LÖVE for Lua Game Programming


LÖVE for Lua Game Programming
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Overview
Table of Contents
Author
Support
Sample Chapters
  • Discover the LÖVE framework and build games easily and efficiently
  • Learn how to utilize the LÖVE framework’s tools to create a 2D game world
  • A step-by-step approach to learning game development

Book Details

Language : English
Paperback : 106 pages [ 235mm x 191mm ]
Release Date : October 2013
ISBN : 1782161600
ISBN 13 : 9781782161608
Author(s) : Darmie Akinlaja
Topics and Technologies : All Books, Open Source


Table of Contents

Preface
Chapter 1: Getting Started with LÖVE
Chapter 2: LÖving Up!
Chapter 3: Before You Build a Game
Chapter 4: Making Your First Game
Chapter 5: More About Making the Game
Chapter 6: Pickups and Head-Up Display and Sounds
Chapter 7: Meeting the Bad Guy!
Chapter 8: Packaging and Distributing Your Game
Index
  • Chapter 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
  • Chapter 2: LÖving Up!
    • Drawing 2D objects
    • Moving objects
      • Rotating objects
      • Moving left, right, up, or down
    • Sprites
    • Animation
    • Summary
  • Chapter 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
  • Chapter 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
  • Chapter 7: 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

Darmie Akinlaja

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.
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Please let us know if you have found any errors not listed on this list by completing our errata submission form. Our editors will check them and add them to this list. Thank you.


Errata

- 2 submitted: last submission 06 Dec 2013

Errata type: Code | Page number: 12

 

On page 12, the following code snippet:

function love.conf(w)
   w.screen.width = 1024
   w.screen.height = 768
   w.screen.title = "Goofy's Adventure"
end
Should look like this:

function love.conf(w)
   w.screen.width = 1024
   w.screen.height = 768
   w.title = "Goofy's Adventure"
end

so w.screen.title should actually be w.title

Errata type: Code | Page number: 23 and 24

The Character table was declared in page 22, so all the "sprite" in pages 23 and 24 should be changed to Character.  So the revised code is as follows:

For page 23:

if love.keyboard.isDown('right') then
    character.x = character.x + 5
end
if love.keyboard.isDown('left') then
    character.x = character.x - 5
end
For page 24:
function love.draw()
love.graphics.drawq(character.player, quads[direction][iteration], character.x, character.y)
end

Sample chapters

You can view our sample chapters and prefaces of this title on PacktLib or download sample chapters in PDF format.

Frequently bought together

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Price for both: €32.30

Buy both these recommended eBooks together and get 50% off the cheapest eBook.

What you will learn from this book

  • Create different environments to make your games more interesting
  • Add sound and music to your games
  • Apply game physics and real-time particle collisions
  • Animate game characters using sprites
  • Deploy your games to Windows, Linux, and Mac platforms

In Detail

LÖVE is a game development framework for making 2D games using the Lua programming language. LÖVE 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 LÖVE2D to make any sort of interesting games.

LÖVE 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 LÖVE 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 LÖVE, you will learn by example how to draw 2D objects, animate characters using sprites, and how to create game physics and game world maps.

LÖVE 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.

Approach

This book follows a tutorial approach with examples and step-by-step instructions to help explain the key concepts of the LÖVE framework as well as everything you need to know about game development using the Lua programming language.

Who this book is for

LÖVE for Lua Game Programming is for anyone who is interested in learning about desktop game development.

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