NoshBar's Dumping Ground



LÏKE


Introduction


LÏKE is like LÖVE 0.8, but watered-down and less awesome.
LÏKE is an implementation of a subset of LÖVE features.
LÏKE does have some extensions though, such as live-reloading of assets and scripts and a touch API for touchscreens.
LÏKE is a minimal framework you can use to make 2D games in Lua.
LÏKE works on Windows, Mac OS X, Linux, Android, iOS, QNX (PlayBook) and WebOS.
LÏKE is a self-contained single executable less than 500Kb in size, written in C from scratch using OpenGL, Lua 5.2 and the Chipmunk Physics engine.


Downloads



Caution: these builds are so alpha they fill cans with sand before smashing them over their heads before going to beat up some nerds.


LÏKE functionality


callbacks:


like.touchdown(X, Y, TouchId), like.touchup(X, Y, TouchId), like.touchmoved(X, Y, TouchId)

helper functions:


love.isLike()
returns true when the script is running within LÏKE, this would be nil when running in LÖVE.
You could also check using something like:
if (type(like) ~= 'nil') then
...
end


like.watchAssets(Value)
if Value is true, then all the assets used by the game are monitored for changes.
If any art asset changes (texture / font / sound), it is immediately reloaded into the game without having to restart the game.
If any script changes, it is immediately reloaded into the game without having to restart the game UNLESS the love.load function was altered, this would cause the game to restart automatically.
e.g.,
if (type(like) ~= 'nil') then
like.watchAssets(true)
end


LÖVE functionality


callbacks:


love.load, love.draw, love.keypressed, love.keyreleased, love.mousepressed, love.mousereleased, love.update

sound:

play, stop, newSource, setVolume

sound source:

setLooping, setVolume

graphics:

setColor, setBackgroundColor, rectangle, line, polygon, circle, drawq, draw, newQuad, newImage, newImageFont, print, setFont, setMode, translate, scale, rotate, push, pop, arc, getWidth, getHeight, setLineWidth

graphics image:

getWidth, getHeight

filesystem:

exists

timer:

getMicroTime

event:

push (can only be used to quit)

keyboard:

isDown

mouse:

getX, getY, isDown

physics:

newWorld, newBody, newRectangleShape, newFixture, newCircleShape, newPolygonShape, newRevoluteJoint, newRopeJoint, newDistanceJoint

physics joint:

getCollideConnected, getReactionForce, destroy, setFrequency, setDampingRatio

physics fixture:

setRestitution, setFriction, setFilterData

physics shape:

getRadius, getPoints

physics body:

getX, getY, getPosition, getAngle, setAngle, getWorldPoints

physics world:

update, destroy