Pölygamy
Pölygamy is a small LÖVE framework.
Currently, a state and a keyboard modules are available, and a timer module is in the works. Each module can be used in isolation, but they are designed to be complementary.
Modules:
Polygamy.keyboard
- allows to bind keys to callbacks in a declarative fashion,
- supports multiple, switchable configurations
- supports configuration (single) inheritance.
- supports useful ranges ([f-j] is expanded to f, g, h, j) and other patterns inspired by the Lua patterns library.
- allows to treat the keyboard as a key matrix (full support for US qwerty keyboards only at the moment, but the common subset of qwerty, azerty and qwertz can be used universally (sorry, dvorak users))
- is freindly with both imperative and OO coding styles.
Polygamy.state
- allows to design each game state as if it were a full LÖVE app (custom update and draw callbacks),
- supports state transitions (through before( from, to, ... ) and after( from, to, ... ) callbacks)
See this forum post for the latest version and the (extensive) documentation.
Here's an dummy app written with Pölygamy:
love.filesystem.load("library/Polygamy/init.lua")("library/Polygamy/") -- must be outside the load callback. -- since it creates a custom love.run loop local state, goto, pkeyboard = Polygamy.state, Polygamy.state.goto, Polygamy.keyboard -- for convenience -- load your ressources, initialize your code... then : -------------------------------------------------------------------------------- title = state( "Title Screen" ) --============-- function title.before() pkeyboard.use( "title" ); print"menu" end function title.update(dt) --[[ your title update callback ]] end function title.draw() --[[ draw your fine title here ]] end pkeyboard( "title" ):setConfig( "pressed", { [{" ", "return"}] = function() goto("In Game") end, escape = function() love.event.push('q') end, [Polygamy.default] = print }) --------------------------------------------------------------------------------- ingame = state( "In Game" ) --=======-- function ingame.before( from, to, ... ) if from == "Title Screen" then --[[Game.state.reset()]] end Polygamy.timer:resume() pkeyboard.use( to ) -- to == "In game" in this case print "In Game" end function ingame.update( dt ) --[[ instill life in your game world ]] end function ingame.draw() --[[ and render it in its full glory ]] end function ingame.after( from, to, ... ) Polygamy.timer:pause() if to == "Pause Screen" then -- dim the screen, take a screenshot end end pkeyboard("In Game"):setConfig("pressed", { [" %arrows "] = { held = function(key,_,_,dt) Hero:move(key,dt); end }, [" "] = function() Hero:shoot() end, escape = function() goto( "Title Screen" ) end, p = function() goto( "Pause Screen" ) end }) ---------------------------------------------------------------------------------- pause = state( "Pause Screen" ) --============-- function pause.before() pkeyboard.use( "pause" ); print"Pause" end function pause.update(dt) end -- if you don't define it, the previous callback remains active. function pause.draw() --[[ display "Paused" on top of the screenshot.]] end pkeyboard( "pause" ):setConfig( "pressed", { escape = function() goto( "Title Screen" ) end, p = function() goto( "In Game" ) end }) -- then get the ball rolling :-) function love.load() print"Start" goto("Title Screen") end
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