Page 2 of 2
Re: Love Editor [I need help!]
Posted: Wed Dec 26, 2012 6:10 pm
by Roland_Yonaba
yegorf1 wrote:But I don't know Lua and Love so good to do it at one, for example I don't know
how to make file saving. And I think what isn't if I call help
Well, this have been discussed a lot of times around. You can try the
search button.
Basically, you can use Lua IO. See
Pil, this a free online book, to learn Lua. File IO is discussed
here.
Also -
and this is recommended with Löve, as far as I know - you can use
love.filesystem (which have some limitations).
Re: Love Editor [I need help!]
Posted: Wed Dec 26, 2012 6:36 pm
by yegorf1
Roland_Yonaba wrote:yegorf1 wrote:But I don't know Lua and Love so good to do it at one, for example I don't know
how to make file saving. And I think what isn't if I call help
Well, this have been discussed a lot of times around. You can try the
search button.
Basically, you can use Lua IO. See
Pil, this a free online book, to learn Lua. File IO is discussed
here.
Also -
and this is recommended with Löve, as far as I know - you can use
love.filesystem (which have some limitations).
I wanted do with love.filesystem
Re: Love Editor [I need help!]
Posted: Wed Dec 26, 2012 8:20 pm
by yegorf1
Roland_Yonaba wrote: Basically, you can use Lua IO. See
Pil, this a free online book, to learn Lua.
Do you know russia books?
Re: Love Editor [I need help!]
Posted: Thu Dec 27, 2012 3:03 am
by BlackBulletIV
Try to avoid double posting. Instead, edit your last post. (Unless of course the topic's fallen off the first page, which generally takes a few days.)
Re: Love Editor [I need help!]
Posted: Thu Dec 27, 2012 1:33 pm
by Ubermann
yegorf1 wrote:
I wanted do with love.filesystem
Maybe this can help you.
It is a small part of the "save game" algorithm in a project I'm developing:
Code: Select all
local savePlayer = nil
savePlayer = "player.x = " .. player.x
savePlayer = savePlayer .. "\nplayer.y = " .. player.y
savePlayer = savePlayer .. "\nplayer.level = " .. player.level
savePlayer = savePlayer .. "\nplayer.expToLevel = " .. player.expToLevel
savePlayer = savePlayer .. "\nplayer.exp = " .. player.exp
savePlayer = savePlayer .. "\nplayer.selectedWeapon = " .. player.selectedWeapon
savePlayer = savePlayer .. "\nplayer.maxHealth = " .. player.maxHealth
savePlayer = savePlayer .. "\nplayer.health = " .. player.health
success = love.filesystem.write("player.save", savePlayer)
Basically what it does is to save game variables as a string plus the variable value. (plus = concatenation, not math operation)
Then write it to HDD using love.filesystem.
Next, when you load the saved file, LÖVE will execute everything as if it were a normal Lua module.
You can do it like this:
Code: Select all
ok, chunk = pcall(love.filesystem.load, "player.save" )
chunk()
If you read the LÖVE wiki you will see that loading the file only with love.filesystem.load WILL NOT execute it's contents.
You need to call it manually, that is because in the example I added a
chunk() statement because without it,
chunk will only be a variable with some values assigned (the values you saved into the file previously)
Re: Love Editor [I need help!]
Posted: Thu Dec 27, 2012 1:40 pm
by yegorf1
Ubermann wrote:yegorf1 wrote:
I wanted do with love.filesystem
Maybe this can help you.
It is a small part of the "save game" algorithm in a project I'm developing:
Code: Select all
local savePlayer = nil
savePlayer = "player.x = " .. player.x
savePlayer = savePlayer .. "\nplayer.y = " .. player.y
savePlayer = savePlayer .. "\nplayer.level = " .. player.level
savePlayer = savePlayer .. "\nplayer.expToLevel = " .. player.expToLevel
savePlayer = savePlayer .. "\nplayer.exp = " .. player.exp
savePlayer = savePlayer .. "\nplayer.selectedWeapon = " .. player.selectedWeapon
savePlayer = savePlayer .. "\nplayer.maxHealth = " .. player.maxHealth
savePlayer = savePlayer .. "\nplayer.health = " .. player.health
success = love.filesystem.write("player.save", savePlayer)
Basically what it does is to save game variables as a string plus the variable value. (plus = concatenation, not math operation)
Then write it to HDD using love.filesystem.
Next, when you load the saved file, LÖVE will execute everything as if it were a normal Lua module.
You can do it like this:
Code: Select all
ok, chunk = pcall(love.filesystem.load, "player.save" )
chunk()
If you read the LÖVE wiki you will see that loading the file only with love.filesystem.load WILL NOT execute it's contents.
You need to call it manually, that is because in the example I added a
chunk() statement because without it,
chunk will only be a variable with some values assigned (the values you saved into the file previously)
Ubermann, thanks, I think it will be very helpful (or useful I don't know
)
Re: Love Editor [I need help!]
Posted: Thu Dec 27, 2012 1:41 pm
by yegorf1
Code: Select all
ok, chunk = pcall(love.filesystem.load, "player.save" )
chunk()
what is ok and pcall ?
Re: Love Editor [I need help!]
Posted: Thu Dec 27, 2012 2:08 pm
by yegorf1
thanks google for pcall
Re: Love Editor [I need help!]
Posted: Sun Dec 30, 2012 6:20 pm
by jjmafiae
dude are you russian that's awsome could you translate a few things for me?