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LÖVE is an awesome 2D game framework for Lua.

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Quick Overview

LÖVE (Love2D) is an open-source framework for creating 2D games in Lua. It provides a simple yet powerful set of tools for game development, making it accessible to beginners while offering advanced features for experienced developers.

Pros

  • Easy to learn and use, especially for those new to game development
  • Cross-platform support (Windows, macOS, Linux, Android, iOS)
  • Active community and extensive documentation
  • Lightweight and fast performance

Cons

  • Limited to 2D game development
  • Lack of built-in GUI tools for level design or asset management
  • Smaller ecosystem compared to more popular game engines
  • May require additional libraries for complex features

Code Examples

  1. Creating a window and drawing a shape:
function love.draw()
    love.graphics.setColor(1, 0, 0)
    love.graphics.circle("fill", 400, 300, 50)
end
  1. Handling user input:
function love.update(dt)
    if love.keyboard.isDown("right") then
        x = x + 200 * dt
    end
end
  1. Playing audio:
function love.load()
    sound = love.audio.newSource("music.mp3", "stream")
    sound:play()
end
  1. Loading and drawing an image:
function love.load()
    image = love.graphics.newImage("sprite.png")
end

function love.draw()
    love.graphics.draw(image, 100, 100)
end

Getting Started

  1. Download and install LÖVE from the official website (https://love2d.org).
  2. Create a new folder for your project.
  3. Create a file named main.lua in the project folder with the following code:
function love.draw()
    love.graphics.print("Hello, LÖVE!", 400, 300)
end
  1. Drag and drop the project folder onto the LÖVE executable or use the command line:
love /path/to/your/project/folder
  1. You should see a window with "Hello, LÖVE!" displayed.

Competitor Comparisons

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Simple and Fast Multimedia Library

Pros of SFML

  • More flexible and lower-level, allowing for greater control over graphics and system resources
  • Supports multiple programming languages (C++, C#, Python, etc.)
  • Provides a wider range of multimedia features, including network and audio capabilities

Cons of SFML

  • Steeper learning curve, especially for beginners
  • Requires more boilerplate code to get started
  • Less focus on game development specifically, as it's a general-purpose multimedia library

Code Comparison

SFML (C++):

#include <SFML/Graphics.hpp>

int main() {
    sf::RenderWindow window(sf::VideoMode(800, 600), "SFML Window");
    while (window.isOpen()) {
        // Event handling and drawing code
    }
    return 0;
}

LÖVE (Lua):

function love.draw()
    love.graphics.print("Hello World!", 400, 300)
end

SFML provides more low-level control but requires more setup, while LÖVE offers a simpler, more game-focused API. SFML is better suited for larger, more complex projects or when working with multiple programming languages, whereas LÖVE excels in rapid game prototyping and development, especially for 2D games.

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Pros of raylib

  • Multi-platform support with native compilation for various systems
  • Extensive set of built-in functions for 2D and 3D graphics, audio, and input handling
  • No external dependencies, making it easier to distribute and deploy

Cons of raylib

  • Steeper learning curve for beginners compared to LÖVE's Lua-based approach
  • Less extensive community and ecosystem of third-party libraries
  • More verbose code for certain tasks due to its C-based nature

Code Comparison

LÖVE (Lua):

function love.draw()
    love.graphics.setColor(1, 0, 0)
    love.graphics.circle("fill", 400, 300, 50)
end

raylib (C):

void DrawGame(void)
{
    BeginDrawing();
    ClearBackground(RAYWHITE);
    DrawCircle(400, 300, 50, RED);
    EndDrawing();
}

Summary

LÖVE and raylib are both popular game development frameworks with different approaches. LÖVE uses Lua and focuses on 2D game development, while raylib is a C-based library supporting both 2D and 3D graphics. LÖVE is generally easier for beginners, while raylib offers more low-level control and native compilation. The choice between them depends on the developer's preferences, target platforms, and project requirements.

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Desktop/Android/HTML5/iOS Java game development framework

Pros of LibGDX

  • Cross-platform development for desktop, mobile, and web
  • Robust set of tools and libraries for game development
  • Strong performance and hardware acceleration

Cons of LibGDX

  • Steeper learning curve, especially for beginners
  • More complex setup and project structure
  • Java-based, which may not be preferred by all developers

Code Comparison

LÖVE (Lua):

function love.draw()
    love.graphics.print("Hello World!", 400, 300)
end

LibGDX (Java):

public class HelloWorld extends ApplicationAdapter {
    @Override
    public void render() {
        Gdx.graphics.getSpriteBatch().begin();
        font.draw(Gdx.graphics.getSpriteBatch(), "Hello World!", 400, 300);
        Gdx.graphics.getSpriteBatch().end();
    }
}

LÖVE offers a simpler, more concise syntax for basic operations, making it easier for beginners to get started. LibGDX provides more structure and object-oriented programming, which can be beneficial for larger projects but requires more setup and boilerplate code.

Both frameworks are powerful tools for game development, with LÖVE focusing on simplicity and ease of use, while LibGDX offers more features and cross-platform capabilities at the cost of increased complexity.

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🐍🎮 pygame (the library) is a Free and Open Source python programming language library for making multimedia applications like games built on top of the excellent SDL library. C, Python, Native, OpenGL.

