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<title>LÖVE</title>
<link href="https://love2d.org/forums/index.php" />
<updated>2012-11-18T23:59:01+00:00</updated>

<author><name><![CDATA[LÖVE]]></name></author>
<id>https://love2d.org/forums/feed.php?mode=topics</id>
<entry>
<author><name><![CDATA[Ref]]></name></author>
<updated>2012-11-18T21:31:36+00:00</updated>
<published>2012-11-18T21:31:36+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11768&amp;p=70638#p70638</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11768&amp;p=70638#p70638"/>
<title type="html"><![CDATA[Support and Development • loadstring]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11768&amp;p=70638#p70638"><![CDATA[
Anybody know what is going on behind the scene with loadstring?<br />Was working with threads and trying to get a faster way to convert a string to a table.<br />My first approcah was:<br /><dl class="codebox"><dt>Code: </dt><dd><code>function extractPoints( stringData )    -- string =&gt;  point table{x,y,z}<br />   local temp = stringData:split() -- p1x,p1y,p1z,... =&gt; temp{p1x,p1y,p1z, ... }<br />   local reconstructedTable = {}<br />   local field   = 1<br />   for i = 1, #temp, 3 do      -- temp{p1x,p1y,p1z, ... } =&gt; table{{p1x,p1y,p1z},{p2x,p2y,p2z}, ... }<br />      reconstructedTable&#91; field &#93; = { temp&#91;i&#93;, temp&#91;i+1&#93;, temp&#91;i+2&#93; }<br />      field = field + 1<br />      end<br />   return reconstructedTable<br />   end<br /><br />function string:split( sep ) -- parces string 'x,y,z' into x y z - default separator == comma<br />      local sep, fields   = sep or &quot;,&quot;, {}<br />      local pattern   = string.format( &quot;(&#91;^%s&#93;+)&quot;, sep )<br />      self:gsub(pattern, function(c) fields&#91;#fields+1&#93; = c end)<br />      return fields<br />      end<br /></code></dd></dl><br />That seemed just too complex to be efficient so I tried:<br /><dl class="codebox"><dt>Code: </dt><dd><code>function string2table( string )<br />   assert( loadstring( string ))()<br />   end<br /></code></dd></dl><br />Both worked (slightly different string formating) but the loadstring approach was ~20% slower than my first approach.<br />Any ideas why?<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=48377">Ref</a> — Sun Nov 18, 2012 9:31 pm — Replies 0 — Views 15</p><hr />
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</entry>
<entry>
<author><name><![CDATA[spir]]></name></author>
<updated>2012-11-18T23:59:01+00:00</updated>
<published>2012-11-18T20:47:44+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11767&amp;p=70629#p70629</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11767&amp;p=70629#p70629"/>
<title type="html"><![CDATA[Support and Development • [solved] Error: attempt to yield across ...]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11767&amp;p=70629#p70629"><![CDATA[
Is it at all possible to use coroutines with Löve? (I was trying a coooool way to manage processes / sequences of actions that still need to be controlled by events, without loads of state everywhere). I cannot succeed in running (or rather come back from) even the simplest co. I need to know whether it is possible to unblock my debugging mind.<br /><br />Thank you,<br />denis<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=70027">spir</a> — Sun Nov 18, 2012 8:47 pm — Replies 3 — Views 19</p><hr />
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</entry>
<entry>
<author><name><![CDATA[Przemator]]></name></author>
<updated>2012-11-18T18:59:38+00:00</updated>
<published>2012-11-18T18:59:38+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11766&amp;p=70621#p70621</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11766&amp;p=70621#p70621"/>
<title type="html"><![CDATA[Support and Development • Help on sound:setRolloff and sound:setDistance]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11766&amp;p=70621#p70621"><![CDATA[
Hi,<br /><br />I've been looking, but nowhere did I find any info on what to put in the rolloff, ref and max values for the functions sound:setRolloff and sound:setDistance.<br /><br />I'm trying to attach a looping sound to a body in love.physics. Any help would be appreciated.<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=68020">Przemator</a> — Sun Nov 18, 2012 6:59 pm — Replies 1 — Views 20</p><hr />
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</entry>
<entry>
