![]() ![]() nf function nf(t) t.screen.width = 1280 t.screen.height = 800 end a - love2d works slightly different, expecting users to implement methods that will be called within the game loop - such as love.draw() and love.update() - create a 72 point font using the system default font = (72) - set the font active (font) - set red as the active color (255,0,0,255) - load audio file local song = ( "Ride_of_the_Valkyries.ogg") - we want to loop, we want to loop, we want to loop, we want t^Z song:setLooping( true) - set volume to 50% (0.5) - play song (song) - create a variable for print coordinates to update on touch, default to screen center - LOVE does not have a positionable text object, so we call print each frame local x = ()/2 local y = ()/2 local stringWidth = font:getWidth( "Hello World!") local stringHeight = font:getHeight( "Hello World!") - This function is called once per frame to draw the screen function love.draw() ( "Hello World!",x - stringWidth/2,y-stringHeight/2) end - called on click, move our print x,y to the click location - no touch handler because LOVE is desktop only function love.mousepressed(mouse_x,mouse_y,button) x = mouse_x y = mouse_y end new(font, "Hello World!") - center to screen helloText:setPosition( application:getLogicalWidth()/2 - helloText:getWidth()/2, application:getLogicalHeight()/2 + helloText:getHeight()/2) - set text to red, color is hex encoding helloText:setTextColor(0xff0000) - display text stage:addChild(helloText) - function to handle touch event, move helloText to the touch location function onTouchHandler( event) helloText:setPosition( event.x - helloText:getWidth()/2, event.y + helloText:getHeight()/2) end - register touch function to respond to global touch events stage:addEventListener( Event.TOUCHES_BEGIN,onTouchHandler) - The above doesn 't work in the simulator, so handle mouse too stage:addEventListener( Event.MOUSE_DOWN,onTouchHandler) LÖVE new( "arial.ttf",72, false) - create text to display on screen local helloText = TextField. new( "Ride_of_the_Valkyries.mp3") - play audio file, looping forever local soundChannel = song:play(0,math.huge) - Set song volume to 50%, not set globally soundChannel:setVolume(0.5) - need to load a ttf font, size cannot specify character size in TextField local font = TTFont. a - Helloworld sample - setup our window to our 1280x800 resolution application:setLogicalDimensions(1280,800) application:setOrientation(Application.LANDSCAPE_LEFT) - Load song, cannot use relative path to parent directory since file needs to be added to project local song = Sound. That is why some versions have two lua files, while others have only one.Ĭa - a application = ) - create text to display on screen in 72point font local helloText = display.newText( "Hello World!",0,0,native.systemFont,72) - center to screen helloText.x = ntentWidth/2 helloText.y = ntentHeight/2 - red helloText:setTextColor(255,0,0) - function to handle touch event, move helloText to the touch location function onTouchHandler( event) helloText.x = event.x helloText.y = event.y end - register touch function to respond to global touch events Runtime:addEventListener( "touch",onTouchHandler) Some files handle window creation in a different file, some handle it in a single file. Then we are going to create a Hello World text/graphic centered to the screen, and position it where ever the user clicks/touches. In this sample we are going to create a window at a resolution of 1280×800, then we are going to start a background song looping ( Richard Wagners – Ride of the Valkyrie taken from here ). If you wish to submit a better rendition, please do so! I do not pretend mastery of any of these suites, or Lua in general, so take the code for what it’s worth. Now we are going to look at a simple Hello World app written with each suite. * Note, I gave iTunes link only, although many of those games are also available on Google Play. Paid cloud computing offering for back-end services Pro required if income greater than 100K$īuilds occur on Corona Labs servers, internet connection required Hopefully this will help you decide which engine is right for you.Ĭannot publish to app store with free version Then we will follow up with a simple Hello World example for each, so you can see what the code would look like. First there will be a matrix of features, to give you an “at a glance” view of what each engine offers. Alright, the title might be a bit over the top… what we are about to do is look at some of the most popular 2D game engines powered by Lua. ![]()
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