131 lines
3.8 KiB
Markdown
131 lines
3.8 KiB
Markdown
# Love Loader
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Custom menu for selecting game from multiple for Love2D.
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Works from Love2D 0.10.
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![PSP Style](./scr/psp.png)
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[Other screenshots](./scr)
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# How it works?
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Just place games into `games` folder! (like `this_folder/games/game/main.lua`)
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Technically, this creates the loop until game wasn't selected or user wants to exit,
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with custom event handling and redrawing.
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# LibLL
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Love Loader from 2.0 includes backend API to simplify creating custom skins.
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It have not so many functions and fields:
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```lua
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ll.games = { -- field for games with structure below
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{
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name = 'string', -- Friendly name for game or placeholder
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desc = 'string', -- Description for game or placeholder
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base = 'string', -- base directory used in game mounting, must end with `/`
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dir = 'string', -- directory name, used if no name was defined
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main = 'string', -- main file to execute or `main.lua`
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screens = {'array of', 'path to screenshots'},
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scrcur = 1, --[[number]] -- current index from screenshots
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scrprv = 1, --[[number]] -- previous index from screenshots
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dat = nil, --[[any]] -- maybe platform-dependent data to reduce operations
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}
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}
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ll.mdir -- string or nil, contains full mounted directory.
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ll.mgme -- game or nil, contains mounted game
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-- check if game mounted by ll.mdir!
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function ll.gameNew(
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configuration, --string
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fileName, -- string, not used
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baseDirectory, -- string
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gameDirectory -- string
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) -- creates game object (defined above) and returns it.
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function ll.gameAdd(...) -- same as ll.gameNew with insertion into ll.games.
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function ll.addGame(fileName, fileContent) -- reserved function for file dropping.
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function ll.mount(gameObject) -- mounts game.
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-- throws error.
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-- Sets ll.mdir and ll.mgme
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function ll.umount() -- unmounts game if was mounted.
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-- Unsets ll.mdir and ll.mgme
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ll.home = llHome
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function ll.devtools() -- enable developer tools.
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if ll.dt then -- is developer tools enabled?
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__LL = ll -- global variable with Love Loader instance.
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end
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function ll.fsIsAbs(file) -- is file absolute? (/file)
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function ll.fsIsRel(file) -- is file relative? (./file)
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-- return not ll.fsIsAbs(file)
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function ll.fsDir(path) -- get directory name (2 from /1/2/3.file)
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function ll.fsFile(path) -- get file (including dividers after) (2 from /1/2)
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function ll.kbInit(
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direction, -- string: '*', 'h', 'v', 'x', 'y'
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c1, -- number, coordinate before card (for mouse) (left/top)
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c2, -- number, coordinate after card (for mouse) (right/bottom)
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clim -- number = -1, other coordinate limit (for mouse) (x for v, y for h), -1 to disable
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) -- initialize keyboard module (inside skins).
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function ll.kbGet() -- get key pressed.
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-- need ll.kbInit(...) before
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-- returns nil | string: '<', '>', 'o', 'm', ('^', 'v' if direction == '*')
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```
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# API
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To reduce things to do for game developers, this loader creates some global variables to use.
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You can also use it without Love Loader (or if your game can distribute without loader)
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using `require 'll-min'`
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```lua
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W, H = width, height -- of the screen.
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function love.resize() -- internal function that updates W, H and calls resize function if exists.
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function resize() -- payload for love.resize function.
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function love.event.quit() -- *should* exit to Love Loader screen.
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function llHome() -- function called by love.event.quit.
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llUsed = false -- is Love Loader (not minimal API) used.
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COLDIV = 1 -- or 255, color divider for love.graphics.setColor function (150/COLDIV).
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MOBILE = false -- is this device runs Android or iOS?
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```
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# Fill game information
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To fill game information in game folder need to create `info.ll` file.
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Syntax is `k = v` with `# comments`
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```
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# are there needed any comments?
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name = New awesome game using Love Loader
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desc = Some descripion about the game.
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# main = optional main file instead of `main.lua`
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pic = screen.png
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pics = [ screen.png; screen2.png ] # wow arrays
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```
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