Tag: lua


Ammo 1.0

This is just a post announcing that Ammo 1.0 has been released (changelog). After a couple months in the 0.x range, I feel it's ready to be pushed up to 1.0. Hopefully soon I can create some tutorials for the library; the documentation is complete and up-to-date, but documentation isn't particularly good at conveying the big picture.

Anyway, if you've got any feedback on the library, please let me know.

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Linked Lists in Lua

As an example of creating custom data structures in Lua, I thought I'd give a little demonstration of a linked lists implementation. Note that this isn't going to be an in-depth tutorial or anything; for the most part I'll just be showing pieces of the code.

Linked lists are wonderful data structures, perfect if you need to efficiently add, remove, and iterate through elements. The one trade off is that you can't find an element by an index.

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Ammo

This announcement post is a bit overdue, but, better late than never. A short while ago, I released the first version (0.1) of Ammo, my organisational library for LÖVE. Its current version is 0.1.3. I plan to let the library stay in the 0.x range for a while as it's tested by me and any others who use it.

Along with the core library, there's a number of extensions available. The one I'm most excited about is ammo-debug, a versatile, highly customisable debugging console. It provides stuff like output logging, a command system, info graphs, and even simple live coding support. At present its version is 0.2.

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Custom Cursors in Love2D

When making a game in LÖVE, you'll probably end up needing to customise the mouse cursor. As I recently had to do just that, I thought I'd make a quick tutorial on it. If you want an example cursor, here's the crosshair I'm using in a game right now.

Now, all of what we need is contained within the love.mouse module. The first step is to hide the mouse with love.mouse.setVisible. You'll probably want to do this in love.load:

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Lua for Programmers Part 4: Tips and Tricks

If you haven't read the previous parts (one, two and three), then I'd highly recommend doing so. For reference, here's a list of the parts in this series:

Command line arguments are stored in the arg table. For example, if we had the script foo.lua:

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Lua for Programmers Part 3: More Advanced Concepts

If you haven't read part one and two already, I'd highly recommend doing so. For reference, here's a list of the parts in this series:

In part one I stated that Lua has "braces of a sort in the form of keywords like then and do." Much like a language with C-based syntax, these "braces" represent blocks, which are essentially sequences of statements. An example of some blocks in Lua:

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Lua for Programmers Part 2: Data and Standard Libraries

If you haven't read part one already, I'd highly recommend doing so. For reference, here's a list of the parts in this series:

  • Part 1: Language Essentials, covers fundamental syntax and concepts such as operators, loops, and functions.
  • Part 2: Data and Standard Libraries, the current part; covers Lua's built-in data types and some of the standard libraries.
  • Part 3: More Advanced Concepts, deals with things like variable scope, advanced functions, and file loading.
  • Part 4: Tips and Tricks, a collection of small things that you may find useful.

Tables are essentially associative arrays which can have keys and values of any type. Tables are incredibly flexible, and are the only data structure in Lua, so knowledge of them is crucial.

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Lua for Programmers Part 1: Language Essentials

In this series we'll be taking a look at most everything you should know to program in Lua. The series is targeted at people who already know how to program, and as such I'll aim to be brief in my explanations.

Here's an overview of the four parts the compose the series:

In case you didn't already know, Lua is an interpreted programming language. It's fast, flexible, embeddable, simple, and easy to learn. You can get Lua from its download page.

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How It Works: The Thruster in Facilitated Escape

In this post I'll be taking a look at how I programmed aspects of the ship's thruster in my game, Facilitated Escape. I'll most likely be making more posts like this in the future (as in, I intend to make a series of "How It Works" posts).

Initially I had a lot of trouble getting the thruster to look right; you might be able to see some of my troubles in the Ludum Dare time-lapse. The reason for this was that I had programmed the game to move the ship on the y axis instead of moving everything else, as expressed by this code (line 72 of ship.lua)

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Mouse Dragging in Love2D

In this tutorial, I'll be taking you through my method of enabling objects to dragged by the mouse (in LÖVE of course). You can view the completed code for this tutorial at gist #1196228.

So, say you have an object with x/y coordinates, width, and height, and you want this object to be draggable by the mouse. For this tutorial, I'm just going to construct a table and put in the global, rect:

function love.load()
  rect = {
    x = 100,
    y = 100,
    width = 100,
    height = 100,
    dragging = { active = false, diffX = 0, diffY = 0 }
  }
end

The next thing we need to do is define love.draw to draw the rectangle. (We'll see what rect.dragging is all about soon.)

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Facilitated Escape 1.0

This post is to announce the release of the first version of my game, Facilitated Escape (other than the one submitted to Ludum Dare). I've been working on it for nearly two weeks since I started work during Ludum Dare 21.

The game revolves around escaping a collapsing facility in your rocket, dodging oncoming "blocks" that are in your path. It's got quite a retro feel to it, with pixel art and 8-bit music.

Anyway, I won't repeat what I've already written, you can get more information and download the game from its page. Also, I'd really like to hear your comments and suggestions regarding it.