<author><name><![CDATA[utunnels]]></name></author>
<updated>2012-11-18T15:57:50+00:00</updated>
<published>2012-11-18T15:57:50+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11765&amp;p=70617#p70617</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11765&amp;p=70617#p70617"/>
<title type="html"><![CDATA[LÖVE-Android • (NDK) I think I need some help...]]></title>

<category term="LÖVE-Android" scheme="https://love2d.org/forums/viewforum.php?f=11" label="LÖVE-Android"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11765&amp;p=70617#p70617"><![CDATA[
I got it compiled, somehow (except I was not using eclipse).<br />However, when I tried to run it (either no-game screen or .love), it crashed.  <img src="https://love2d.org/forums/images/smilies/ms-ehem.png" alt=":ehem:" title="Ehem ..." /> <br /><br /><br />Part of the logcat message:<br /><br /><dl class="codebox"><dt>Code: </dt><dd><code>E/Adreno200-ES20( 3582): &lt;qgl2DrvAPI_glUseProgram:1318&gt;: **** 3582: glUseProgram(3)<br /><br />E/Adreno200-ES20( 3582): &lt;qgl2DrvAPI_glUseProgram:1318&gt;: **** 3582: glUseProgram(6)<br /><br />D/memalloc(  128): /dev/pmem: Allocated buffer base:0x419c8000 size:1536000 offset:7905280 fd:33<br /><br />D/memalloc( 3582): /dev/pmem: Mapped buffer base:0x522dc000 size:9441280 offset:7905280 fd:57<br /><br />I/ActivityManager(  374): START {cmp=net.schattenkind.nativelove/.LoveNative} from pid 3582<br /><br />W/SignalStrength(  554): SignalStrength before validate=SignalStrength: 20 0 -1 -1 -1 -1 -1 99 -32767 -32767 -32767 -32767 cdma<br /><br />W/SignalStrength(  554): SignalStrength after validate=SignalStrength: 20 0 -120 -160 -120 -1 -1 99 2147483647 2147483647 2147483647 2147483647 cdma<br /><br />I/WindowManager(  374): SCREENLAYOUT_SIZE (1:small, 2:normal, 3:large, 4:xlarge) 2<br /><br />E/Adreno200-ES20( 3582): &lt;qgl2DrvAPI_glUseProgram:1318&gt;: **** 3582: glUseProgram(3)<br /><br />E/Adreno200-ES20( 3582): &lt;qgl2DrvAPI_glUseProgram:1318&gt;: **** 3582: glUseProgram(6)<br /><br />W/dalvikvm( 3582): Exception Ljava/lang/UnsatisfiedLinkError; thrown while initializing Lnet/schattenkind/nativelove/LoveJNI;<br /><br />W/dalvikvm( 3582): threadid=1: thread exiting with uncaught exception (group=0x40dcd1f8)<br /><br />E/AndroidRuntime( 3582): FATAL EXCEPTION: main<br /><br />E/AndroidRuntime( 3582): java.lang.ExceptionInInitializerError<br /><br />E/AndroidRuntime( 3582):    at net.schattenkind.nativelove.LoveNative.onCreate(LoveNative.java:54)<br /><br />E/AndroidRuntime( 3582):    at android.app.Activity.performCreate(Activity.java:4519)<br /><br />E/AndroidRuntime( 3582):    at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1049)<br /><br />E/AndroidRuntime( 3582):    at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1920)<br /><br />E/AndroidRuntime( 3582):    at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1981)<br /><br />E/AndroidRuntime( 3582):    at android.app.ActivityThread.access$600(ActivityThread.java:123)<br /><br />E/AndroidRuntime( 3582):    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:1147)<br /><br />E/AndroidRuntime( 3582):    at android.os.Handler.dispatchMessage(Handler.java:99)<br /><br />E/AndroidRuntime( 3582):    at android.os.Looper.loop(Looper.java:137)<br /><br />E/AndroidRuntime( 3582):    at android.app.ActivityThread.main(ActivityThread.java:4464)<br /><br />E/AndroidRuntime( 3582):    at java.lang.reflect.Method.invokeNative(Native Method)<br /><br />E/AndroidRuntime( 3582):    at java.lang.reflect.Method.invoke(Method.java:511)<br /><br />E/AndroidRuntime( 3582):    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:822)<br /><br />E/AndroidRuntime( 3582):    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:589)<br /><br />E/AndroidRuntime( 3582):    at dalvik.system.NativeStart.main(Native Method)<br /><br />E/AndroidRuntime( 3582): Caused by: java.lang.UnsatisfiedLinkError: Cannot load library: reloc_library&#91;1285&#93;:   129 cannot locate '__gnu_thumb1_case_uhi'...<br /><br />E/AndroidRuntime( 3582): <br /><br />E/AndroidRuntime( 3582):    at java.lang.Runtime.loadLibrary(Runtime.java:370)<br /><br />E/AndroidRuntime( 3582):    at java.lang.System.loadLibrary(System.java:535)<br /><br />E/AndroidRuntime( 3582):    at net.schattenkind.nativelove.LoveJNI.&lt;clinit&gt;(LoveJNI.java:16)<br /><br />E/AndroidRuntime( 3582):    ... 15 more<br /><br />W/ActivityManager(  374):   Force finishing activity net.schattenkind.nativelove/.LoveNative<br /><br />W/ActivityManager(  374):   Force finishing activity net.schattenkind.nativelove/.LoveLauncher</code></dd></dl><br /><br />I have API 15 installed (though the NDK has only up to 14).<br />So do I still need to insatll API 8 as it was mentioned in that building topic? <!-- l --><a class="postlink-local" href="https://love2d.org/forums/viewtopic.php?f=11&amp;t=8415">viewtopic.php?f=11&amp;t=8415</a><!-- l --><p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=21418">utunnels</a> — Sun Nov 18, 2012 3:57 pm — Replies 2 — Views 15</p><hr />
