Love2D WebPlayer (WebGL)

Discuss any ports of LÖVE to different platforms.
chris
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Re: Love2D WebPlayer (WebGL)

Post by chris » Wed Apr 25, 2012 6:02 pm

Greatest project in Löves whole history!!! :)
I only hope there's much room left for optimisations, since it wouldn't be very usable with this speed..
But nevertheless:: You rock !! This may make Löve work on Facebook, Iphone, Android, Windows Phone, in the future.

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SiENcE
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Re: Love2D WebPlayer (WebGL)

Post by SiENcE » Thu Apr 26, 2012 7:49 am

chris wrote:Greatest project in Löves whole history!!! :)
I only hope there's much room left for optimisations, since it wouldn't be very usable with this speed..
But nevertheless:: You rock !! This may make Löve work on Facebook, Iphone, Android, Windows Phone, in the future.
This is true. Speed is a current problem, but not a future one :). All hardware is getting faster and faster and i think there is much room for coe optimization.

I hope more poeple get involved in the löve-webplayer development.

chris
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Re: Love2D WebPlayer (WebGL)

Post by chris » Thu Apr 26, 2012 5:51 pm

Is the lua-parser written by you, or an external library? And is it able to parse native lua functions?

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ghoulsblade
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Re: Love2D WebPlayer (WebGL)

Post by ghoulsblade » Thu Apr 26, 2012 9:43 pm

i used an existing library : https://github.com/mherkender/lua.js
it converts the lua code to javascript at runtime and then executes it,
so you can use the webplayer for games written for normal love2d.
I'm not sure what you mean by "native lua", but you don't have to program in javascript, the webplayer runs lua code.

there are still a bunch of issues like fonts, audio in firefox, a few parser problems in some cases, some missing/not-yet-implemented api stuff (spritebatch), network and box2d... (see readme)
but as you can see it can already be used for more complex games successfully =)
love-android - gamejams

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Kingdaro
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Re: Love2D WebPlayer (WebGL)

Post by Kingdaro » Fri Apr 27, 2012 4:52 am

alright, so i'm trying to use this:
falling box thing.love
(5.27 KiB) Downloaded 111 times
with the web player. when I do, it gets this error on chrome:

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error during love.load() : TypeError: Cannot read property 'metatable' of null : TypeError: Cannot read property 'metatable' of null
    at lua_call (http://localhost/love/js/lua-parser.js:1286:17)
    at eval at lua_load (http://localhost/love/js/lua-parser.js:35:21)
    at lua_rawcall (http://localhost/love/js/lua-parser.js:1272:17)
    at lua_call (http://localhost/love/js/lua-parser.js:1284:12)
    at call_love_callback_guarded (http://localhost/love/js/main.js:282:10)
    at call_love_load (http://localhost/love/js/main.js:339:53)
    at MainRunAfterPreloadFinished (http://localhost/love/js/main.js:521:2)
    at PreLoadImageFinishOne (http://localhost/love/js/main.js:462:2)
    at HTMLImageElement.<anonymous> (http://localhost/love/js/main.js:445:30) 
and this error on firefox:

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profile:102 msec: RunLuaFromPath:parse:main.lua
main.js (line 49)
error during love.load() : TypeError: func is null : lua_call(null,[object Array])<br/> @http://localhost/love/js/lua-parser.js:1286 ((void 0))<br/> @http://localhost/love/js/lua-parser.js:58 lua_rawcall((function () {var tmp;lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setDefaultImageFilter"), ["linear", "nearest"]);lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setPoint"), [3, "smooth"]);lua_call(G.str.require, ["extra"]);G.str.blockimg = lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "newImage"), ["img/block.png"])[0];G.str.screen = lua_newtable([], "width", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getWidth"), [])[0], "height", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getHeight"), [])[0]);G.str.field = lua_newtable([], "width", 3200);G.str.gWorld = lua_newtable();G.str.gTime = 0;G.str.gTick = lua_call(G.str.newTick, [])[0];G.str.Gravity = 700;G.str.Controls = lua_newtable([], "right", "right", "left", "left", "jump", "up", "grab", "z");G.str.JoyControls = lua_newtable([], "jump", 3, "grab", 4);lua_call(G.str.require, ["camera"]);lua_call(G.str.require, ["camerashake"]);lua_call(G.str.require, ["block"]);lua_call(G.str.require, ["player"]);G.str.startTimer = 1;return [];}),[object Array])<br/> @http://localhost/love/js/lua-parser.js:1272 lua_call((function () {var tmp;lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setDefaultImageFilter"), ["linear", "nearest"]);lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "setPoint"), [3, "smooth"]);lua_call(G.str.require, ["extra"]);G.str.blockimg = lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "newImage"), ["img/block.png"])[0];G.str.screen = lua_newtable([], "width", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getWidth"), [])[0], "height", lua_call(lua_tableget(lua_tableget(G.str.love, "graphics"), "getHeight"), [])[0]);G.str.field = lua_newtable([], "width", 3200);G.str.gWorld = lua_newtable();G.str.gTime = 0;G.str.gTick = lua_call(G.str.newTick, [])[0];G.str.Gravity = 700;G.str.Controls = lua_newtable([], "right", "right", "left", "left", "jump", "up", "grab", "z");G.str.JoyControls = lua_newtable([], "jump", 3, "grab", 4);lua_call(G.str.require, ["camera"]);lua_call(G.str.require, ["camerashake"]);lua_call(G.str.require, ["block"]);lua_call(G.str.require, ["player"]);G.str.startTimer = 1;return [];}),[object Array])<br/> @http://localhost/love/js/lua-parser.js:1284 call_love_callback_guarded("load",[object Array])<br/> @http://localhost/love/js/main.js:282 call_love_load()<br/> @http://localhost/love/js/main.js:339 MainRunAfterPreloadFinished()<br/> @http://localhost/love/js/main.js:521 PreLoadImageFinishOne("img/player.png")<br/> @http://localhost/love/js/main.js:462 ([object Event])<br/> @http://localhost/love/js/main.js:445
and I'm pretty sure i did everything right, this is my filesystem arrangement:

