Hi All,
I know this is strictly not Codea - I use LoveCodea to develop on the PC. Most of you know that it is a wrapper for Love2D which enables you to run Codea code in a window on a PC (or Mac). I have used it for some time now with only a few niggles. But I ran into a problem when looking at basic terrain code, see the ignatz thread on Noise …
I had a problem getting the basic code to run on my iPad (blue screen only - no terrain) so I started to play around with it on LoveCodea. Managed to get the code running but after a short time Love2D shutdown with an error. What the code does is build up a terrain by drawing lines which are stored in an image() using setContext() and then used as a sprite to reduce maintain a good FPS. I think there is an error in LoveCodea which leads to memory leaks so I’m not expecting any help there. Could someone please check the code from @ignatz on their iPad to see if they have a similar problem. I use an iPad 2.
This example falls down on LoveCodea:
-- demo of shaped image
if require ~= nil then
require("loveCodea")
end
function setup()
img = image(1023,767)
setContext(img)
-- background(255, 255, 255, 255)
strokeWidth(1)
stroke(255,0,0,255)
for x=0,1023 do
y = math.random(1)*767
line(x,0,x,y)
end
setContext()
end
-- This function gets called once every frame
function draw()
-- This sets a dark background color
background(255, 255, 255)
-- This sets the line thickness
strokeWidth(5)
-- Do your drawing here
sprite(img, WIDTH/2, HEIGHT/2)
end
Also, I know @Zoyt was looking at a javascript wrapper to run in canvas, which should be cross platform compatible. Has there been any progress there? I really prefer coding on a desktop environment and find it frustrating on my iPad when programming for long lengths of time.
Thanks,
Bri_G
:-S