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https://github.com/paltze/scenery
A dead simple Love2D SceneManager
https://github.com/paltze/scenery
Last synced: 6 days ago
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A dead simple Love2D SceneManager
- Host: GitHub
- URL: https://github.com/paltze/scenery
- Owner: paltze
- License: mit
- Created: 2022-05-02T06:10:01.000Z (over 2 years ago)
- Default Branch: main
- Last Pushed: 2024-06-10T10:57:54.000Z (5 months ago)
- Last Synced: 2024-08-02T06:17:39.308Z (3 months ago)
- Language: Lua
- Size: 33.2 KB
- Stars: 19
- Watchers: 1
- Forks: 3
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE.txt
Awesome Lists containing this project
- awesome-love2d - Scenery - A dead simple scene/state management system. (Helpers)
README
# Scenery - A dead simple Love2D Scene/State Manager
![image](https://img.shields.io/static/v1?label=L%C3%B6ve2D&message=11.5&labelColor=e64998&color=28abe3&style=for-the-badge)
Scenery is a dead simple Scene/State Manager for Love2D.
Scenes (or States) are a very popular organising system for games. Scenery is a simple to use and lightweight implementation of the system for Love2D.
## Installation
Just grab the `scenery.lua` from this repository and `require` it in you `main.lua` file.
## Usage
After initialization of Scenery (described in detail below) just call the used callbacks in corresponding Love2D callbacks.
For example:
```lua
local SceneryInit = require("path.to.scenery")
local scenery = SceneryInit(...)function love.load()
scenery:load()
endfunction love.draw()
scenery:draw()
endfunction love.update(dt)
scenery:update(dt)
end
```
Also, the `scenery` instance has a `hook` method on it, which will do the boilerplate for you. The above example can be shortened as:
```lua
local SceneryInit = require("path.to.scenery")
local scenery = SceneryInit(...)
scenery:hook(lua)
```> Scenery supports all [Love2D 11.5 callbacks](https://love2d.org/wiki/Category:Callbacks).
> The `hook` method optionally accepts a second argument, a table, with the callbacks which will be hooked. eg `{ "load", "draw", "update" }`
### Scenes
Scenes are, in Scenery, just tables returned by a file. Each scene must have a separate file for itself and return a table containing all the callback methods. Scene callbacks methods are exactly the same as Love callback methods, except `load`, which has an optional argument containing data transferred by other scenes.
An Example Scene:
```lua
local game = {}function game:load()
print("Scenery is awesome")
endfunction game:draw()
love.graphics.print("Scenery makes life easier", 200, 300)
endfunction game:update(dt)
print("You agree, don't you?")
endreturn game
```### Loading the Scenes
#### Automatic Loading
Scenery can automatically load your scenes for you. `scenery.lua` returns a function that accepts a default scene as first parameter and path to the folder containing scenes as an optional second parameter. If no path is supplied Scenery will look into `scenes` folder from the folder containing your `main.lua` file for scenes.Example:
```lua
local SceneryInit = require("path.to.scenery")
local scenery = SceneryInit("scene", "path/to/scenes")
```> The filename of the file (without the extension) containing scene will be considered the scene key.
> ⚠️ If your file name has periods (.) before the file extension (eg `game.scene.lua`) then only the string before the first period (ie `game` in the above case) will be considered the scene key.
#### Manual Loading
Scenery can also manually load you scenes. The function returned by `scenery.lua` can accept multiple tables, each for one scene.
You can have the following properties in the table:Property | Description
---------|------------
`path` | The path to the file returning a table structured in the form a scene table.
`key` | A unique string identifying the scene.
`default` (optional)| A boolean value representing the default scene. Must not be `true` on more than one scene. If omitted the first scene in the arguments will be considered default.Example:
```lua
local SceneryInit = require("path.to.scenery")
local scenery = SceneryInit(
{ path = "path.to.scene1"; key = "scene1"; default = "true" },
{ path = "path.to.scene2"; key = "scene2"; }
)
```### Changing Scenes
Changing scenes in Scenery is very simple. Scenery creates a `setScene` method on the scene table to change scenes. The function accepts scene key as first parameter and an optional argument which will be passed to the `load` callback of the new scene. It is as simple as:
```lua
function scene1:load()
self.setScene("scene2", { score = 52 })
end
```Then you can access the score in menu scene by:
```lua
function scene2:load(args)
print(args.score) -- prints 52
end
```## Contributing
If you have found a bug or have any suggestion, feel free to open an issue. If you fixed a bug or added a new feature, add a pull request.
## License
The project is licensed under the MIT License. A copy of the license can be found in the repository by the name of LICENSE.txt