Re: Love.js - A Direct Emscripten Port
Posted: Tue Sep 15, 2020 9:08 am
Hey, thank you so much for the feedback. I managed to get all of my games to show their titlescreen and the menus work too.
However love.filesystem.read() just hangs the entire script.
I though about writing an alternative using "io." but the asset being loaded is located in my ".love" file.
I suppose wrapping the asset as a string in a ".lua" script and using "require" could work but that's not ideal.
Any tips on working around this?
BTW is there any way of detecting that the code is running from love.js? Something like love's getOS function?
This could be useful so that I can adjust my love files to work across platforms without making special builds just for love.js.
PS. I've also noticed that love.system.openURL doesn't work.
Really appreciate all the help, and hoping to see love.js become more stable in the future.
However love.filesystem.read() just hangs the entire script.
I though about writing an alternative using "io." but the asset being loaded is located in my ".love" file.
I suppose wrapping the asset as a string in a ".lua" script and using "require" could work but that's not ideal.
Any tips on working around this?
BTW is there any way of detecting that the code is running from love.js? Something like love's getOS function?
This could be useful so that I can adjust my love files to work across platforms without making special builds just for love.js.
PS. I've also noticed that love.system.openURL doesn't work.
Really appreciate all the help, and hoping to see love.js become more stable in the future.