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Re: [javascript]Luv.js
Posted: Mon Nov 11, 2013 4:27 pm
by Davidobot
Another question: can you loop music?
Re: [javascript]Luv.js
Posted: Mon Nov 11, 2013 5:19 pm
by kikito
Yes, you should be able to play music in a loop. Assuming that you have the music ogg file loaded in a variable called
music, you can do:
If you are not doing anything weird with the music (like playing it simultaneously with different offsets/volumes) you should be able to later stop the music with:
If you are doing something more complex with sound instances you will have to stop each instance independently. If you don't know what a sound instance is, you can probably disregard this paragraph.
Full disclosure: While the API exists and the tests pass, I still have not tested them completely - I have not used them in a game/demo yet.
loop is one of the options I have not tested yet. It should work, but if it doesn't please let me know. Pretty please with a cherry on top.
Re: [javascript]Luv.js
Posted: Mon Nov 11, 2013 6:19 pm
by Davidobot
Re: [javascript]Luv.js
Posted: Mon Nov 11, 2013 7:36 pm
by kikito
Nice
Re: [javascript]Luv.js
Posted: Sat Mar 22, 2014 6:18 pm
by Davidobot
This should be moved to the "Ports" section of the forum.
Re: [javascript]Luv.js
Posted: Tue Mar 25, 2014 8:59 am
by T-Bone
Davidobot wrote:This should be moved to the "Ports" section of the forum.
Is it really a port though? I see luv.js more like a standalone, albeit very LÖVE-inspired, javascirpt game framework. But perhaps the difference doesn't matter much. If HÖVE counts as a port, so should luv.js I guess (since they both use different languages with a LÖVE-like API),
Re: [javascript]Luv.js
Posted: Thu Mar 27, 2014 3:16 pm
by kikito
I don't consider Luv.js a port at all, but If people want to move the post here, I'm ok with it (it is actually easier to find here
)