with regard to the SpaceCute assets, I just unzipped the entire spritepack.zip into the root of my game folder. This should create 3 folders for Planet Cute, Small World, and SpaceCute. Of course you only need to keep the sprites you area actually using, but while messing around, I kept them all in my project folder.
I did this so I didn’t have to change any of my code between what I can in Codify and using loveCodify.
Hopefully something will come up with a patch that will translate the coordinate system between Love2d and Codify. Really looking forward to seeing more of this project, awesome job.
Oh yes thats possible. But i don’t want a special solution just for me. People should be able to just download and run the Love runtime with LoveCodify.
Observation: loveCodify rocks. I have my stuff on github, and I can test on my desktop, then publish, then load it into Codea and it just works. This is 99% of what I’d want/need from an OS X version of Codea - except it works on ubuntu too!
Weird Quirk: I have some stuff that use math.sin(frame) to do periodic movement; when I try it on the ipad, I get a slow spinner - but when I try it on loveCodify, it’s nearly a blur. I’d normally think it’s degrees vs. radians - except when I print results, it’s not. I’d also think that maybe it’s just that the OS X box is insanely faster (and - it is!) - except it’s based on a “frame” variable I increment at every draw, and that’s not going up insanely faster. Is a puzzlement. Maybe I’ll try to take a video of it to show the difference.
Two Suggestions:
First - It would be nice if code could work unchanged between Codea and loveCodify. Presumably this could be as easy as making dofile() be an existing but no-operation subroutine in Codify, so the lines are silently ignored if they’re there. At least until dofile() support is added (and it appears unlikely to ever be?) that would be cool.
Second, it would be nice to be able to set a global “LOVEHUD” or such - true, and the HUD shows, and false and it’s suppressed. The hud stuff is useful for debugging and such, but if my app doesn’t use watch/parameter/gravity - it would be nice if that all went away. I guess I could clone the repo and add this and submit a patch, eh? Figuring out how to do so would probably be a good exercise to go thru…
Just thought I’d record the myriad of libraries that I had to install to compile love2d on Linux (strangely, not everyone uses Ubuntu). Presumably there were more that I already had installed, but these were the extras. There’s no list of dependencies at the love2d website, by the way.
Thank you so much for that wrapper, I finally could start coding on my mac to use later on on the ipad.
But has any of you a good Tip which IDE to use with lua and love?
The feature I mostly want is code completion, is there a good IDE or text programm out there which I can use, which incorporates my own classes and function and creates the autocompletes?