A few words about tech solutions


My full-time-job-game-engine is Unity. Sorry for that. Löve (and Lua in the first place) feels like a sip of fresh air. A huge sip. 

As a metaprogramming enjoyer I am fascinated by metatables and almost endless opportunities that Lua can bring. 

I fell in Löve with Lua, hehe.

But habits are habits. Here are three things that I missed from Unity (and C#): objects (and a bit of types), tweens and asynchronous methods. 

Objects

I love functional style, but objects are objects. I learned Lua in 15 minutes, thanks Tyler, but I looked up how to create a pseudo-type too often, so I took that piece of code and converted it into a function that returns a pseudo-type with given constructor:

function createType(constructor)
    local newType = {}
    newType.__index = newType
    function newType:new(...)
        local n = {}
        constructor(n, ...)
        return setmetatable(n, newType)
    end
    return newType
end

Now we can describe types in separate files like this:

local myType = createType(function(n) 
    n.position = {100, 200} 
end)
function myType:sayHi()
    -- do something with fresh instance
end
return myType

Okay, types are ready to use. Check!

Tweens

Tweens are simple. Just add deltaTime every frame, do something cool as the timer progresses, and don’t forget to stop if elapsed time span is long enough. 

Creating a tweener (a singleton that will loop over a collection of tweens and remove the ones that already ended) is almost boring.

local Tween = createType(function(tween, from, to, duration, ease, valueCallback, endCallback)
      tween.from = from
      tween.to = to
      tween.duration = duration
      tween.ease = ease or DEFAULT_EASE
      tween.progress = 0
      tween.valueCallback = valueCallback
      tween.endCallback = endCallback
end)  
function Tween:tick(dt)
    if self.progress >= self.duration then
        if self.endCallback then
            self.endCallback()
        end         
        if self.valueCallback then
            self.valueCallback(self.to)
        end         
        return false     
    end          
    local p = self.progress / self.duration
    local v = lerp(self.ease(p), self.from, self.to)
    if self.valueCallback then
        self.valueCallback(v)
    end
    self.progress = self.progress + dt
    return true
end

Tweens are implemented and come in all flavors: delay, tweenSet, tweenSetInt and tween01 cover all my needs at the moment. Check!

async / await

Asynchronous operations are something else. So I stepped on a long and hard path of implementing “async/await” to satisfy my primal C# instincts… I hope the next article will cover all my inventions! 

<----- To Be Continued -----

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