This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local buffer = require("string.buffer") | |
local serialize = { | |
encode = function(...) | |
local data = {} | |
for i=1, select('#', ...) do | |
local var = select(i, ...) | |
if type(var) == "userdata" then | |
var = var:getString() | |
end |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
if love._version_major == "11" and jit then | |
local ffi = require("ffi") | |
ffi.cdef[[ | |
typedef void SDL_Window; | |
SDL_Window* SDL_GL_GetCurrentWindow(void); | |
void SDL_HideWindow(SDL_Window * window); | |
]] | |
local SDL2 = ffi.load("SDL2") | |
local window = SDL2.SDL_GL_GetCurrentWindow() | |
SDL2.SDL_HideWindow(window) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local ffi = require("ffi") | |
ffi.cdef[[ | |
typedef struct { | |
union { | |
uint64_t rgba; | |
struct { | |
uint8_t a; | |
uint8_t b; | |
uint8_t g; | |
uint8_t r; |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local scene = {} | |
-- all functions are the same as love.* (except scene.unload) but put them in a scene table and return it at the end | |
scene.load = function() | |
scene.img = love.graphics.newImage("logo.png") | |
end | |
scene.unload = function() -- only custom function added, called before switching scenes | |
scene.img = nil -- unload image when leaving the scene as we will never return back to this splash screen | |
-- if you're switching between the game and another scene back and forth you won't need to keep loading the images | |
-- therefore check if they're already loaded in `scene.load` otherwise you will be |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Windows Registry Editor Version 5.00 | |
; new file type | |
[HKEY_CLASSES_ROOT\.lua] | |
@="lua" | |
; template | |
[HKEY_CLASSES_ROOT\.lua\ShellNew] | |
"FileName"="" |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local lg, lt = love.graphics, love.touch | |
local insert, remove = table.insert, table.remove | |
local sqrt = math.sqrt | |
local x,y, w,h = love.window.getSafeArea() | |
local textW, textH = x+w,y+h | |
local a, b = textW/2, textH/2 | |
local texture = lg.newCanvas(textW,textH) | |
lg.setCanvas(texture) | |
lg.setColor(.5,.5,.5) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local pixelArt = function(asset) | |
asset:setFilter("nearest","nearest") | |
end | |
local assets = { | |
{"red","assets/red.png",onload=pixelArt}, | |
{"red","assets/red.png",onload=pixelArt}, | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local maths = {} | |
function maths.cross(ux, uy, uz, vx, vy, vz) | |
local nx = (uy*vz) - (uz*vy) | |
local ny = (uz*vx) - (ux*vz) | |
local nz = (ux*vy) - (uy*vx) | |
return nx, ny, nz | |
end | |
function maths.dot(ux, uy, uz, vx, vy, vz) |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local lily = require("Lib.Lily") | |
local global = require("Scripts.global") | |
local file = require("Scripts.Utilities.file") | |
local insert = table.insert | |
local lilyLoaders = { | |
png = "newImage", | |
jpg = "newImage", | |
jpeg = "newImage", |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
local lg = love.graphics | |
local canvas = lg.newCanvas(128,128) -- treat canvas as your sprite, but I was too lazy to draw a debug image, so I made one from a canvas | |
lg.setCanvas(canvas) -- French flag debug graphic | |
lg.clear(1,1,1) | |
lg.setColor(0.2,0.2,0.8) | |
lg.rectangle("fill", 0, 0, 43,128) | |
lg.setColor(0.8,0.2,0.2) | |
lg.rectangle("fill",88,0, 43,128) | |
lg.setColor(1,1,1) | |
lg.setCanvas() |