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Ludum Dare 21

After my complete failure in the last Ludum Dare, I didn't plan to take part in the next one (the 21st), however I decided to give it another shot. I'd learnt a number of things from my failure last time: go with a concept that's really simple, and use simple art, like pixel art, at least if you're a programmer like me.

I also decided not use my personal framework for LÖVE; the biggest reason I failed last time was that my framework was riddled with bugs. My framework is much more solid now, nevertheless my main reasons for not using it are:

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Glow Effect for Lined Shapes in Love2D

Recently I experimented with an easy way to make lined shapes glow (using LÖVE of course). There are of course other ways of doing it, and there are many styles of glow that can be used, but this is the one I came up with.

love.graphics.setColor(r, g, b, 15)

for i = 7, 2, -1 do
  if i == 2 then
    i = 1
    love.graphics.setColor(r, g, b, 255)
  end

  love.graphics.setLineWidth(i)
  -- draw lined shape here
end

The shape gets drawn multiple times, each time with a different line width, set by i. In all, six shapes are drawn with the widths 7, 6, 5, 4, 3, 1. For all the lines, except the last, the alpha of the colour (by the way, r, g, and b represent the respective values of whatever colour you might choose) is set to 15. Since the alpha of every overlapping colour is added to each other (by default), for each line the colour will get stronger and stronger, giving the glow effect. The last line is given an alpha of 255, since this is where all the "light" is meant to be coming from.

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Lua Metatables Tutorial

In this tutorial I'll be covering a very important concept in Lua: metatables. Knowledge of how to use metatables will allow you to be much more powerful in your use of Lua. Every table can have a metatable attached to it. A metatable is a table which, with some certain keys set, can change the behaviour of the table it's attached to. Let's see an example.

t = {} -- our normal table
mt = {} -- our metatable, which contains nothing right now
setmetatable(t, mt) -- sets mt to be t's metatable
getmetatable(t) -- this will return mt

As you can see, getmetatable and setmetatable are the main functions here; I think it's pretty obvious what they do. Of course, in this case we could contract the first three lines into this:

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A Guide to Getting Started with Love2D

In this post, I'll attempt to give you my personal guide on some good steps to getting started with the Love2D game engine (the proper name is LÖVE, which I'll be using from now on). It's not perfect, of course, but I hope you find it useful. If you have any feedback, I'd love to hear from you in the comments.

I'm guessing you probably already know, but for those who don't, LÖVE is a 2D game engine (or, framework). It's an environment which contains a lot of pre-written code targeted at making games. It interfaces with the Lua programming language to makes things even easier for you.

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Strong 1.0.2

This morning I released strong 1.0.2, which adds three new methods to the mix: camelize, center, and underscore. center is the complement to ljust and rjust, and the others are from Rails' extensions to Ruby's String class. Take note, they aren't yet documented in the function reference.

Anyway, go and grab 1.0.2 at its repo. Enjoy!

Cameras in Love2D Part 3: Movement Bounds

Because there was some interest in a part 3, of this series, I've written it, and in this part we'll cover creating bounds that the camera can't move beyond. Make sure you've read part 1 and part 2 before continuing.

In case you're wondering what I mean by this, I mean restricting the movement of the camera to a "box", as in, having minimum and maximum x/y coordinates for the camera. This comes in handy when you're following players, for example, and you don't want the camera to show any of the stuff beyond the level (usually blackness) when the player comes to an edge. Now of course, movement bounding can get much more complicated than a simple rectangle, you restrict it to certain paths and the like, but we're going to keep it simple here.

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Draw Origins in Love2D

In this post I'm going to be showing you origins when drawing stuff in Love2D. First of all, what are origins? They specify the offset for the origin of the object's x/y coordinates. In other words, if you specify the x origin to be 20, the object will be drawn 20 pixels to the left, as in x - 20. It's the same for the y origin: if we have a y origin of 20, the object will be drawn 20 pixels up, as in y - 20.

This allows us to do many useful things. First of all, if we have an object with centre based coordinates (like physical bodies), instead of drawing like this:

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Ludum Dare 20: My Experience

From April 29 to May 2 Ludum Dare 20 has been going on. For those who don't know, the main competition involves making a game based on a certain theme in a 48 period; tough call. Hundreds of developers have a shot at this every four months, and I thought I'd give it a try. In this post, I'm going to write about my experience in it, and the lessons I learnt. I'll let you know now, however, the end result was me pulling out not long after half-way.

So anyway, I started when the competition was about 6 or 7 hours in. My plan was to use the Love2D engine, along with a personal framework I'd written for it. The theme was "It s Dangerous to go Alone! Take this!" So my first idea was to have sort of dangerous test facility which was pitch black with darkness (making it dangerous to go all alone), and you're given a light or something (the "this") to see your way through. Well that didn't work too well, so I switch the character to a rolling ball, and made "this" the ability to propel yourself in any which way.

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Strong: Make Your Strings Stronger in Lua

For the last few days I've been working on a library called "strong". It's a string enhancement library for Lua. Strong adds a few operators to strings, and many methods to Lua's string library. I've already written more information in the README and the wiki, which you can go to for more information. Here's the direct link to the GitHub repo by the way.

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