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)

A player character


The player character will be doing simple things such as killing the enemy, jumping, and walking towards the left or right, making it spawn, and also colliding with the platform.

---set the player's collider box left, Right and height spaces

playerCollideboxL = 8

playerCollideboxR = 8

playerCollideboxY = 4

The player spawn function binds the collider with the player's left, right, and height space parameters. Our player is size 32:

function PlayerSpawn(x,y)

   local left = x + playerCollideboxL
   local right = 32 
   local height = 32 - playerCollideboxY
  1. Create a table to hold all the player's necessary properties:

    player = {} 
    player.name="player"
    
    ---player left
    player.l=x
    
    --player bottom space
    
    player.t=y+playerCollideboxY
    
    --player right space
    
    player.w=right
    
    --player height
    player.h=height
    --current layer's velocity (vY) in the Y axis
    player.vY=0
    --player's current direction
    
    player.dir=1
  2. Add player to bump, so the player can collide too:

    bump.add(player)
    
    --where...