Book Image

L÷VE for Lua Game Programming

By : AKINLAJA DAMILARE JOSHUA
1 (1)
Book Image

L÷VE for Lua Game Programming

1 (1)
By: AKINLAJA DAMILARE JOSHUA

Overview of this book

L?ñVE is a game development framework for making 2D games using the Lua programming language. L?ñVE 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 L?ñVE2D to make any sort of interesting games. L?ñVE 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 L?ñVE 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 L?ñVE, you will learn by example how to draw 2D objects, animate characters using sprites, and how to create game physics and game world maps. L?ñVE 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.
Table of Contents (15 chapters)

Moving objects


In our game we would want objects to move, rotate, or just change position. That's the essence of a 2D game. So we are going to move an object across the screen and also are going to rotate it.

Rotating objects

We will create a 10 x 10 square and specify the rotation angle as 0 using the love.graphics.rotate() function; what the code will do is make the object rotate with keyboard actions. The Boolean love.keyboard.isDown() function is used to make keyboard inputs do certain things. Just to cause the object to rotate, we will make the rotation angle increase or decrease in delta time. math.pi is the angular speed, which means that the object will rotate at an angular speed of 180 degrees. Replace the previous code with the next code snippet.

First of all, we can define our variables for the angle, width, and height. A variable is a name or an identifier for a place in the computer's memory where dynamic content is stored; variables store information that will be used later in...