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Sven-Hendrik Haase
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default: build run | ||
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clean: | ||
@[[ ! -e game.love ]] || rm game.love | ||
@[[ ! -e pkg ]] || rm -r pkg | ||
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build: | ||
@zip -r game.love data/ | ||
@cd src/ && zip -r ../game.love * | ||
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run: | ||
@love game.love | ||
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# packaging | ||
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package-windows-x86: | ||
@lib/package.sh windows_x86 | ||
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package-windows-x64: | ||
@lib/package.sh windows_x64 | ||
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package-linux-x86: | ||
@lib/package.sh linux_x86 | ||
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package-linux-x64: | ||
@lib/package.sh linux_x64 | ||
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package-windows: package-windows-x86 package-windows-x64 | ||
package-linux: package-linux-x86 package-linux-x64 | ||
package-all: package-linux package-windows |
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# Löve2D Project Preset | ||
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This is a small helper repository to get you started coding a nice game with Löve2D. | ||
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## Requirements | ||
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* Makefile and Bash scripts are not good for Windows, don't you try to feed them to the nasty Microsoft stuff. For Linux only! | ||
* You should have Löve2D installed on your system, so you don't have to build the binary package all the time for testing | ||
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## Building | ||
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The following make targets are available: | ||
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clean: clears all generated data | ||
build: packages the data and sources into ```game.love``` | ||
run: runs ```love game.love``` for you | ||
package-all: creates all binary packages into ```pkg/``` | ||
package-<platform>: generates binary package for one of the supported platforms | ||
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Just type ```make``` to perform the **build** and **run** targets. | ||
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## Development | ||
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Put your data in the ```data/``` folder, and your sources into ```src/```. Make sure to adjust ```src/config.lua```. Add resources to the resource manager in ```src/main.lua```. You can access them via | ||
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resources.images.<image-name> | ||
resources.fonts.<font-name> | ||
etc... | ||
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from everywhere in your code. | ||
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### Class Helper | ||
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The class helper can be used like this: | ||
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require("util/helper") | ||
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ClassName = class("ClassName") | ||
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function ClassName:__init(constructor, arguments) | ||
self.foo = "bar" | ||
end | ||
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function ClassName:customMethod(parameter) | ||
-- do stuff | ||
end | ||
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Inheritance works like this: | ||
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require("util/helper") | ||
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SecondClass = class("SecondClass", ClassName) | ||
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-- overwriting a method | ||
function SecondClass:customMethod(parameter_x) | ||
-- do other stuff | ||
end | ||
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### Game States | ||
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To create a new game state, inherit it from the GameState class (util/gamestate). Then create it in the reset() function in the ```src/main.lua```. To switch to a state, call stack:push(the_state) somewhere in your code. To close a state, run stack:pop(). See the intro state in ```src/intro.lua``` for an example. | ||
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## License | ||
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This program is free software. It comes without any warranty, to the extent permitted by applicable law. You can redistribute it and/or modify it under the terms of the Do What The Fuck You Want To Public License, Version 2, as published by Sam Hocevar. See http://sam.zoy.org/wtfpl/COPYING for more details. | ||
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | ||
Version 2, December 2004 | ||
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Copyright (C) 2004 Sam Hocevar <sam@hocevar.net> | ||
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Everyone is permitted to copy and distribute verbatim or modified | ||
copies of this license document, and changing it is allowed as long | ||
as the name is changed. | ||
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DO WHAT THE FUCK YOU WANT TO PUBLIC LICENSE | ||
TERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION | ||
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0. You just DO WHAT THE FUCK YOU WANT TO. | ||
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The following files and directories are not part of this project and were redistributed under their respective licenses: | ||
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* data/DejaVuSans.ttf [LICENSE](http://dejavu-fonts.org/wiki/License) | ||
* lib/linux_x86 (license file included) | ||
* lib/linux_x64 (license file included) | ||
* lib/windows_x86 (license file included) | ||
* lib/windows_x64 (license file included) |
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love = {} | ||
require "src/conf" | ||
conf = {} | ||
conf.modules = {} | ||
conf.screen = {} | ||
love.conf(conf) | ||
print(conf.author .. "-" .. conf.identity) |
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