46 KiB
Uranium Template α
Official manual!!!!Uranium Template is a Love2D-inspired NotITG game development template, focusing on keeping things as Lua-pure as possible with enough abstractions to make you feel like you're not dealing with Stepmania jank at all.
Uranium Template originally formed during the creation of a currently unreleased project, and since then I've went ahead and refined and polished it up to be usable on its own. Most of the design decisions came from experience using prototype versions of it!
- Installation
- Distribution
- How do I start writing code?
- Defining actors
- Callback usage
- Requiring files
- Standard library
- Importing modules
vector2D
vector2D(x: number | nil, y: number | nil): vector2D
vectorFromAngle(ang: number | nil, amp: number | nil): vector2D
vector2D:length(): number
vector2D:lengthSquared(): number
vector2D:angle(): number
vector2D:rotate(ang: number): vector2D
vector2D:normalize(): vector2D
vector2D:resize(length: number): vector2D
vector2D:unpack(): number, number
vector2D:distance(vect: vector2D): number
vector2D:distanceSquared(vect: vector2D): number
- Operations
color
rgb(r: number, g: number, b: number, a: number | nil): color
hsl(h: number, s: number, l: number, a: number | nil): color
hsv(h: number, s: number, v: number, a: number | nil): color
shsv(h: number, s: number, v: number, a: number | nil): color
hex(hex: string): color
color:unpack(): number, number, number, number
color:rgb(): number, number, number
color:hsl(): number, number, number
color:hsv(): number, number, number
color:hex(): string
color:hue(h: number): color
color:huesmooth(h: number): color
color:alpha(a: number): color
color:malpha(a: number): color
color:invert(): color
color:grayscale(): color
color:hueshift(a: number): color
- Operations
easable
input
input.inputType
input.directions
input.getInputName(i: inputType): string
input.keyboardEquivalent
input.getInput(i: string, pn: number | nil): number
input.isDown(i: string, pn: number | nil): number
uranium.press(input: inputType, pn: number)
uranium.release(input: inputType, pn: number)
- A note about keyboard inputs
bitop
scheduler
binser
mirin
savedata
env
rng
ease
util
aft
noautplay
eternalfile
uwuify
- Examples
- Credits
Installation
Installation is the exact same as any other NotITG template:
- Unzip your installation zip, as you would a modfile
- Edit
Song.sm
in your editor of choice (ArrowVortex, NotITG) to include necessary metadata; replacesilence.ogg
with an actual track, if necessary - Edit
main.lua
to do whatever you wish to do with it! The entirety of thesrc/
folder is yours! - (Recommended) Install sumneko's Lua LSP and grab the latest NotITG typings here (put them in a folder like
.typings
!)
Distribution
After you're done with writing your file, be sure to take these steps to reduce the filesize and get your game ready for zipping up!
- Remove
MANUAL.md
,jillo_png.png
,docs/
,.vscode/
,.gitconfig
,.gitignore
andtemplate/typings.lua
. These are files that aren't necessary outside of a development environment! - Optionally, remove
Song.sm.auto
andSong.sm.old
. These files may not exist depending on certain factors. - If you've followed step 4 during Installation, be sure to remove your typings folder (likely
.typings
) - If you're using Git, PLEASE REMOVE YOUR
.git/
FOLDER!!!
Afterwards, it should be safe to zip everything up and send it over!
How do I start writing code?
main.lua
is the entry-point for your code! From there, you can do the following:
- Define some actors, and call initialization methods on those actors to set them up
- Define callbacks, such as the update callback
- Require more files in! Splitting your code into neat little modules is always good practice.
- Make use of the expansive standard library, like the vector or color classes
If you're still a bit clueless, why not check out the Examples section?
Defining actors
Actors are defined in Uranium Template before any other callback runs, and are defined by a single function of their type:
local quad = Quad()
local sprite = Sprite('file/location.png')
local text = BitmapText('common', 'hello, world!')
All actors that take in filenames have their filenames starting from the root of the project; meaning if you had a file in myModFile/src/test.png
, you'd have to pass in a filename of src/test.png
. If an image is blank, or a single pink pixel, it hasn't loaded properly.
Initializing actors
Once you have an actor defined, you can run whatever methods you want.
