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)

Animation


The animation algorithm will simply play the sprite like a tape of film; we'll be using a basic technique here as LÖve doesn't have an official module for that. Some members of the LÖve forum have come up with different libraries to ease the way we play animations. The use of animation libraries will come up in later chapters. First of all let us load our file:

function love.load()

   sprite = love.graphics.newImage "sprite.png"

end

Then we create quads for each part of the sprite by using love.graphics.newQuad(x, y, width, height, sw, sh), where x is the top-left position of the quad along the x axis, y is the top-left position of the quad along the y axis, width is the width of the quad, height is the height of the quad, sw is the sprite's width, and sh is the sprite's height:

love.graphics.newQuad(0, 0, 32, 32, 256, 32) --- first quad

   love.graphics.newQuad(32, 0, 32, 32, 256, 32) --- second quad

   love.graphics.newQuad(64, 0, 32, 32, 256, 32) --- Third quad

   love.graphics...