so i need some code to put in here:
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function love.mousepressed()
end
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objects.enemy.body
objects.enemy2.body
objects.enemy3.body
I began coding in C# so i thought i could just borrow and convert some code i did in a different project that did the same thing i need done here:
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private void Form1_MouseDown(object sender, MouseEventArgs e)
{
int x = 40;
int y = 40;
int diffX = e.X - buttonRec.X;
int diffY = e.Y - buttonRec.Y - 10;
double diff = Math.Sqrt((diffX * diffX) - (diffY * diffY));
if (diff <= x && diff <= y)
{
score++;
labelscore.Text = score.ToString();
}
}
but sadly i couldn't get it to work.
And for good measure ill include the main.lua code so you can get the whole view:(i know the codes a little rough, i plan on cleaning it up later though)
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function love.load()
love.physics.setMeter(64)
world = love.physics.newWorld(0, 9.81 * 64, true)
objects = {}
objects.enemy = {}
objects.enemy.body = love.physics.newBody(world, 650/2, 650/5, "dynamic")
objects.enemy.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.enemy.fixture = love.physics.newFixture(objects.enemy.body, objects.enemy.shape, 2)
objects.enemy2 = {}
objects.enemy2.body = love.physics.newBody(world, 650/3, 650/5, "dynamic")
objects.enemy2.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.enemy2.fixture = love.physics.newFixture(objects.enemy2.body, objects.enemy2.shape, 2)
objects.enemy3 = {}
objects.enemy3.body = love.physics.newBody(world, 600, 650/5, "dynamic")
objects.enemy3.shape = love.physics.newRectangleShape(0, 0, 50, 100)
objects.enemy3.fixture = love.physics.newFixture(objects.enemy3.body, objects.enemy3.shape, 2)
font = love.graphics.newFont(20)
recSaved = 0
thetime = 0
--graphic setup
love.graphics.setBackgroundColor(104, 136, 248)-- set background color to blue
love.graphics.setMode(650, 650, false, true, 0)-- window dimensions to 650 by 650, no full screen, vsync on, no antialiasing
end
function love.update(dt)
world:update(dt)
if objects.enemy.body:getY() > 770 then
newSpawnX = math.random(50, 600)
if newSpawnX > 100 then
newSpawnX2 = math.random(50 + 100, 600)
elseif newSpawnX < 550 then
newSpawnX2 = math.random(50, 450)
else
newSpawnX2 = math.random(50, 600)
end
newSpawnX3 = math.random(50, 600)
objects.enemy.body:setPosition(newSpawnX, 650/5)
objects.enemy.body:setLinearVelocity(0,0)
objects.enemy2.body:setPosition(newSpawnX2, 650/5)
objects.enemy2.body:setLinearVelocity(0,0)
objects.enemy3.body:setPosition(newSpawnX3, 650/5)
objects.enemy3.body:setLinearVelocity(0,0)
end
end
function love.keypressed(key)
if key == "down" then
recSaved = recSaved + 1
newSpawnX = math.random(50, 600)
newSpawnX2 = math.random(50, 600)
newSpawnX3 = math.random(50, 600)
objects.enemy.body:setPosition(newSpawnX, 650/5)
objects.enemy.body:setLinearVelocity(0,0)
objects.enemy2.body:setPosition(newSpawnX2, 650/5)
objects.enemy2.body:setLinearVelocity(0,0)
objects.enemy3.body:setPosition(newSpawnX3, 650/5)
objects.enemy3.body:setLinearVelocity(0,0)
end
end
function love.mousepressed()
end
function love.draw()
love.graphics.setColor(72, 260, 14)--set drawing color for ground to green
love.graphics.polygon("fill", objects.enemy.body:getWorldPoints(objects.enemy.shape:getPoints()))
love.graphics.setColor(72, 260, 14)--set drawing color for ground to green
love.graphics.polygon("fill", objects.enemy2.body:getWorldPoints(objects.enemy2.shape:getPoints()))
love.graphics.setColor(72, 260, 14)--set drawing color for ground to green
love.graphics.polygon("fill", objects.enemy3.body:getWorldPoints(objects.enemy3.shape:getPoints()))
love.graphics.setColor(0, 255, 0, 255)
love.graphics.setFont(font)
love.graphics.print("Rectangles Save: " .. recSaved, 25, 25)
love.graphics.setColor(72, 260, 14)
love.graphics.setFont(font)
love.graphics.print("Timer: " .. thetime, 500, 25)
end