please delete this thread. (moved thread to support)
Posted: Sat Jun 30, 2012 4:32 am
**How do I delete a thread? o.o
||===========onedaysnotice help thread============||
Before i infuriate the whole love2d community with my incessant making of 'help me' and 'how to' threads, I've decided to create a centralised thread xD
Current problem: viewtopic.php?p=59997#p59997
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Okay, to the point. Why does only the player 2 selector collide with the buttons? :s I can't see why the player 1 selectors can't :S
The problem should be only on menu.lua.
player1 moves with WASD, player2 moves with arrow keys
||===========onedaysnotice help thread============||
Before i infuriate the whole love2d community with my incessant making of 'help me' and 'how to' threads, I've decided to create a centralised thread xD
Current problem: viewtopic.php?p=59997#p59997
-------
Okay, to the point. Why does only the player 2 selector collide with the buttons? :s I can't see why the player 1 selectors can't :S
Code: Select all
menu = {}
button_menu = {}
function menu.load()
boxImg = love.graphics.newImage("images/placeholder_button.png")
medium = love.graphics.newFont(45)
menu_button_spawn(screenWidth/8, screenHeight/5, boxImg, 001)
menu_button_spawn(screenWidth/8, (screenHeight/5)*2, boxImg, 002)
menu_button_spawn(screenWidth/8, (screenHeight/5)*3, boxImg, 003)
menu_button_spawn(screenWidth/8, (screenHeight/5)*4, boxImg, 004)
menuSelector = {}
menuSelector[1] = {
x = screenWidth/2 - 1,
y = screenHeight/2
}
menuSelector[2] = {
x = screenWidth/2 + 1,
y = screenHeight/2
}
menuSelectorVel = 300
end
function menu.update(dt)
for p = 1,2 do
--======SELECTOR MOVEMENT======--
if love.keyboard.isDown(pControl[p].Right) then
menuSelector[p].x = menuSelector[p].x + menuSelectorVel * dt
if love.keyboard.isDown(pControl[p].Up) then
menuSelector[p].y = menuSelector[p].y - menuSelectorVel * dt
elseif love.keyboard.isDown(pControl[p].Down) then
menuSelector[p].y = menuSelector[p].y + menuSelectorVel * dt
end
elseif love.keyboard.isDown(pControl[p].Left) then
menuSelector[p].x = menuSelector[p].x - menuSelectorVel * dt
if love.keyboard.isDown(pControl[p].Up) then
menuSelector[p].y = menuSelector[p].y - menuSelectorVel * dt
elseif love.keyboard.isDown(pControl[p].Down) then
menuSelector[p].y = menuSelector[p].y + menuSelectorVel * dt
end
elseif love.keyboard.isDown(pControl[p].Down) then
menuSelector[p].y = menuSelector[p].y + menuSelectorVel * dt
elseif love.keyboard.isDown(pControl[p].Up) then
menuSelector[p].y = menuSelector[p].y - menuSelectorVel * dt
end
--======BUTTON COLLISION======--
for i,v in ipairs(button_menu) do
if menu_inRect(menuSelector[p].x, menuSelector[p].y, 0, 0, v.x, v.y, v.img:getWidth(), v.img:getHeight()) then
v.inFocus = true
else
v.inFocus = false
end
end
end
end
function menu.draw()
love.graphics.setColor(255,255,255)
love.graphics.rectangle("fill",0,0,screenWidth, screenHeight)
menu_button_draw()
love.graphics.setColor(0, 255,0)
for p = 1,2 do
love.graphics.circle("fill", menuSelector[p].x, menuSelector[p].y, 3, 10)
end
end
function menu.keypressed(key,unicode)
if key == "escape" then
state = "splash"
button_fade = 255
blackscreen = 0
end
end
function menu_button_spawn(x, y, img, id)
table.insert(button_menu, {x = x, y = y, img = img, id = id, inFocus = false})
end
function menu_button_draw()
for i,v in ipairs(button_menu) do
if v.inFocus == false then
love.graphics.setColor(0,0,255)
elseif v.inFocus == true then
love.graphics.setColor(255,0,0)
end
love.graphics.draw(v.img,v.x,v.y)
end
end
function menu_inRect(ax, ay, aw, ah, bx, by, bw, bh)
if ax > (bx + bw) or (ax + aw) < bx then return false end
if ay > (by + bh) or (ay + ah) < by then return false end
return true
end
player1 moves with WASD, player2 moves with arrow keys