Module for Rendering CODE DOODLES From LOVE2D
Posted: Sun Apr 16, 2017 2:44 pm
Hello Everyone,
I've been switching from Gamemaker Studio To LOVE2D and I enjoyed using this lua framework so much, I made a tool for programmers who are bored, ready for a challenge in rendering custom animations in LOVE2D (sort of like, creating animations by code in a framework/game engine). It will export image sequences in your %appdata%\LOVE\"folder_name" directory so that you can convert them into a video.
for example, I have this drawing code that I want to render as a video:
which is gonna look like this:
when you use the module, there will be additions and changes
When you run the main.lua file, it would automatically render image sequences:
Then if you're done, it will launch a message box:
Paste the directory at the address bar and you will get a collection of images:
Then combine the image sequences depending on the given fps on any video software (might work/not, depends):
Congratulations! You just made an animation(ish) video with just a bunch of code!
Here is the template, module, & instructions in a txt file. Sorry, my internet is bad
TEMPLATE
INSTRUCTIONS
MODULE
Thank you for viewing my first post! Feedback and Criticism would be appreciated!
(sry for my bad english thou)
I've been switching from Gamemaker Studio To LOVE2D and I enjoyed using this lua framework so much, I made a tool for programmers who are bored, ready for a challenge in rendering custom animations in LOVE2D (sort of like, creating animations by code in a framework/game engine). It will export image sequences in your %appdata%\LOVE\"folder_name" directory so that you can convert them into a video.
for example, I have this drawing code that I want to render as a video:
Code: Select all
function love.draw()
love.graphics.setColor(0, 0, 0)
local room_width, room_height = love.graphics.getWidth(), love.graphics.getHeight()
local medx, medy = room_width/2, room_height/2
local time = love.timer.getTime()*2
--start scene
love.graphics.push()
love.graphics.translate(0, room_height/5)
--triangle base
love.graphics.polygon("fill",medx-50,medy+50,medx+50,medy+50,medx,medy-50)
--seesaw
love.graphics.setLineWidth(25)
local length = 400
local saw = math.sin(time)*(math.pi/10)
love.graphics.push()
love.graphics.translate(medx,medy-50)
love.graphics.rotate(saw)
love.graphics.line(-length,-10,length,-10)
local rad = 50
love.graphics.circle("fill", -math.sin(time)*length,-20-(rad),rad)
love.graphics.pop()
--end scene
love.graphics.pop()
end
when you use the module, there will be additions and changes
- place the module at the same directory as main.lua
- at the beginning of the whole code, type : local render = require "render"
- at the beginning of the love.load() code, type: render.init()
- at the end of the love.update() code, type : render.update()
- at the end of the love.draw() code, type : render.draw()
- instead of love.timer.getTime(), use : render.time()
- instead of dt or love.timer.getDelta(), use : render.spf()
Code: Select all
local render = require "render"
function love.load()
render.init(1280,720,3,false,{255,255,255},60,0,100,"render","png")
--Add Your Variables here
end
function love.update()
--Update Variables Here
render.update()
end
function love.draw()
--Draw Here
render.draw()
end
Then if you're done, it will launch a message box:
Paste the directory at the address bar and you will get a collection of images:
Then combine the image sequences depending on the given fps on any video software (might work/not, depends):
Congratulations! You just made an animation(ish) video with just a bunch of code!
Here is the template, module, & instructions in a txt file. Sorry, my internet is bad
TEMPLATE
Code: Select all
local render = require "render"
function love.load()
render.init(1280,720,3,false,{255,255,255},60,0,100,"render","png")
--Add Your Variables here
end
function love.update()
--Update Variables Here
render.update()
end
function love.draw()
--Draw Here
render.draw()
end
Code: Select all
HOW TO USE THE RENDERING MODULE
step 1-layout your code, example:
---------------------------------------------------------------------------------------------------
local render = require "render"
function love.load()
render.init(1280,720,3,false,{255,255,255},60,0,100,"render","png")
end
function love.update(dt)
--UPDATE STUFF HERE
render.update()
end
function love.draw()
--DRAW STUFF HERE
render.end_draw()
end
---------------------------------------------------------------------------------------------------
API:
render.init(width,height,mssaa,draw_alpha,color,fps,start,endin,name,format)
initializes the render module within the arguments
--width - screen width
--height - screen height
--msaa - msaa (default:1)
--draw_alpha - checks if it will draw the alpha channel or not
--color - color table
--fps - frames per second
--start - starting frame to render
--endin - ending frame to render
--name - export directory folder name
--format - ex:"png", "jpg"
render.update()
updates the rendering system, written at the end of the love.update(dt) function
render.end_draw()
draws within the rendering system, written at the end of the love.draw(dt) function
render.frame()
returns the frame number currently rendering
render.time()
returns the seconds in each frame, same thing as love.timer.getTime()
render.fts(n)
converts the given frames to seconds
--n - given number of frames
render.stf(n)
converts the given number of seconds to the number of frames
--n - given number of seconds
render.spf()
returns the number of seconds per frame, same thing as love.timer.getDelta()
Code: Select all
local module = {}
function module.init(width,height,mssaa,draw_alpha,color,fps,start,endin,name,format)
--width - screen width
--height - screen height
--msaa - msaa (default:1)
--draw_alpha - checks if it will draw the alpha channel or not
--color - color table
--fps - frames per second
--start - starting frame to render
--endin - ending frame to render
--name - export directory folder name
--format - ex:"png", "jpg"
love.window.setMode( width, height,{msaa=mssaa})
function check(n) if n == true then return 0 else return 255 end
love.graphics.setBackgroundColor({color[1],color[2],color[3],check(draw_alpha)})
render = {}
render.alpha = draw_alpha
render.fps = fps
render.stt = start-1
render.nd = endin
render.frmt = format
render.frame = render.stt
render.time = (1/render.fps)*render.frame
render.draw_check = false
love.filesystem.setIdentity(name)
end
function module.update()
--place this code at the end of the love.update function
if render.draw_check == true then
if render.frame ~= render.stt then
local scr_sht = love.graphics.newScreenshot(render.alpha)
scr_sht:encode(render.frmt,(render.frame)..'.'..render.frmt)
end
render.frame = render.frame + 1
render.time = (1/render.fps)*render.frame
local title = "frame"..render.frame.." | "..render.time.."s"
if render.frame > render.nd then
title = "DONE RENDERING"
love.system.setClipboardText(love.filesystem.getAppdataDirectory().."/LOVE/"..love.filesystem.getIdentity())
love.window.requestAttention(false)
love.window.showMessageBox("notice", "Image sequence saved in directory: ("..love.filesystem.getAppdataDirectory().."/LOVE/"..love.filesystem.getIdentity().."), directory copied to clipboard")
love.event.quit()
end
love.window.setTitle(render.fps.."fps".."/".."frames: "..(render.stt+1).."-"..render.nd.." | "..title)
render.draw_check = false
end
end
function module.frame()
return render.frame
end
function module.time()
return render.time
end
function module.end_draw()
render.draw_check = true
end
function module.fts(n)
return (1/render.fps)*n
end
function module.stf(n)
return n/render.fps
end
function module.spf()
return 1/fps
end
return module
(sry for my bad english thou)