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View Code? Open in Web Editor NEWWebPlayer for Love2D engine games (webgl+javascript)
Home Page: http://ghoulsblade.schattenkind.net/wiki/index.php/Love-WebPlayer
License: zlib License
WebPlayer for Love2D engine games (webgl+javascript)
Home Page: http://ghoulsblade.schattenkind.net/wiki/index.php/Love-WebPlayer
License: zlib License
I noticed in this youtube video http://www.youtube.com/watch?v=wPfpwgkEV3U#t=00m11s (00m11s) that the "buildings" aren't displaying properly.
I don't think it's a config issue, because I spit out the same buildings twice to get the "moving effect".
Code is here: http://cupm.net/public/gigapudding/
It'd be awesome for love-webplayer to be accessible within Nextcloud as an App so I can self-host games. The project is just starting to add games and this would be an awesome addition!
Hi,
This is the first time I look into this project. First thing I noticed is that you need to uncompress the .love file in order to play games.
I think it would be a very nice change if the player could directly read .love files instead.
Ideally I'd like to have an index.html with just one line:
<script href="love.js" data-love="http://your.game.url/game.love"></script>
I think one of the missing pieces for setting this up would be having physfs working in js. It might be possible to bind it to javascript just like the Lua interpreter has been. I don't know for sure though.
Basically nothing's working.
I'm breaking up #17 piece by piece, since it's such a massive refactor. So for the first thing, I'm going to try to get the Clouds example working with weblua. I want to do the simplest ones first, working my way up the complexity chain until all existing examples work.
love.graphics.draw(bg) doesn't draw anything.
it should draw the same as love.graphics.draw(bg,0,0)
Biggest, longest, most extensive porting project that we'll ever do with love-webplayer. Might as well get started now.
I was wondering if it were possible to use pixijs as the renderer for love-webplayer. pixijs uses webgl and has a backwards compatibility to canvas and pixijs is faster.
"Pixi.js is a rendering library that will allow you to create rich, interactive graphic experiences, cross-platform applications, and games without having to dive into the WebGL API or grapple with the intricacies of browser and device compatibility. Killer performance with a clean API, means not only will your content be better - but also faster to build!"
pixijs: http://www.pixijs.com/
Another part of #17.
does nothing. Leaves all unaltered.
Hi,
I think requiring the files like this just doesn't cut it:
<script type="text/javascript" src="../js/lua-parser.js" ></script>
<script type="text/javascript" src="../js/lua-parser-utils.js" ></script>
<script type="text/javascript" src="../js/gamepad.js" ></script>
<script type="text/javascript" src="../js/jquery.js" ></script>
<script type="text/javascript" src="../js/jquery.hotkeys.js" ></script>
<script type="text/javascript" src="../js/utils.js" ></script>
<script type="text/javascript" src="../js/utils.webgl.js" ></script>
<script type="text/javascript" src="../js/love.render.js" ></script>
<script type="text/javascript" src="../js/main.js" ></script>
...
I see two options:
My current porting project for Hawkthorne is a nightmare thanks to the multitude of "unfinished business" in the current Lua parser. In order to get vendor libraries to work, someone would have to implement string.match, at least far enough for the following line to work:
local _PACKAGE = (...):match("^(.+)%.[^%.]+")
No. Fuck that. I'm done.
People have compiled Lua to JS with Emscripten. This is a legit compilation of the actual C source code into Javascript. The interpreter acts the exact same way as the "real deal," because it pretty much is. There are no surprises, no unimplemented features, no parser-specific craziness to waste days debugging.
We switch our internal parsing and compilation to that, and we get a fast and accurate Lua base on which to build our kingdom.
Some parts yes, some parts no. The basic architecture should be easy to switch out, but it's the surrounding stuff (especially our customizations to the old lua-parser.js code) where we will likely run into trouble. All our existing code is built on lua-parser, and examples may temporarily break during the transition.
That said, the change is really, really worth it. A consistent, correct, and uncrippled Lua parser is essential to porting any sort of advanced game to Webplayer.
Probably me. I'm the most highly motivated, all my work can happen in a toy branch over in my repo while we get it up to snuff for merging, etc. But with the satellite concerns, such as supporting other demos, it's more than a one-man job.
After this, we're going to be getting into examples that seem not to be in the repo. I'll see if I can find them and add them as submodules.
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