L÷VE for Lua Game Programming - AKINLAJA DAMILARE JOSHUA - E-Book

L÷VE for Lua Game Programming E-Book

AKINLAJA DAMILARE JOSHUA

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Beschreibung

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.

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Seitenzahl: 73

Veröffentlichungsjahr: 2013

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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 (<[email protected]>)

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 all my human efforts.

About the Reviewers

Stanislav Costiuc comes from the town of Beltsy, Moldova. He developed an interest in video games in his early childhood, and at around 9 years old realized that developing them was his profession of choice.

Since then Stanislav studied the ropes of Game Design, Programming, and other game-related disciplines as he worked on mods, collaborative projects on the Internet, and as a freelancer. After graduating from high school he went through Vancouver Film School's Game Design program in Canada and currently works as a Game Designer at Peak Games.

I would like to thank my family and Irina Turtureanu for all their support and encouragement.

Alexander Krasij is a programmer and a minimalist. His work can be found online at www.AlexK.net.

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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