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server
|-love (the webplayer's folder)
	|-box (my game's folder)
		|-main.lua and other lua files
		|-img (where my images are)
		|-index.html (with my images defined in the preloader)
	|-js
	|-style.css
	|-imgfont.png
i had the impression that the other files were optional, is it my fault or am I using something unsupported in the player?

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ghoulsblade
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Re: Love2D WebPlayer (WebGL)

Post by ghoulsblade » Fri Apr 27, 2012 7:29 am

if it runs in normal love you probably hit something unsupported / not-yet-implemented.
sadly the error-messages produced by the webplayer don't give a position,
so i'd recommend littering the code (in your case love.load) with statements like print("load01") ... print("load02") ... to narrow it down
Most browser have a "javascript console" window that can be opened to view the output.

edit : webplayer was started for 0.7.2 and doesn't support all 0.8 stuff, so "love.graphics.setDefaultImageFilter" isn't available yet.
love-android - gamejams

fireblend
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Re: Love2D WebPlayer (WebGL)

Post by fireblend » Sat Apr 28, 2012 2:57 am

So, I want to try this on my own but I'm not sure what I might be doing wrong. I cloned the git repo, but if I try to open any of the index.html files within (belonging to the examples, nothing modified by me), they seem to crash all with the same error:

Code: Select all

error during shader init:ReferenceError: gShaderCode_Fragment is not defined
Is this due to some regression introduced in a recent commit? I can see and play the examples on the OP just fine, so I'm guessing maybe a recently-implemented something broke it? Thanks in advance!

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SiENcE
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Re: Love2D WebPlayer (WebGL)

Post by SiENcE » Sat Apr 28, 2012 10:33 am

fireblend wrote:So, I want to try this on my own but I'm not sure what I might be doing wrong. I cloned the git repo, but if I try to open any of the index.html files within (belonging to the examples, nothing modified by me), they seem to crash all with the same error:

Code: Select all

error during shader init:ReferenceError: gShaderCode_Fragment is not defined
Is this due to some regression introduced in a recent commit? I can see and play the examples on the OP just fine, so I'm guessing maybe a recently-implemented something broke it? Thanks in advance!
:) ... you need a webserver. here is a very small webserver you should try. put the jar into the webplayer folder and start via commandline:

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java -jar SimpleWebServer.jar
then go into your browser and type "localhost".

et voila.

fireblend
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Re: Love2D WebPlayer (WebGL)

Post by fireblend » Sat Apr 28, 2012 3:56 pm

SiENcE wrote::) ... you need a webserver. here is a very small webserver you should try. put the jar into the webplayer folder and start via commandline:

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java -jar SimpleWebServer.jar
then go into your browser and type "localhost".

et voila.
Thanks! My game doesn't make the player crash, but it doesn't run correctly either :P I suspect the love.draw( ) function is drawing some stuff at seemingly hyper-accelerated speeds :P I'll do a bit of debugging

Thanks anyway :)

Edit:


Haha, after looking at lua.js code, I discovered I was right; apparently lua.js's implementation of math.rad was wrong. I already submitted a pull request to the lua.js project: https://github.com/mherkender/lua.js/pull/11

In order to fix it for Love2D-webplayer, just generate the lua-parser.js file again once my commit has been cleared, or take a look at the change in code (minimal) and fix it yourself on lua-parser.js, that fixed my problem :)

You can see the web version of my game here: http://fireblend.github.com/love-web/DaH/

Cheers!

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SiENcE
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Re: Love2D WebPlayer (WebGL)

Post by SiENcE » Sat Apr 28, 2012 9:31 pm

fireblend wrote:You can see the web version of my game here: http://fireblend.github.com/love-web/DaH/
Cheers!
Haha so cool game! Well done. It makes really fun! The monster could be more evil :).

The music is superb.

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