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Re: "Questions that don't deserve their own thread" thread
Posted: Sat Oct 15, 2016 5:00 pm
by unixfreak
Hi! I'm trying to loop over a bunch of files in a directory to load as textures. However, some of the files are not images, and should be ignored
Hence i get this:
Code: Select all
Could not decode file 'textures/LICENSE.txt' to ImageData: unsupported file format
How can i test if a file is an image before loading it with love.graphics?
Here's a snippet;
Code: Select all
textures = {}
local i = 1
for _,t in ipairs(love.filesystem.getDirectoryItems("textures/")) do
textures[i] = love.graphics.newImage("textures/"..t)
i = i +1
end
I have looked at the
:type() function for loaded objects, but obviously cannot test if it returns "Image" because it will throw an error before anything is even stored in the table.
Re: "Questions that don't deserve their own thread" thread
Posted: Sat Oct 15, 2016 5:14 pm
by Zireael
According to the wiki, love.filesystem.getDirectoryItems() returns a table.
So loop over the returned table like this
Code: Select all
function blah()
textures = {}
local i = 1
local files = love.filesystem.getDirectoryItems("textures/")
for i,file in ipairs(files) do
--file is a string containing the name of the file including extension
--so we are checking if the string DOES NOT contains .txt (the extension)
if not file:find(".txt") do
textures[i] = love.graphics.newImage("textures/"..t)
i = i +1
end
end
end
Re: "Questions that don't deserve their own thread" thread
Posted: Sat Oct 15, 2016 7:46 pm
by Jack Dandy
Hey, I need a tip.
Up until now, when I wanted to move an object, it was in orthogonal directions and was as such relatively simple.
But now I want to move objects freely from any set of coordinates to another.
Let's say I want to move an object from point (x1,y1) to point (x2,y2), at a constant speed.
What kinda math mumbo-jumbo is required for that? (And better yet, is there a tutorial somewhere that specifices these sort of things? Explains the logic and such?)
Re: "Questions that don't deserve their own thread" thread
Posted: Sat Oct 15, 2016 8:02 pm
by Tjakka5
Have a look at lerping:
https://en.wikipedia.org/wiki/Linear_interpolation
Or, if you want more advanced functionality, a tweening library such as 'flux':
viewtopic.php?t=77904
Re: "Questions that don't deserve their own thread" thread
Posted: Sat Oct 15, 2016 10:00 pm
by pgimeno
First, get the direction vector, then normalize it to get a vector of length 1 that points in the given direction, then advance x1, y1 in that direction with the given speed.
Code: Select all
-- First, get the direction vector:
local vx, vy = x2-x1, y2-y1
-- Then normalize it:
local mag = math.sqrt(vx^2+vy^2)
if mag ~= 0 then
vx, vy = vx/mag, vy/mag
end
-- Then advance x1, y1 in that direction with the given speed:
if mag ~= 0 then
x1 = x1 + vx * speed * dt
y1 = y1 + vy * speed * dt
end
'speed' should be in units/s (pixels/s if your x1,y1 are in pixels), assuming dt is in seconds.
In another thread I've seen an example using atan2 and sin/cos, but I feel that's overkill.
Properly speaking, the 'if' can cover both sections, but my intention was to separate the steps clearly.
Edit: Here's a fiddle:
http://lovefiddle.com/bcFPLasMQpMEpvuCc
Re: "Questions that don't deserve their own thread" thread
Posted: Sun Oct 16, 2016 6:36 am
by Jack Dandy
Thank you both. I will look into these things.
Re: "Questions that don't deserve their own thread" thread
Posted: Mon Oct 17, 2016 2:13 am
by MartinEden
Hi guys!
I'm studying love and wish to add to wiki a code snippet which tracks calls to event handlers. But do not see appropriate place to add it.
https://love2d.org/wiki/Category:Callbacks looks like a bad idea for tutorial code.
Re: "Questions that don't deserve their own thread" thread
Posted: Mon Oct 17, 2016 11:43 am
by evgiz
pgimeno wrote:In another thread I've seen an example using atan2 and sin/cos, but I feel that's overkill.
I've never seen your method before, is it a lot more efficient than using atan2 and cos+sin? I feel trig is way more obvious than your method, i wouldnt have understood it at first if I didn't know what you were talking about.
Re: "Questions that don't deserve their own thread" thread
Posted: Mon Oct 17, 2016 2:06 pm
by Jack Dandy
I have another question for now, related to synchronization.
Is the only thing that instantiates new threads the "love.thread.newThread " command?
I'm asking this because of the following problem:
I think there are cases in which a certain function A is called before another function B is finished (The call isn't made from within B, but by another thing), and that it messes up some variables.
Should I worry about synchronization if I'm not using love.threads?
EDIT: To be more specific- let's say I have these 2 functions.
Code: Select all
function gamefuncs.location_update (x, y, player)
--require("mobdebug").on()
map_vacant[player.grid_y_sqr][player.grid_x_sqr] = 0
player.grid_x = x - (x % 32)
player.grid_x_sqr = player.grid_x/32
player.grid_y = y - (y % 32)
player.grid_y_sqr = player.grid_y/32
player.tile_x, player.tile_y = 1+(math.floor (player.grid_x_sqr/4)),1+(math.floor (player.grid_y_sqr/4))
map_vacant[player.grid_y_sqr][player.grid_x_sqr] = 'ent'
end
Code: Select all
function gamefuncs.Check_EnemyDeath()
---[[
for i, ent in pairs(Enemies) do
if Enemies[i].HP <= 0 then
map_vacant[Enemies[i].grid_y_sqr][Enemies[i].grid_x_sqr] = 0
Enemies[i] = nil
end
end
--]]
gamefuncs.generateVisible()
end
Is it possible for the first one to be called, and then have the second called as well before the first finishes?
Re: "Questions that don't deserve their own thread" thread
Posted: Mon Oct 17, 2016 2:37 pm
by pgimeno
evgiz wrote:I've never seen your method before, is it a lot more efficient than using atan2 and cos+sin? I feel trig is way more obvious than your method, i wouldnt have understood it at first if I didn't know what you were talking about.
It's not a lot more efficient because these things are usually peanuts in comparison with the rest of the program, but it's one function call vs. three. Also, the square root used to take less cycles than trig functions; I haven't looked into the current status of things in more modern CPUs, though.
Inherently, the method should have a bit more precision this way, especially when not going right, because math.sin(math.pi) is not exactly zero due to rounding errors. That's also peanuts and it would be unnoticeable in most applications.
I made the mistake of calling the variable 'mag' (for magnitude) instead of 'distance', which should have made the code more obvious: scaling the segment between the two points by vel / distance makes the segment's length be exactly 'vel'.