In SM's code (when transion ends):
self.scene1 = self.scene2
self.scene2 = nil
self.tweening = false
I don't know how removeChild works "under the hood" (does it removes attached events? does it remo…
jMaybe it's a bug in the Gideros c version of Bump?
Yeah, in my case world:project(...) works in lua version without adding item to the world, but cbump requiring to do so.
jump height can be controlled
Nope, it doesnt.
Btw, this example will not …
@totebo i fixed that already )) Order matters...
See the commit
It doesn't work with native bump, for some reason. I removed custom res…
@hgy29 well, this is not my implementation) I found the solution on love2d forum. But kikito (bump dev) says:
for moving one-way platforms, you will need a bit more (platforms will need to "push up" whatever is touching them when they are moving up)…
Cool, does it use bump?
Yeah, it is.
Bump is native since some gideros release ago
Hmm...i missed that...
adding bump word in this topic will make it easier to find it later
Edit: have some problems with native bump.…
@antix so, i made a quick test on Samsung Galaxy S GT-S7562 (1GHz, 756 mb RAM, snap MSM7227A). Everything works perfect, no lags, all animations is smooth, so i think that GTween is pretty good, at least for my purposes.
@FavFly just be aware that GTween will really suck CPU resources when you use a lot of them. It really needs a rewrite to not be an EventDispatcher to make it perform better. Use it sparingly and you will be fine
Im using this construction:
If you just leave the ID parameter blank when calling showScores() Google Play will display all high scores in the order you set when you created them on the Google Play dashboard.
Nope. It didnt work. App just crushing.
It works both ways
Ok, now i know
And i know about those "install.html" files in "All plugins" folder, but those docs could be a little bit better than it is now.
For example, instead of
@totebo i know, but as you can see:
Gaming.login(param1, param2, ..., paramn) -- authenticate user
What is the param???
And why u are using like this:
When docs says: Gaming.login(param1, param2, ..., paramn)
And btw, my m…
@totebo walls is moving around, so the player can collide with them from left, top, bottom and right. So, "BEGIN_CONTACT" didnt help much...but i can try add some checks.
P.S. I know about docs, and use them actively.
@antix nah, workaround
@antix emm...it didnt work with setPosition (kinematic body). Maybe im doing something wrong..?
Anyway, i solved my problem Here is a gif:
I'm just setting the linear velocity like:
body:setLinearVelocity(targetX - x, targetY - y)
Where x, y - bod…
You can use mouse joint just You mentioned before.
No, i cant.
In short, you can use setPosition method outside of the world:step method. This means, do not use it in box2d callbacks(PRESOLVE,POSTSOLVE,BEGIN_CONTACT etc).
Yeah, i know it, world is …
Ok, i solved the problem. Just installed gideros 2015.08 then export, copy-paste files and etc. Now almost everything ok, but i got the connection error. How to fix it? Nevermind, just export to apk and it works! Before that i used Run->run in e…
It should work if you use the files provided with gideros installation: in gideros root dir/AllPlugins/googleplay you will find everything you need.
This is not working for me. jeromegsq says that i need to use "gms.so" and not "googleplay.so" (whic…
You're doing the hard way what Timer.delayedCall(ms, function) does
Wow, didnt know about that, thanx
One alternative could be to keep a counter in enterframe, and do something on certain count.
I dont need EnterFrame event. May be later, but...i …
Ok, i solved this problem...sorry to trouble you...
Just added timer to Piece class:
-- some code here
self.aTimer = Timer.new(0, 1)
self.aTimer:addEventListener(Event.TIMER_COMPLETE, self.aTimerComplete, self)