WARNING: Horrible, horrible, unholy code ahead!
I took AWOL, Debug, Goo, a game I wrote, and mashed together an example of a Love IDE, written in Love. You can edit the main.lua, and run in by pressing escape, or edit the currently running session using Debug.
It's a very dirty hack at the moment, I worked inside an existing game instead of abstracting the IDE elements into a seperate file. Thus you can't really use it for any other game currently, but I'll re-write it more cleanly the next time round, with automatic game abstraction and stuff.
Why do this, you may ask? Surely it's better to just use a text editor?
* I want to modify love files on my android, which is a bit of a pest to do currently, and this is a lazy way to get around that
* You can do things like love api specific syntax highlighting when you have the global table at hand.
* A Scratch like visual programming interface could also be done with this, making the barrier of entry lower.
Still, for any serious project, the text editor method (or a love IDE written with a more serious application programing toolkit like QT or the like) would be a better idea, this is mainly just me messing around
Love Integrated Environment for Development
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Re: Love Integrated Environment for Development
Wow im actually amazed to see my library used so fast .
Apart from the program window being to big for me to use properly it seems like it could be a useful program for small projects,
(also reminded me how crap i am at tetris type games )
Apart from the program window being to big for me to use properly it seems like it could be a useful program for small projects,
(also reminded me how crap i am at tetris type games )
Dull but sincere filler.
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