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</entry>
<entry>
<author><name><![CDATA[Ubermann]]></name></author>
<updated>2012-11-18T15:03:40+00:00</updated>
<published>2012-11-18T15:03:40+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11764&amp;p=70613#p70613</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11764&amp;p=70613#p70613"/>
<title type="html"><![CDATA[Support and Development • Löve + dofile() ??]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11764&amp;p=70613#p70613"><![CDATA[
I have noticed that calling a dofile() from inside a Löve app don't want to open files that are inside the .love.<br /><br />Is that true or i am missing something?<br /><br />That's the reason why the space shooter demo I released is not working properly and the demo map is not working,<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=72281">Ubermann</a> — Sun Nov 18, 2012 3:03 pm — Replies 2 — Views 37</p><hr />
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</entry>
<entry>
<author><name><![CDATA[Astormooke]]></name></author>
<updated>2012-11-18T13:37:17+00:00</updated>
<published>2012-11-18T13:37:17+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11763&amp;p=70611#p70611</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11763&amp;p=70611#p70611"/>
<title type="html"><![CDATA[Support and Development • Image saving and creation help.]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11763&amp;p=70611#p70611"><![CDATA[
I have a small game I have been working on this weekend, so far the game detects collisions to walls and I can fire a bullet. However I am in need of a way to create an image for the walls. I have a table that holds all of the coordinates of where the walls will be in collision with the player and drawing on those coordinates takes far to much time to do every time I draw to the screen. Now I dont have to save the image but is there anyway to compile all of those points into one image like a sprite and refresh it like that. If there are any Ideas or help it would be great to hear them. Thank you in advance<br /><br /><br />I got it to run a bit smoother using a sprite batch but I would still like it to run faster by saving that image and cant seem to get it to save with the image encoder in love2d is there any example code someone could offer on how to use the encodeImage and saving that to a png or bmp thanks again in advance.<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=75138">Astormooke</a> — Sun Nov 18, 2012 1:37 pm — Replies 1 — Views 25</p><hr />
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</entry>
<entry>
<author><name><![CDATA[phantom]]></name></author>
<updated>2012-11-18T10:05:41+00:00</updated>
<published>2012-11-18T10:05:41+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11762&amp;p=70603#p70603</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11762&amp;p=70603#p70603"/>
<title type="html"><![CDATA[Support and Development • Setting a boundry]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11762&amp;p=70603#p70603"><![CDATA[
Hi, I am EXTREMELY new to love2D.<br /><br />I have been watching tutorials, I have a neat game in development. But one thing that is a MUST in this development process is the prevention of the game character from walking off screen.<br /><br />Is there any possible way to set a boundry on set sides of my game window?<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=75085">phantom</a> — Sun Nov 18, 2012 10:05 am — Replies 2 — Views 31</p><hr />
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</entry>
<entry>
<author><name><![CDATA[Cowinatub]]></name></author>
<updated>2012-11-18T06:48:51+00:00</updated>
<published>2012-11-18T06:48:51+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11761&amp;p=70598#p70598</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11761&amp;p=70598#p70598"/>
