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)

Loading the character objects (player and enemy)


Character objects must be first loaded within the Tiled program by creating an object layer. You can do this by performing the following steps:

  1. Click on Layer and select Add Object Layer.

  2. On the right-hand side pane, rename the layer as Characters.

  3. Then import the tile sets/sprites of our characters by clicking on Map, then selecting New Tileset, and then importing the tile set as shown in the following screenshot:

Be sure of the size of each cell in the sprite, as shown in the preceding screenshot. The sprite cell size is 32 x 32. We can now place the objects in the preferred position. After you place the object, right-click on it and set the object property (the type is either enemy or player) for our player, as shown in the following screenshot:

We can follow the same set of instructions for the enemy:

Set the type as enemy, create a value of -1, and give it a name dir on the table, as seen in the preceding screenshot. This is because we'll be...