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STEAMING (with LÖVE) ver 4.0.0

What is this?

STEAMING (with LÖVE) is a Simple TEmplAte for MakINg Games (with LÖVE2D). This README is a quick guide to understand some components of this template, and how to use it.

Downloading the clean template, you already have folders, tables and a whole enviroment ready, improving those slow first steps when creating a game. STEAMING most useful aspect is the drawing method (further explained below) that is already organized, filled with useful methods, to facilitate your life managing objects on or offscreen, and an easy way to create and handle objects in your game.

STEAMING uses HUMP, a really awesome library for LÖVE that already has classes, timers, gamestates, camera and several other useful stuff implemented. Really recommend reading their documentation a bit to better understand STEAMING (and to improve your life!).

TESTED AND FULLY WORKING WITH: LOVE 0.10.1

TOO LONG, DON'T WANT TO READ

If you don't want to read this README, just go ahead and dive in the clean_template. You can check this README or other READMEs in the template for further explanations anytime you need (don't forget the HUMP documentation as well). For a little more indepth of the template, just continue reading.

Drawing Stuff

DRAW_TABLE = {
L1 = {}, --Layer 1 (bottom layer, first to draw)
L2 = {}, --Layer 2
L3 = {}, --Layer 3
L4 = {}, --Layer 4
L5 = {}, --Layer 5
L6 = {}  --Layer 6 (top layer, last to draw)
}

--Draws every drawable object from all tables
function draw.allTables()

    DrawTable(DRAW_TABLE.L1)

    DrawTable(DRAW_TABLE.L2)

    CAM:attach() --Start tracking camera

    DrawTable(DRAW_TABLE.L3)

    DrawTable(DRAW_TABLE.L4)

    DrawTable(DRAW_TABLE.L5)

    CAM:detach() --Stop tracking camera

    DrawTable(DRAW_TABLE.L6)

end

--Draw all the elements in a table
local function DrawTable(t)

    for o in pairs(t) do
        if not o.invisible then
          o:draw() --Call the object respective draw function
        end
    end

end

All the drawing made in your project will be made by Drawing Tables. Those are several tables you can add to the global DRAW_TABLE table. In every draw loop, your current gamestate should iterate through all DRAW_TABLE tables (done by the method allTables() in the draw module), and draw all elements inside those tables that are not "invisible" (see Objects section below). This way you can easily distribute your visual elements in layers and have them being draw in the order you desire. Another useful function is DrawTable(t), which draws all elements in a single table t.

If you are using HUMP's awesome camera functions, you can attach or detach the camera during the steps of the allTable() method to apply translation effects only in certain layers, but keeping others, such as your GUI layer untouched.

You can change the name of the tables to be more explicit, such as renaming your last layer to GUI and your first to BG. By default there are 3 layers, but you can easily change this to whatever is best for your project.

But how do we draw each different element in the Drawing Tables? That's where HUMP's classes come in!

Objects

--Element: has a type, subtype and id
ELEMENT = Class{
    init = function(self, _tp, _subtp, _id)
        self.tp = nil --Type this element belongs to
        self.subtp = nil --Subtype this element belongs to, if any
        self.id = nil --Id of this element, if any
        self.invisible = false --If this object is not to be draw
        self.death = false --If true, the object will be deleted next update, unless it has the excepton flag as true
        self.exception = false --If this object is not to be removed when clearing tables, even if the death flag is on
        self.handles = {} --Table containing active color timer handles for this object
    end,

    --other methods here--
}

--Positionable: has a x and y position
POS = Class{
    init = function(self, _x, _y) --Set position for object
        self.x = _x or 0 --X position
        self.y = _y or 0 --Y position
    end,

    setPos = function(self, _x, _y) --Set position for object
        self.x, self.y = _x, _y
    end
}

--Monster: is a positionable object with a sprite, width and height
MONSTER = Class{
    __includes = {ELEMENT, POS},
    init = function(self, _x, _y, _w, _h, _sprite) --Set rectangle's atributes
        ELEMENT.init(self)
        POS.init(self, _x, _y)
        self.w = _w or 10
        self.h = _h or 10
        self.sprite = _sprite
    end,

    bite = function(self, target) --Deals damage to a player
        target:takeDamage(10)
    end

}

STEAMING is very friendly to object oriented programming. All your game objects should be instantiated from a class, and those can be organized in the classes folder. To draw an object, you specify as a class method his draw() method, so that all objects are drawn the way you want them to.

To help you, there is already some primitive classes you can inherit from in the primitive folder, such as POS for an object with and (x,y) position or CLR if your object has a main color to be used when it is being drawn. Some premade classes such as RECT or CIRC are already made, which are for creating simple rectangle and circle objects. Both of them inherit from ELEMENT, one of the most important parts of STEAMING, that add a type, and if you desire, a subtype and id for any object you may create. This way you can easily find, modify or delete any object, whatever table he may be. Also, elements have an death atribute (see Gamestates section), and an invisible atribute, that refrains one object from being drawn (util module has some useful methods to apply invisible or death to objects).

When applying a subtype for an object (o:setSubTp("enemy") for example), if there isn't one, a unique table is created (SUBTP_TABLE["enemy"] in the same example), that you can easily iterate or manipulate. Some useful method are already implemented in the util module, but you can easily get all objects from a subtype with SUBTP_TABLE["<subtype name here"]. Similarly, you can apply an id for an object o with o:setId("wall#48"), that it will be added to a ID table for quick reference. Again, you can use the util module functions to get an specific object with a certain Id, or you can just get it with ID_TABLE["id name here"].

Lastly, you can easily delete an object o from all tables with o:destroy() or just use the simple methods on the util module.

As a reminder, when changing an object from one table, it will be changed in other tables, since in all these cases you are getting a reference to the object itself.

For doubts on how to use classes, read the documentation.

Gamestates

--Called when entering this gamestate
function state:enter()
    local b --button to be created
    local p -- player to be created

    --      x   y  width height  color        function     text     font
    b = But(10, 10, 200, 300, Rgb.orange(), exitfunction, "QUIT", my_font)
    --Add the button to the "GUI" Draw Table, with subtype "gui" and id "ext"
    b:addElement(DRAW_TABLE.GUI, "gui", "ext")
    --          x   y   hp
    p = Player(20, 20, 100)
    --Add the player to the L3 Draw Table, with id "main_character"
    p:addElement(DRAW_TABLE.L3, nil , "main_character")

end

--Called when leaving this gamestate
function state:leave()

end

--Called every frame, use for logical stuff
function state:update(dt)

    Player.update()

end

--Called every framed, used to draw stuff
function state:draw()

    Draw.allTables()

end

HUMP already has everything you'd (probably) need for gamestates, such as changing from one another, and calling the respective callbacks functions. Read more in the documentation.

When changing between gamestates, you'll probably want to delete all the draw elements, or at least most of them. To do that you could just call a method from the util module that set atributes in elements, including from id's or subtype tables, and change their death value to true. This help you to re-use objects and stop wasting time re-creating them each time you jump from gamestates. Another alternative is to call the destroyAll("true_force") function. It would normally destroy only objects with the death flag on, but the argument "force" ignores the "death" and even "exception" flags, so it will just clear everything from all tables.

Useful stuff

There are already some useful classes implemented, such as

  • color for color manipulation, where you can choose "RGB" or "HSL" as your default color encoding format
  • util module filled with useful stuff for your project, such as element manipulation or table methods
  • much more! Explore and discover :)

Feel free to edit and change any files as you desire to better suit your project :)

How to use

You can fork the repository and use the way you like. If there is a big update on the template, you can re-base your repository, but be careful not to lose specific changes you've made.