<title type="html"><![CDATA[Support and Development • LUBE issue]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11761&amp;p=70598#p70598"><![CDATA[
I've been using LUBE to program a network game for a couple weeks now, and recently I've noticed that the server I'm using gradually slows down over time. This is starting to get really annoying, and sometimes completely unplayable. Is there anything I can do about this, or is it just an issue with the library?<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=72684">Cowinatub</a> — Sun Nov 18, 2012 6:48 am — Replies 2 — Views 40</p><hr />
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</entry>
<entry>
<author><name><![CDATA[WolfNinja2]]></name></author>
<updated>2012-11-18T01:13:25+00:00</updated>
<published>2012-11-18T01:13:25+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11760&amp;p=70581#p70581</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11760&amp;p=70581#p70581"/>
<title type="html"><![CDATA[Support and Development • Enemy Isn't Being Drawn!]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11760&amp;p=70581#p70581"><![CDATA[
Here's my code, I don't know why the enemy won't be draw.<br /><br /><dl class="codebox"><dt>Code: </dt><dd><code>enemy = {}<br /><br />function enemycreate(x,y,direction)<br />   table.insert(enemy,{x=x,y=y,direction=direction,speed = 240,h = 32,w = 32})<br />end<br /><br />function bulletupdate(dt)<br />   for i,v in ipairs(enemy) do<br />   if v.direction == &quot;right&quot; then<br />      v.x = v.x + v.speed * dt<br />   end<br />   if v.direction == &quot;left&quot; then<br />     v.x = v.x - v.speed * dt<br />      end<br />   end<br />end<br /><br />function enemycollide(dt)<br />   for i,v in ipairs(enemy) do<br />   <br />      E_timedspeed = v.speed * dt<br />   <br />      if B_mapCollide(v.x - E_timedspeed, v.y + 1) or B_mapCollide(v.x - E_timedspeed, v.y + v.h - 1) then<br />      v.x = math.floor(v.x / tiledivisor) * tiledivisor<br />      v.direction = &quot;left&quot;<br />      end<br />      if B_mapCollide(v.x + E_timedspeed + v.w, v.y + 1) or B_mapCollide(v.x + E_timedspeed + v.w, v.y + v.h - 1) then<br />      v.x = (math.floor((v.x + v.w + E_timedspeed) / tiledivisor) * tiledivisor) - v.w<br />      v.direction = &quot;right&quot;<br />      end<br />   end<br />end<br /><br />function enemy_draw()<br />for i,v in ipairs(enemy) do<br />   g.setColor(255,255,255,255)<br />   g.draw(E,v.x,v.y,0,1,1)<br />   end<br />end</code></dd></dl><br /><br /><br />This is also in main.lua to spawn the enemys...<br /><br /><dl class="codebox"><dt>Code: </dt><dd><code>if gamestate == &quot;lvl 3&quot; then<br />   enemycreate(128,32,&quot;right&quot;)<br />   enemycreate(256,32,&quot;left&quot;)<br />   end</code></dd></dl><br />Hope You Can Help!!!<br /><br />-Wolf<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=70948">WolfNinja2</a> — Sun Nov 18, 2012 1:13 am — Replies 13 — Views 100</p><hr />
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</entry>
<entry>
<author><name><![CDATA[mangadrive]]></name></author>
<updated>2012-11-17T22:32:15+00:00</updated>
<published>2012-11-17T22:32:15+00:00</published>
<id>https://love2d.org/forums/viewtopic.php?t=11759&amp;p=70565#p70565</id>
<link href="https://love2d.org/forums/viewtopic.php?t=11759&amp;p=70565#p70565"/>
<title type="html"><![CDATA[Support and Development • Table (list?) checks]]></title>

<category term="Support and Development" scheme="https://love2d.org/forums/viewforum.php?f=4" label="Support and Development"/>
<content type="html" xml:base="https://love2d.org/forums/viewtopic.php?t=11759&amp;p=70565#p70565"><![CDATA[
Slightly new to LUA, not too new to OOP.<br /><br />I'm assuming from all the reading that I would put all of my players/enemies/game objects in tables in LUA to represent the list.<br /><br />I've dug around for some examples, but my mind is a terrible sponge unless we are talking context. Could someone give a brief example of how I would use a table to know if an Enemy was X,Y before I shot something at it. That's enough to get me on my merry way for a bit.<br /><br />Thank you for your time in advance.<p>Statistics: Posted by <a href="https://love2d.org/forums/memberlist.php?mode=viewprofile&amp;u=74927">mangadrive</a> — Sat Nov 17, 2012 10:32 pm — Replies 10 — Views 82</p><hr />
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