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)

Bad guy


We'll define the bad guy's properties; these include his spawn point, direction of motion, and speed of movement.

--the enemy table holds all the parameter we need for the enemy's movement
enemyTable = {}
--length
enemyTable.l=0
--space between the bottom and the ground
enemyTable.t=0
--width
enemyTable.w=32
--height
enemyTable.h=32
--direction
enemyTable.dir=-1
--initial velocity in x direction
enemyTable.vX = 0
--animation state based on direction
enemyTable.animation = EnemyLeft
---set speed and death/life Boolean
local EnemySpeed = 25
local EnemyDied = false
--get the enemy sprite image file
local enemyImage = love.graphics.newImage("maps/wheelie_right.png")

---configure animation for enemy
local a8 = anim8.newGrid(32, 32, enemyImage:getWidth(), enemyImage:getHeight())
local EnemyRight = anim8.newAnimation( a8('1-4',1), 0.9)
local EnemyLeft = anim8.newAnimation(a8('1-4',1),),0.9,nil,true)
---now the EnemySpawn() function, this basically holds the parameters to update the enemy...