Book Image

L÷VE for Lua Game Programming

By : AKINLAJA DAMILARE JOSHUA
Book Image

L÷VE for Lua Game Programming

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 solid tiles into the bump


Now we are going to fetch all the solid tiles/layers and make them respond to collision. We'll do this by the using the FindSolidTiles() function; but first we'll load the tiles from Tiled with LoadTiledMap(levelFile) which will later override map = loader.load() that we already defined; this is because we want our bumped tiles to load when the tile map loads:

   --our tiles are 16x16 sizes, so we should declare the width and height as 16
   local tWidth = 16
   local tHeight = 16
function LoadTileMap(levelFile)
   map = loader.load(levelFile)
   FindSolidTiles(map)
--set this to false, will be made true later on.
   map.drawObjects = false	
end

---create a table to hold all the solid tiles, you can call it blocks

blocks = {}
---from the layer labelled "platform" within tiled, we call the layer and strip out all the tiles, 
function FindSolidTiles(map)
    layer = map.layers["platform"]
-- get the width and height of each and set them inside the
    for...