[d1][d2];
elseif ma_xx2<=ma_x[d1][d2] then ma_xx2=ma_x[d1][d2];
elseif ma_yy2<=ma_y[d1][d2] then ma_yy2=ma_y[d1][d2];
end;
end;-- tip <
else-- d2 >
-- pos.
ma_x[d1][d2]=ma_x[d1][0]; ma_y[d1][d2]=ma_y[d1][0];
-- tip
ma_tip[d1][d2]=ma_tip[d1][0];
end;-- d2 <
-- radius
if ma_tip[d1][d2]=="=" then-- tip >
if d2==0 then ma_rx[d1][d2]=(ma_rr/2); ma_ry[d1][d2]=5;else ma_rx[d1][d2]=2; ma_ry[d1][d2]=2;end;
elseif ma_tip[d1][d2]=="|" then-- tip >
if d2==0 then ma_rx[d1][d2]=5; ma_ry[d1][d2]=(ma_rr/2);else ma_rx[d1][d2]=2; ma_ry[d1][d2]=2;end;
elseif ma_tip[d1][d2]=="1" or ma_tip[d1][d2]=="2" or ma_tip[d1][d2]=="3" or ma_tip[d1][d2]=="4" then-- tip >
-- radius
ma_rx[d1][d2]=5; ma_ry[d1][d2]=5;
-- pos.
if d2==1 then if ma_tip[d1][d2]=="3" or ma_tip[d1][d2]=="4" then ma_x[d1][d2]=ma_x[d1][0]; ma_y[d1][d2]=ma_y[d1][0]-(ma_ry[d1][0]*2);end;
elseif d2==2 then if ma_tip[d1][d2]=="1" or ma_tip[d1][d2]=="3" then ma_x[d1][d2]=ma_x[d1][0]+(ma_rx[d1][0]*2); ma_y[d1][d2]=ma_y[d1][0];end;
elseif d2==3 then if ma_tip[d1][d2]=="1" or ma_tip[d1][d2]=="2" then ma_x[d1][d2]=ma_x[d1][0]; ma_y[d1][d2]=ma_y[d1][0]+(ma_ry[d1][0]*2);end;
elseif d2==4 then if ma_tip[d1][d2]=="2" or ma_tip[d1][d2]=="4" then ma_x[d1][d2]=ma_x[d1][0]-(ma_rx[d1][0]*2); ma_y[d1][d2]=ma_y[d1][0];end;
end;
elseif ma_tip[d1][d2]=="<" or ma_tip[d1][d2]==">" then-- tip >
if d2==0 then ma_rx[d1][d2]=(ma_rr/2); ma_ry[d1][d2]=5; else ma_rx[d1][d2]=2; ma_ry[d1][d2]=2;end;
end;-- tip <
end-- for <
end-- for <
-- options
ma_rastx=zx-ma_xx1; ma_rasty=zy-ma_yy1; ma_radx=((ma_xx2-ma_xx1)/2); ma_rady=((ma_yy2-ma_yy1)/2); ma_xx1=10000; ma_yy1=10000; ma_xx2=-10000; ma_yy2=-10000;
for d1=0,ma_kl1-1 do-- for >
for d2=0,ma_kl2-1 do-- for >
-- pos.
ma_x[d1][d2]=ma_x[d1][d2]+ma_rastx-ma_radx; ma_y[d1][d2]=ma_y[d1][d2]+ma_rasty-ma_rady;
-- pos. 2
ma_x2[d1][d2]=ma_x[d1][d2]; ma_y2[d1][d2]=ma_y[d1][d2];
end-- for <
end-- for <
end-- dost >
end
--______________________________________________________________________________________________
function map_pos()
for d1=0,ma_kl1-1 do-- for >
for d2=0,ma_kl2-1 do-- for >
-- pos.
ma_x[d1][d2]=ma_x2[d1][d2]+ma_x3[d1][d2]+(map_x+map_x2);
ma_y[d1][d2]=ma_y2[d1][d2]+ma_y3[d1][d2]+(map_y+map_y2);
end-- for <
end-- for <
end
--______________________________________________________________________________________________
function map_image()
-- color
col=(250/1); love.graphics.setColor((col*1),(col*1),(col*1),alpha);
for d1=0,ma_kl1-1 do-- for >
for d2=0,ma_kl2-1 do-- for >
---- image
--love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
--love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
--love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
--love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
-- image
if d2==0 then-- d2 >
if ma_tip[d1][d2]=="=" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
elseif ma_tip[d1][d2]=="|" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
elseif ma_tip[d1][d2]=="1" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+(ma_rx[d1][d2]*3),ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+(ma_rx[d1][d2]*3),ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+(ma_ry[d1][d2]*3));
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+(ma_ry[d1][d2]*3));
elseif ma_tip[d1][d2]=="2" then-- tip >
love.graphics.line(ma_x[d1][d2]-(ma_rx[d1][d2]*3),ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-(ma_rx[d1][d2]*3),ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+(ma_ry[d1][d2]*3));
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+(ma_ry[d1][d2]*3));
elseif ma_tip[d1][d2]=="3" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+(ma_rx[d1][d2]*3),ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+(ma_rx[d1][d2]*3),ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-(ma_ry[d1][d2]*3),ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-(ma_ry[d1][d2]*3),ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
elseif ma_tip[d1][d2]=="4" then-- tip >
love.graphics.line(ma_x[d1][d2]-(ma_rx[d1][d2]*3),ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-(ma_rx[d1][d2]*3),ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-(ma_ry[d1][d2]*3),ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-(ma_ry[d1][d2]*3),ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
elseif ma_tip[d1][d2]=="<" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
elseif ma_tip[d1][d2]==">" then-- tip >
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]-ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
love.graphics.line(ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]-ma_ry[d1][d2],ma_x[d1][d2]+ma_rx[d1][d2],ma_y[d1][d2]+ma_ry[d1][d2]);
end;-- tip <
end;-- d2 <
end-- for <
end-- for <
---- text
--col=(250/1); love.graphics.setColor((col*1),(col*1),(col*1),alpha);
--love.graphics.print("map: "..map,10,20,0,1,1);
--love.graphics.print("ma_len: "..ma_len,10,40,0,1,1);
end
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