[RLC]LÖVEModules
Posted: Mon Mar 08, 2010 8:09 am
--===[RLC]Red - Colour Management Tool===--
Hi!
I don't know if this tool is useful. I learned lots of stuff when I code it, though . Any comments and suggestion about the tool, about my code [yes, I really need lots of feedback on this ], about the coding conventions are welcomed. Here you are:
Hi!
I don't know if this tool is useful. I learned lots of stuff when I code it, though . Any comments and suggestion about the tool, about my code [yes, I really need lots of feedback on this ], about the coding conventions are welcomed. Here you are:
This version is just a mockup version with no output generated. I have finished Red0.1, separated the colorLib0.1 and made a documentation for this simple tool. I would upload it as soon I eliminate some bugs I found.Red/colorLib Documentation wrote: --==INTRODUCTION==--
The idea was popped out because of the confusion of defining the RGBs values for the LÖVE colour system. It’s very simple, actually; but I found that quite exhausting. Then, I tried to declare some colour keys as aliases to the numbers. Then, I thought that it’d be nice if there’s a tool to generate a definite set of colour keys and a set of functions to use those keys so that the game system could easily be coloured in a certain theme and I do not have to think about the numbers and put them one by one each time I need a certain colour.
The goal of this tool is to facilitate the need to manage the colour scheme in a system. Using Red, users could create a personal theme (table of colour keys) to be used in their game system, export it to a file, and use it in their game system using the colorLib module; thus, preserving a good consistency of colour in every part of their system.
The colorLib module is simply a set of functions to be require-d in any LÖVE system to use the colour keys defined by Red. Using this module, I could make colourful applications using the lightweight 8-bit greyscale assets.