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)

Preface

LÖVE is a popular open source 2D video game framework that allows you to leverage the simplicity of the Lua scripting language in developing game prototypes quickly and easily. LÖVE's robustness and active community support make it a viable framework for game development. It has empowered a lot of indie developers of various ages around the world, giving them an edge in tapping into the lucrative video game market.

Its simplicity and "write less build more" nature make it easy for both experienced and novice developers.

This book is a comprehensive tutorial, demonstrating the full potential of LÖVE framework. It takes you through building a prototype to packaging games quickly with LÖVE.

What this book covers

Chapter 1, Getting Started with LÖVE, gets you up-and-running with LÖVE and shows you how to install LÖVE framework and run a LÖVE game.

Chapter 2, LÖving Up!, takes you through drawing a 2D object, moving objects, and animating a game character.

Chapter 3, Before You Build a Game, takes you through the necessary things you need to know before you develop your game.

Chapter 4, Making Your First Game, sets the magic rolling! The chapter will take you through designing and loading a game level, and setting up your game characters and assets.

Chapter 5, More About Making the Game, introduces you to game physics—adding collisions and gravity to game objects—and a more efficient way to animate characters.

Chapter 6, Meeting the Bad Guy!, explains how to set up the enemy character.

Chapter 7, Pickups and Head-Up Display and Sounds, explains how to set up the extras: pickups, sounds, and Head-Up Display (HUD).

Chapter 8, Packaging and Distributing Your Game, explains how to package and distribute our game to various platforms, now that your game is ready to ship.

What you need for this book

To run the examples in the book, the following software will be required:

Who this book is for

This book is for aspiring game developers with a decent understanding of Lua scripting language, and anyone who wants to learn video game design. If you are looking for a step-by-step approach to learn how to design a game from idea to prototype quickly with a robust and easy-to-understand game engine, this book is for you.

Conventions

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows:

"We can configure the screen size and program title using the love.conf(w)"

A block of code is set as follows:

function love.conf(w)

w.screen.width = 800

w.screen.height = 600

w.screen.title = "Goofy's Adventure"

end

A comment within a block of code starts with a double hyphen "--"

When we wish to draw your attention to a particular part of a code block, the relevant lines or items are set in bold:

findSolidTiles(map)
  for i, obj in pairs( map("Objects").objects ) do

    if obj.type == "player" then PlayerSpawn(obj.x,obj.y-8) end
    if obj.type == "enemy" then EnemySpawn(obj.x,obj.y-14,obj.properties.dir) end
    ---insert items here
    if obj.type == "diamond" then DiamondSpawn(obj.x,obj.y-16) end
    if obj.type == "coins" then CoinSpawn(obj.x,obj.y-16) end

    if obj.type == "life" then LifeSpawn(obj.x,obj.y-16) end

  end

Any command-line input or output is written as follows:

# cd c:/users/DarmieAkinlaja/My Documents/My game 

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: " for example on my computer, the My game folder is stored in My Documents folder ".

Note

Warnings or important notes appear in a box like this.

Tip

Tips and tricks appear like this.

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Downloading the example code

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Errata

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