LOVE For Lua Game Programming
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now i have only one screen the game screen and i want to have 3 screens :1 splash screen in wich i want to draw a image background and 3 buttons PLAY,EXIT,TITLE with coding mousepress!2 game screen!3 game over screen with an other background image!
In DetailLOVE is a game development framework for making 2D games using the Lua programming language. LOVE is totally free, and can be used in anything from friendly open-source hobby projects, to closed-source commercial ones. Using the Lua programming framework, one can use LOVE2D to make any sort of interesting games.
LOVE2d for Lua Game Programming will quickly and efficiently guide you through how to develop a video game from idea to prototype. Even if you are new to game programming, with this book, you will soon be able to create as many game titles as you wish without stress.
The LOVE framework is the quickest and easiest way to build fully-functional 2D video games. It leverages the Lua programming language, which is known to be one of the easiest game development languages to learn and use. With this book, you will master how to develop multi-platform games for Windows, Linux, and Mac OS X. After downloading and installing LOVE, you will learn by example how to draw 2D objects, animate characters using sprites, and how to create game physics and game world maps.
LOVE2d for Lua Game Programming makes it easier and quicker for you to learn everything you need to know about game programming. If you're interested in game programming, then this book is exactly what you've been looking for.
This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LOVE framework as well as everything you need to know about game development using the Lua programming language.
Very new to game development and Lua in general here. I'm making a platformer, and I want to be able to restart the game once a character collides with a certain object, and show a title before that. I also want to reset the character's position back to 0,0 once that happens, but I don't know how.
love.load() runs once. That one time is when your game starts up. Don't call love.load() (or love.update()) within love.draw() or vice versa. The Love2D game engine calls these functions, so you don't call them.
LÖVE is a free, open-source, cross-platform framework released under the zlib license for developing 2D video games. The framework is written in C++ and uses Lua as its scripting language and is still maintained by its original developers.
The framework is frequently found in the compositions of video game development competitions, such as the game development competition Ludum Dare.[6] In July 2018, it was the 10th most popular game development software used by independent game developers on the site Itch.io,[7] holding a 1.97% share.
There are various libraries and forks of Löve to improve basic functions, such as object-oriented programming with inheritance and overloading, interpolations, camera management, network multiplayer management, game state management, configuration, etc.
This is the homepage for a video-based tutorial series hosted on YouTube that aims to teach game development from the very beginning using the Lua programming language and the Love game engine. The series requires no prior programming knowledge to begin. It begins by teaching the Lua programming language, then dives into using the Love2D game engine. Along the way, there are optional tutorials, that while not required to complete the tutorial series, will help you if you want to learn more about a specific topic.
The series should be viewed in chronological order, as each tutorial builds on the previous. If you are just interested in learning the Love game engine, you can safely jump ahead to the Love tutorials
love.load runs at the very beginning of the program, so you can load up all the images, music, etc. and define all the variables and setup. love.draw is what it sounds like and is the function that draws everything to the screen once per frame. love.update on the other hand is the only function that takes an argument, which is the amount of time that has passed since the last frame. You need this information in order to make the gameplay and physics consistent no matter how fast or slow the framerate, or the number of times the screen is redrawn per second, ends up being.
If you want a refresher on shader, check out this article from earlier this year but the tl;dr is that you can write special code in the GLSL language in order to harness your graphics card & create visual effects for your game.
A bi-monthly magazine published 6 times a year, the magazine explores computer science and software programming. It's for kids, parents, teachers, and adults who want to learn and have fun with technology.
LÖVE is a fantastic framework that leverages the Lua scripting language for developing 2D games; it is open source, free to use, and licensed under zlib/libpng. You can learn more about Lua programming at www.lua.org.
Linux users are required to download the .deb install file by clicking on build number of their operating system; users running Precise Pangolin Ubuntu OS should click on the 12.04 link. Run the install program and follow the instructions. If the LÖVE framework is fully installed, you can double-click on a .love file to run it.
Now save this code as main.lua. Open a folder for your game project, put your main.lua file inside the folder, and compress the content of the folder. Change the .zip extension to .love. You'll notice a change in the icon of the compressed file; it changes to a LÖVE logo. Now that we've done all that, we can run our game. If you follow the instructions correctly, you should see a screen similar to the following screenshot:
Before you go on and start coding your game, you need to give your video game some specs such as window width, window height, and window title. So set up a new file named conf.lua; inside it you can then create your game specs as shown in the following code snippet:
Basically we are using the love.graphics module; it can be used to draw (in the real sense) texts, images, and any drawable object in the scene. In the previous code snippets, we defined our fonts with the love.graphics.newFont(45) that formats our text by declaring the size of the font as 45. setFont() loads the font we defined as myfont, setColor() colors the text in the RGB format, and setBackgroundColor() sets the background.
Then we printed text using the love.graphics.print('text', x, y) function in the draw function with three parameters parsed in it: the text and the x and y coordinates. We are not going to do anything in the love.update() function yet, because we are not dealing with scene events.
Now we can grab a mug of cappuccino with Ray-Bans on and smile; we have installed the LÖVE game engine, text editor, and Visual tile-level editor (Tiled). We have also got a quick look at the basic structure for writing our game in Lua and displayed \"Hello World!\" in a colored background window. Next we'll go through how to draw 2D objects, move objects, and animate character sprites.
Darmie Akinlaja is a physicist and software developer who actively develops and contributes to the architecture of RubiQubea cross-platform mobile application that gives users access to a variety of innovative HTML5 applications based on their location. He serves as the Head of Mobile at MobiQube Ltd., a software company located in the city of Lagos, Nigeria, where he's dedicated to developing rich mobile applications for clients. In 2008, Darmie supported his college best friend in developing a social network, which enjoyed its moment of fame at the Federal University of Technology, Akure. In 2011, his interest in video games and animations deepened, so he founded a video game production start-up, Gigaware Enterprise, with the goal of creating the best quality and fun games with local African contexts. Darmie's passion for technology began at the age of 7 when he had his first encounter with a computer system; ever since, his curiosity has helped him discover a lot about technology and also helped him learn everything by himself.
The Raspberry Pi is famous for introducing kids to open source software and programming. The Pi is an affordable, practical introduction to professional-grade computing, disguised as hackable fun. An application that's done the most to get young children started in programming has been Mitch Resnick's Scratch (which fortunately was forked by the Pi Foundation when Scratch 2 switched to the non-open Adobe Air), but an inevitable question is what someone should graduate to after they've outgrown drag-and-drop programming.
After a drag-and-drop intro like Scratch, there are many candidates for the next level of programming. There's the excellent PyGame, there's a Java subset called Processing, the powerful Godot engine, and many others. The trick is to find a framework that is easy enough to ease the transition from the instant gratification of drag-and-drop, but complex enough to accurately represent what professional programmers actually do all day.
A particularly robust game engine is called LÖVE. LÖVE uses the scripting language Lua, which doesn't get as much attention as Python, but is heavily embedded (both literally and figuratively) in the modern video game industry. Lua is listed as a necessary skill by almost all the major game studios, it's an option in the proprietary Unity and Unreal game engines, and it generally pops up in all kinds of unexpected places in the real world.
To make a long story short, Lua is a language worth learning, especially if you're planning on going into game development. As far as the LÖVE engine is concerned, it's about as good as the PyGame framework in terms of features, and because it has no IDE, it is very lightweight and, in a way, less complex to learn than something like Godot. 59ce067264