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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)QIXL : A low-fi pixel art game engine
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Author Topic: QIXL : A low-fi pixel art game engine  (Read 2572 times)
goldbuick
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« on: February 18, 2008, 04:07:23 PM »

I'm looking forward to participating in my first ludumdare compo this weekend and I wanted to post my tool of choice.

http://qixl.demiverse.com/

Qixl currently runs on Windows. It does not run under Wine. Ports to other OS'es are planned.

Screencap from included collide demo.


Qixl is a specialized lua interpreter based off of http://luajit.org/.
Basically it's lua + additional built-in classes to manage simple graphics, audio, music and mouse/keyboard input.

I'm also considering doing the 7DRL compo as well!
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Corpus
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« Reply #1 on: February 21, 2008, 08:06:30 AM »

In the required values for tables used for the collision class, what exactly are x, y, vx, vy, cx and cy used for?

In the example code, you perform all of your movement calculations using vx and vy, but when it comes to actually drawing the in-game graphics, you only use x, y, cx and cy.
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goldbuick
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« Reply #2 on: February 21, 2008, 08:38:02 AM »

Thanks for the question! I need to update that section of the doc.

Code:
-- object location
x = 0,
y = 0,
-- object velocity
vx = 0,
vy = 0,
-- when this object hits something, does it bounce back?
-- 0.0 being no bounce, 1.0 being bounces with no reduction in velocity
rubber = 0.0,
-- when an object is sitting on a surface this value is non-zero
ground = 0.0,
-- what graphic are we using for collision tests
gfx = pixelmap:new(),
-- defines the origin on the graphic, ie: 0,0 means top-left corner of the graphic
-- ie: if you have an 11x11 graphic and you want to draw it centered on x,y.
-- cx,cy would be 5,5
cx = 0,
cy = 0
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