Pros of Pygame

  • More extensive documentation and larger community support
  • Easier integration with other Python libraries and tools
  • Better suited for complex simulations and data-driven games

Cons of Pygame

  • Slower performance compared to LÖVE's Lua-based framework
  • Less streamlined API, requiring more boilerplate code
  • Limited cross-platform support, especially for mobile devices

Code Comparison

Pygame:

import pygame

pygame.init()
screen = pygame.display.set_mode((800, 600))
running = True
while running:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            running = False

LÖVE:

function love.load()
    -- Initialization code here
end

function love.update(dt)
    -- Update game state here
end

function love.draw()
    -- Draw game objects here
end

The Pygame code shows the basic setup and main loop structure, while the LÖVE code demonstrates its callback-based approach. LÖVE's structure is more concise and intuitive for game development, with clear separation of concerns between initialization, update, and drawing phases.

88,735

Godot Engine – Multi-platform 2D and 3D game engine

Pros of Godot

  • Full-featured game engine with built-in editor and visual scripting
  • Supports 2D and 3D game development
  • Larger community and more extensive documentation

Cons of Godot

  • Steeper learning curve due to more complex features
  • Larger project size and potentially slower performance for simple games
  • Less suitable for quick prototyping or small-scale projects

Code Comparison

LÖVE (Lua):

function love.draw()
    love.graphics.print("Hello World!", 400, 300)
end

Godot (GDScript):

extends Node2D

func _ready():
    var label = Label.new()
    label.text = "Hello World!"
    label.rect_position = Vector2(400, 300)
    add_child(label)

LÖVE is simpler and more lightweight, ideal for 2D games and rapid prototyping. It uses Lua, which is easy to learn and quick to write. Godot offers a more comprehensive set of tools and features, supporting both 2D and 3D development with its own scripting language, GDScript. While Godot provides more built-in functionality, it may require more setup and configuration for simple projects compared to LÖVE's minimalist approach.

11,280

One framework for creating powerful cross-platform games.

Pros of MonoGame

  • Supports multiple platforms, including desktop, mobile, and consoles
  • Uses C#, which is more familiar to many developers and has strong IDE support
  • Provides a more comprehensive game development framework with built-in content pipeline

Cons of MonoGame

  • Steeper learning curve compared to LÖVE's simplicity
  • Larger project setup and more complex build process
  • Less suitable for rapid prototyping or small-scale projects

Code Comparison

LÖVE (Lua):

function love.draw()
    love.graphics.print("Hello World!", 400, 300)
end

MonoGame (C#):

protected override void Draw(GameTime gameTime)
{
    GraphicsDevice.Clear(Color.CornflowerBlue);
    _spriteBatch.Begin();
    _spriteBatch.DrawString(_font, "Hello World!", new Vector2(400, 300), Color.White);
    _spriteBatch.End();
    base.Draw(gameTime);
}

Summary

LÖVE is simpler and more lightweight, ideal for 2D games and quick prototypes. MonoGame offers a more comprehensive framework with broader platform support, making it suitable for larger-scale and commercial projects. The choice between them depends on the developer's experience, project requirements, and target platforms.

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README

LÖVE is an awesome framework you can use to make 2D games in Lua. It's free, open-source, and works on Windows, macOS, Linux, Android, and iOS.

Build Status: Github CI

Documentation

We use our wiki for documentation. If you need further help, feel free to ask on our forums, our Discord server, or our subreddit.

Repository

We use the 'main' branch for development of the next major release, and therefore it should not be considered stable.

There are also branches for currently released major versions, which may have fixes and changes meant for upcoming patch releases within that major version.

We tag all our releases (since we started using mercurial and git), and have binary downloads available for them.

Experimental changes are sometimes developed in a separate love-experiments repository.

Builds

Files for releases are in the releases section on GitHub. The site has links to files and additional platform content for the latest release.

There are also unstable/nightly builds:

  • Builds for some platforms are automatically created after each commit and are available through GitHub's CI interfaces.
  • For ubuntu linux they are in ppa:bartbes/love-unstable
  • For arch linux there's love-git in the AUR.

Test Suite

The test suite in testing/ covers all the LÖVE APIs, and tests them the same way developers use them. You can view current test coverage from any action.
You can run the suite locally like you would run a normal LÖVE project, e.g.:
love testing

See the readme in the testing folder for more info.

Contributing

The best places to contribute are through the issue tracker and the official Discord server or IRC channel.

For code contributions, pull requests and patches are welcome. Be sure to read the source code style guide. Changes and new features typically get discussed in the issue tracker or on Discord or the forums before a pull request is made.

Compilation

Windows

Follow the instructions at the megasource repository page.

*nix

Because in-tree builds are not allowed, the Makefiles needs to be generated in a separate build directory. In this example, folder named build is used:

$ cmake -B build -S. --install-prefix $PWD/prefix # this will create the directory `build/`.
$ cmake --build build --target install -j$(nproc) # this will build with all cores and put the files in `prefix/`.

[!NOTE]
CMake 3.15 and earlier doesn't support --install-prefix. In that case, use -DCMAKE_INSTALL_PREFIX= instead.

macOS

Download or clone this repository and copy, move, or symlink the macOS/Frameworks subfolder into love's platform/xcode/macosx folder.

Then use the Xcode project found at platform/xcode/love.xcodeproj to build the love-macosx target.

iOS

Building for iOS requires macOS and Xcode.

Download the love-apple-dependencies zip file corresponding to the LÖVE version being used from the Releases page, unzip it, and place the iOS/libraries subfolder into love's platform/xcode/ios folder.

Or, download or clone this repository and copy, move, or symlink the iOS/libraries subfolder into love's platform/xcode/ios folder.

Then use the Xcode project found at platform/xcode/love.xcodeproj to build the love-ios target.

See readme-iOS.rtf for more information.

Android

Visit the Android build repository for build instructions.

Dependencies

  • SDL2
  • OpenGL 2.1+ / OpenGL ES 2+
  • OpenAL
  • Lua / LuaJIT / LLVM-lua
  • FreeType
  • ModPlug
  • Vorbisfile
  • Theora