## Love.js - A Direct Emscripten Port

Discuss any ports of LÖVE to different platforms.
AndreyMust19
Prole
Posts: 19
Joined: Thu Mar 06, 2014 3:00 pm

### Re: Love.js - A Direct Emscripten Port

Don't work sound on mobile:
https://github.com/TannerRogalsky/love.js/issues/60

I tested another games - Mari0, Friendshape, same thing.

Marty
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Posts: 89
Joined: Mon Dec 04, 2017 1:47 am
Location: Germany

### Re: Love.js - A Direct Emscripten Port

Sound lags very hard on Mac OS X Chrome.

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4aiman
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Posts: 248
Joined: Sat Jan 16, 2016 10:30 am

### Re: Love.js - A Direct Emscripten Port

Love.js is unpredictable at the moment.
By "unpredictable" I mean that the error thrown may or may not tell any (let alone the whole) story.
I also mean that out of 2 similar projects one may convert perfectly and the other one would have issues.

I've attached a *.love file which upon conversion via love.js.cmd (0.11.0-rc3) yields the following:

Code: Select all

Error: main.lua:20: Cannot create cursor: Cursors are not currently supported love.js:10:3955
stack traceback: love.js:10:3955
(tail call): ?

I don't use any cursors. The line number is inaccurate. When I try to see what's there at the love.js:10:3955 my browser freezes and then crashes. Firefox/Chrome/Vivaldi alike.
I can't say I'm doing something extraordinary here, as some projects got converted really well (this one and/or this one)

Could anyone possibly help me with understanding what I'm doing wrong?
Thanks in advance! ^_^
Attachments
bred.love

Alexar
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Joined: Thu Feb 05, 2015 1:57 am
Location: Chengdu,China

### Re: Love.js - A Direct Emscripten Port

hi,Tanner, can you help me with this?
when i try to port my project with love.js 0.11 , the console output the error message:
'TextDecoder': The provided ArrayBufferView value must not be shared.
error.png (97.86 KiB) Viewed 21110 times

TheDudiful
Prole
Posts: 2
Joined: Sun Apr 19, 2015 3:59 pm

### Re: Love.js - A Direct Emscripten Port

I just wrote a guide about packaging your LÖVE games for the web using love.js and Docker. Because love.js is not in the best shape right now, it also includes troubleshooting tips to overcome some common issues, like the one in the comment above!

https://kalis.me/building-love2d-games-web-docker/

Hipreme
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Joined: Wed Jun 03, 2020 9:57 pm
Contact:

### Re: Love.js - A Direct Emscripten Port

Reviving this thread for saying that I extended your Love.js functionality for calling JS functions from inside Lua code, it can be found on the repository https://github.com/MrcSnm/Love.js-Api-Player

It has examples of how to do it, it can post-and-forget JS functions or it can retrieve the data that those functions return, I'm archiving here for anyone whose is wishing to port your game to Web, as it is extremely important for HTML 5 integration

Davidobot
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Location: Game-Dev. Land
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### Love.js - Port to LÖVE v11.3

I updated love.js to work with the latest LÖVE version. Not everything works, and browser compatibility has been decreased due to pthreads and some browsers disabling support for them due to security risks. I'll release a version that works without them (which would mean no threading support, but I don't think most people use them).

Repo here: https://github.com/Davidobot/love.js

EDIT: Everything works other than shaders.

EDIT2: Shaders are working minimally, see spec test.
My library:
LovelyMoon

Check out my current project:
Raycaster

Oh hey, I have a website now!

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