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)

Audio system


LÖVE leverages OpenAL for audio playback; it provides the love.audio module that uses only one type of object, a source file. It's simple to use, and wherever the callback love.audio.play() is put in a function, it plays the sound.

---fetch the audio file from source

BgSound = love.audio.newSource("bgsound.mp3", "stream")
--set the volume of the sound
BgSound:setVolume(0.5)
--set the pitch level
BgSound:setPitch(0.25)
--play the sound, you can also use shorthand BgSound:play()
love.audio.play(BgSound)

What we have done so far is to fetch the audio file to be played from source, set the volume and pitch, and then play it. In this case, the sound will stream from the disk compressed, unless it's specified as static. Static is good for short sound in which the sound is loaded into the memory; but for our background music, the sound will probably be long. So, we'll not use static but use stream, which means the sound will stream from disk without loading into memory first.

Enemy...