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Physics module for LÖVE

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They work as expected for common colliders, but if i call `collider:setSensor(true)` they always return false.

I tried the README code but changed the colliders from rectangle to circle but then LÖVE shows an error when I press 'p' ![image](https://user-images.githubusercontent.com/45436489/85198501-1781f500-b2e1-11ea-98d0-8a5c61f885e2.png) ``` function love.load() world = physics.newWorld(0,...

I keep getting "Attempt to use destroyed contact" sometimes whenever I use the contact in the `:exit` or `:stay` event functions. Am I using them wrong? What's the correct way...

Is there a reason why World is a global in the Windfield library? I changed it to a local in the library without anything appearing to break. So I wanted...

Error windfield/init.lua:36: attempt to call method 'collisionClear' (a nil value) Traceback windfield/init.lua:36: in function 'newWorld' main.lua:11: in function 'load' [C]: in function 'xpcall' [C]: in function 'xpcall'

Don't let user width leak into physics debug draw. Drawing with a larger line width looks bad (at least it did on my 1080p grid-based game, maybe at super high...

Writing is very good, only minor changes for readability.

I'm trying to use windfield with STI's "box2d" and since windfield can return a `box2d_world` I tried doing something like `map:box2d_init(world.box2d_world)`. Sadly, this produces errors with colliders. Is there any...