Chopper Command: Sprites with Löve
the hard way
In the book Löve for Lua Game Programming I mentioned in my previous post the author shows examples of using external libraries with Löve to control various things, such as animations. The Löve website has a long list of these libraries and they certainly make life easier. But as I wanted to port most of the code to other frameworks, I decided to do things the hard way. So here’s how I created the sprites for the game in Lua.
Chopper Command: OOP in Lua
take your pick
Chopper Command: the Löve version
from actionscript to lua
I was asked by Packt publishing to review the book LÖVE for Lua Game Programming and it just happened to coincide with the fact I was about to start on turning the Chopper Command project into Lua. My original plan was to move straight to Gideros, famous for having an API somewhat based on Actionscript’s. But the book on game development with the Löve framework changed my mind quick.
Chopper Command: Adding Control Overlay
Now the extra final step in the gameplay: adding the controls for the touch screen version of the game. Since I’ll need to support one OR the other I won’t add logic to support both at the same time.
Chopper Command: Adding Collision
time to shoot something
The final step in the gameplay: collision detection. No mystery here, and as I said before we only need to check collision in one screen at a time. (if you remember in the game, there are five screen objects scrolling to and fro.)