LÖVE for Lua Game Programming
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Reviews for LÖVE for Lua Game Programming
1 rating1 review
- Rating: 5 out of 5 stars5/5Great brief introduction to game development with Lua + the LÖVE engine. Everything was laid out in a logical order and I got most of what I wanted out of it. Keep in mind that this doesn't get into object oriented programming/using metatables, and some of the dirty work (collision, map tiling) isn't actually coded in from scratch - the author just uses already created libraries and 3rd party programs to fill these functions. But there are plenty of tutorials and other literature online to reference, for those who do want to know how to code the uncovered mechanics. Overall, helped a ton.
Book preview
LÖVE for Lua Game Programming - Darmie Akinlaja
Table of Contents
LÖVE for Lua Game Programming
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files, eBooks, discount offers and more
Why Subscribe?
Free Access for Packt account holders
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Errata
Piracy
Questions
1. Getting Started with LÖVE
Downloading LÖVE
For Windows users
For Linux users
For Mac users
Choosing your editor
Running a LÖVE game
Basic structure of LÖVE
Examples
Conf.lua
Summary
2. LÖving Up!
Drawing 2D objects
Moving objects
Rotating objects
Moving left, right, up, or down
Sprites
Animation
Summary
3. Before You Build a Game
Planning your game
Strategy
Role-playing games
Adventure
Action
Simulation
Summary
4. Making Your First Game
Basic level design
Getting your assets ready
Player
Coin
Antagonist
Diamond
Tile set
Getting started with Tiled
Exporting your tile map
Loading the game level
Conf.lua
Summary
5. More About Making the Game
Bump on it!
Loading solid tiles into the bump
Loading the character objects (player and enemy)
A player character
The anim8 library
Frames
Animation
Player movement
Gravitation physics
Player collision with platform
Player's death
Draw player
Summary
6. Meeting the Bad Guy!
Bad guy
Updating the enemy position and animation
Enemy collision configuration
Enemy death function
Drawing the enemy character to the screen
Summary
7. Pickups and Head-Up Display and Sounds
Pickups
Coins
Diamonds
Life
Audio system
Enemy collision sounds
Item pick sounds
Coin sound
Diamond sound
Head-Up Display (HUD)
Menu HUD
On clicking a button
Life HUD
Score HUD
Summary
8. Packaging and Distributing Your Game
Windows executable
Mac apps
Linux
LÖVE on browsers
LÖVE on Android mobile phones
Summary
Index
LÖVE for Lua Game Programming
LÖVE for Lua Game Programming
Copyright © 2013 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
First published: September 2013
Production Reference: 1190913
Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham B3 2PB, UK.
ISBN 978-1-78216-160-8
www.packtpub.com
Cover Image by Asher Wishkerman (<wishkerman@hotmail.com>)
Credits
Author
Darmie Akinlaja
Reviewers
Stanislav Costiuc
Alexander Krasij
Acquisition Editor
Akram Hussain
Kartikey Pandey
Commissioning Editor
Harsha Bharwani
Technical Editors
Gaurav Thingalaya
Dennis John
Project Coordinator
Michelle Quadros
Proofreader
Stephen Copestake
Indexer
Monica Ajmera Mehta
Graphics
Valentina Dsilva
Production Coordinator
Kyle Albuquerque
Cover Work
Kyle Albuquerque
About the Author
Darmie Akinlaja is a physicist and software developer who actively develops and contributes to the architecture of RubiQube—a cross-platform mobile application that gives users access to a variety of innovative HTML5 applications based on their location. He serves as the Head of Mobile at MobiQube Ltd., a software company located in the city of Lagos, Nigeria, where he's dedicated to developing rich mobile applications for clients.
In 2008, Darmie supported his college best friend in developing a social network, which enjoyed its moment of fame at the Federal University of Technology, Akure. In 2011, his interest in video games and animations deepened, so he founded a video game production start-up, Gigaware Enterprise, with the goal of creating the best quality and fun games with local African contexts.
Darmie's passion for technology began at the age of 7 when he had his first encounter with a computer system; ever since, his curiosity has helped him discover a lot about technology and also helped him learn everything by himself.
I want to thank my family for believing in me and not giving up on me and on my seemingly stupid dreams and ideas. My love goes to my bestie Deborah Jesutomiwo Elijah for standing by me. I want to thank my great friends Ademola Morebise, Olusola Amusan, and Timilehin Ayekitan; I really appreciate your efforts in rekindling my chutzpah. I am grateful to my employer, MobiQube, for giving me the opportunity to flex my muscles on innovative tasks. And I can never thank God enough for His unfailing grace and love despite