Search found 111 matches
- Mon Mar 19, 2012 9:17 am
- Forum: Ports
- Topic: Love2D WebPlayer (WebGL)
- Replies: 203
- Views: 186015
Re: Love2D WebPlayer
it is "html5" actually, webgl and javascript are both standard html features now afaik. luajit : not possible since the webplayer works without a browser-plugin, so it cannot run compiled code, rather lua is "translated" to javascript and then run love 0.8 : well hurry up and mak...
- Sun Mar 18, 2012 11:33 pm
- Forum: Ports
- Topic: Love2D WebPlayer (WebGL)
- Replies: 203
- Views: 186015
Re: Love2D WebPlayer
I cleaned the code up a bit and made dummys/stubs for all top-level functions. main.js now has a few helper functions: e.g. the javascript function call_love_keypressed (key,unicode) can be used to call love.keypressed(key,unicode). This should help when implementing keyboard & mouse. love.audio...
- Sun Mar 18, 2012 9:21 pm
- Forum: Ports
- Topic: Love2D WebPlayer (WebGL)
- Replies: 203
- Views: 186015
Re: Love2D WebPlayer
sure, help appreciated =)
next i'll be working on :
* require/dofile/love.filesystem.load (needs some ajax magic)
* input : mouse + keyboard
* chew my way through love api stuff and test with a few demos/games
* no sound for now, will look into that later
next i'll be working on :
* require/dofile/love.filesystem.load (needs some ajax magic)
* input : mouse + keyboard
* chew my way through love api stuff and test with a few demos/games
* no sound for now, will look into that later
- Sun Mar 18, 2012 5:32 pm
- Forum: Ports
- Topic: Love2D WebPlayer (WebGL)
- Replies: 203
- Views: 186015
Love2D WebPlayer (WebGL)
cloudsdemo : http://ghoulsblade.schattenkind.net/love-webplayer/ github: https://github.com/ghoulsblade/love-webplayer WARNING: still incomplete, some of the love api won't work yet notYetImplemented:ttf-fonts,spritebatch,framebuf,physics,threads,0.8stuff... shouldBeWorking:newImage+draw,keyboard,qu...
- Fri Dec 30, 2011 11:06 pm
- Forum: LÖVE-Android
- Topic: Bug thread
- Replies: 16
- Views: 13258
Re: Bug thread
yeah, i also suspect multiple threads to be the core issue of the crashes. in java opengl the rendering is done in a separate thread, and that's where graphics accessing functions have to be made, so love.draw() and love.update() are done there, but events like keypress are sent to the main-thread. ...
- Fri Dec 30, 2011 11:00 pm
- Forum: LÖVE-Android
- Topic: Future plans: Graphics
- Replies: 9
- Views: 7794
Re: Future plans: Graphics
Since the native-c love-android is making good progress i'm currently not working on the java-based version (apk download) As far as i know the native-c version will have all the standard love features available as soon as compile & opengl/library issues are resolved. (not sure on box2d physics ...
- Sun Dec 11, 2011 8:18 pm
- Forum: LÖVE-Android
- Topic: Bug thread
- Replies: 16
- Views: 13258
Re: Bug thread
new apk uploaded, love.event.push('q') should work with that,
not the other love.event things tho.
not the other love.event things tho.
- Sat Dec 10, 2011 5:23 pm
- Forum: LÖVE-Android
- Topic: Bug thread
- Replies: 16
- Views: 13258
Re: Bug thread
wild guess, without testing specifically with exactly the app that has the problem, but probably also be related to the threading problem messing up newImage during keypress rather than love.load . i guess we'll just have to make a messagequeue for all android event stuff, and trigger them during th...
- Tue Dec 06, 2011 5:50 pm
- Forum: LÖVE-Android
- Topic: [BUG] Graphics don't update properly
- Replies: 4
- Views: 5103
Re: [BUG] Graphics don't update properly
hmm, so far i've only tried loaded images during love.load(), now your mousepressed on the button triggers a gamestate.load() which loads gfx. that might be the problem due to android having a render-thread separate from the main-thread, and graphics/texture loading might need to be called from ther...
- Tue Dec 06, 2011 7:13 am
- Forum: LÖVE-Android
- Topic: [BUG] Graphics don't update properly
- Replies: 4
- Views: 5103
Re: [BUG] Graphics don't update properly
landscape : calling love.phone.setRequestedOrientation("landscape") once during love.load should do the trick
images might need to be "power of two" (16,32,64,128,256,512...) resolution to display correctly, not sure what's wrong with the background
images might need to be "power of two" (16,32,64,128,256,512...) resolution to display correctly, not sure what's wrong with the background