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https://github.com/semanticdata/love2d-mmbn-combat-boilerplate
🕹 Mega Man Battle Network style combat boilerplate built with Lua and LÖVE. 💜
https://github.com/semanticdata/love2d-mmbn-combat-boilerplate
boilerplate love2d love2d-game lua
Last synced: 18 days ago
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🕹 Mega Man Battle Network style combat boilerplate built with Lua and LÖVE. 💜
- Host: GitHub
- URL: https://github.com/semanticdata/love2d-mmbn-combat-boilerplate
- Owner: semanticdata
- License: mit
- Archived: true
- Created: 2024-04-11T17:46:33.000Z (10 months ago)
- Default Branch: main
- Last Pushed: 2024-04-11T20:29:14.000Z (10 months ago)
- Last Synced: 2024-09-26T19:43:58.289Z (4 months ago)
- Topics: boilerplate, love2d, love2d-game, lua
- Language: Lua
- Homepage:
- Size: 48.8 KB
- Stars: 1
- Watchers: 1
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
- License: LICENSE
Awesome Lists containing this project
README
# 💜 [LÖVE](https://love2d.org/) - MMBN Combat Boilerplate 🕹
![code size](https://img.shields.io/github/languages/code-size/semanticdata/love2d-mmbn-combat-boilerplate) ![repository size](https://img.shields.io/github/repo-size/semanticdata/love2d-mmbn-combat-boilerplate) ![commits](https://img.shields.io/github/commit-activity/t/semanticdata/love2d-mmbn-combat-boilerplate) ![last commit](https://img.shields.io/github/last-commit/semanticdata/love2d-mmbn-combat-boilerplate)
[Mega Man Battle Network](https://en.wikipedia.org/wiki/Mega_Man_Battle_Network) style combat boilerplate written in [Lua](https://www.lua.org/) and powered by [LÖVE](https://love2d.org/).
## âš¡ Getting Started
1. In VS Code, configure `lövelauncher.path` within the LÖVE launcher extension settings with the location to your local `love.exe`.
2. After setting up your location, you will be able to press Alt + L to launch LÖVE from within VS Code.
## 🔧 Debugging
The game includes an optional debug mode to display FPS. Debug mode can be enabled by setting the 'debug' variable to true.
- [ ] Implement a debug console that can be toggle on and off to display values in real-time. (e.g. position, score, timers, etc)
- [ ] Use Love2D's `love.graphics` library to draw debug information directly onto the game screen. You can draw shapes, lines, and text to represent variable values, collision boundaries, or any other relevant information.
- [ ] Implement interactive debugging tools that allow you to inspect variables and their effects in real-time. This could include pausing the game to inspect variable values, stepping through code execution, and visualizing data structures.
## © License
This code is available under the [MIT License](LICENSE).