Note Even though you get a fully functional actor, what you actually get is a proxied actor! What this means for you is that you really shouldn't call any getters on the actor, as it'll just return
nil
.
local text = BitmapText('common', 'hello, world!')
text:xy(scx, scy)
text:zoom(2.3)
text:rotationz(30)
text:diffuse(1, 0.8, 0.8, 1)
All methods that you run upon definition will be ran again at the start of every frame:
local quad = Quad()
quad:xy(scx, scy)
quad:zoomto(60, 60)
quad:diffusealpha(1)
function uranium.update()
-- doesn't need a reset! it'll automatically zoomto 60, 60 and set its alpha to 1
quad:Draw()
quad:zoomto(120, 120)
quad:diffusealpha(0.5)
quad:Draw()
end
If you want to avoid this, or otherwise call getter methods, use the uranium.init
callback:
local sprite = Sprite()
function uranium.init()
someTexture = sprite:GetTexture()
end
Alternatively, you can also use the actors' individual InitCommand
s:
local sprite = Sprite()
sprite:addcommand('Init', function(self)
someTexture = self:GetTexture()
end)
Actor-specific notes
ActorFrameTexture
AFTs work in the same way as usual AFTs do in terms of ordering: they capture everything that was drawn to the screen before them:
quad:Draw() -- will be drawn to the AFT
aft:Draw()
sprite:Draw() -- will not be drawn to the AFT
See the AFT example for a quick setup to play around with, or the example in the aft library for a barebones setup. The ability to dynamically adjust at which point in the stack they render makes them a lot more powerful than you'd expect.
ActorFrame
To create an ActorFrame
, first define it as a proper actor:
local af = ActorFrame()
Then, for all children that you want to put into the ActorFrame
, run addChild
:
local quad = Quad()
addChild(af, quad)
local sprite = Sprite()
addChild(af, sprite)
This will mess up rendering for those actors! This is because all actors that are outside the root ActorFrame
of the template would be unaffected with the frame's transformations if they're drawn outside of their respective DrawFunctions. You'd want to then create a setup similar to this:
setDrawFunction(af, function() -- necessary to call this instead of af.SetDrawFunction for template internals reasons
quad:Draw()
sprite:Draw()
end)
function uranium.update()
af:Draw() -- would draw quad and sprite
end
Nested AFs are supported. As with all complicated things in this template, check out the ActorFrame
example for a simple working setup.
ActorScroller
ActorFrame
already has an extremely, extremely complicated setup powering it in the back-end; and ActorScroller
is way too niche for me to give it the same treatment. Sorry!
Shaders
Shaders cannot be manually defined on actors due to a technical limitation; plus, it wouldn't make much sense to integrate them in the same way that NotITG integrates shaders with the current XML behavior. In order to give an actor a shader, you need to define them seperately:
local sprite = Sprite('docs/uranium.png')
local shader = Shader('src/shader.frag') -- returns a RageShaderProgram
Afterwards, call setShader
on your actor. Using :SetShader
will not work.
function uranium.init()
setShader(actor, shader)
-- or
setShaderfuck(shader)
-- (don't forget to clearShaderfuck())
end
If you prefer, you can also inline shader code, as long as you don't mix files with inlined code in the same shader:
local shader = Shader([[
#version 120
void main() {
gl_FragColor = vec4(0.420, 0.69, 1.0, 1.0);
}
]])
Defining vertex shaders is done the same way, except with the second argument instead:
local shader = Shader('src/shader.frag', 'src/shader.vert')
To define a vertex shader and nothing else, you'll need to omit the fragment shader and put a nil
in its place:
local shader = Shader(nil, 'src/shader.vert')
And last, if you want a no-op shader, you can just do a simple:
local noopShader = Shader()
Check the shader example if you just want something to play around with.
Callback usage
Uranium uses a unique callback system - to define a callback, you define a function under uranium.
with your desired callback name:
function uranium.update(dt)
-- runs every frame
end
You can do this as many times as you like - it'll call every single function that's defined as uranium.update
, not just the last!
If you return a non-falsy value in a callback, however, it'll cancel every other callback after it. This can be useful for, eg. capturing inputs and ensuring they don't get passed through to other callbacks on accident.
Default callbacks
These are the callbacks that are built into Uranium:
uranium.update(dt: number)
Called every frame. dt
is the time passed since the last frame, the "deltatime".
uranium.init()
Called once on OnCommand
. Every actor has been created, and the game should be starting shortly.
uranium.ready()
Fired on the first tick. A later version of init()
where more things should be safe to use.
uranium.exit()
Should call when the player exits the file. Not properly tested yet.
uranium.focus(hasFocus: boolean)
Called whenever the window loses/gains focus. You can use this to reduce render quality on alt-tab.
Custom callbacks
Custom callbacks require no extra setup. Define your callback like usual:
function uranium.somethingHappened(value)
-- ...
end
Then all you need to do to call it is:
uranium:call('somethingHappened', extra, values, go, here)
Callbacks support as many extra values as Lua supports arguments in a function - so let's just say you won't be running out of them any time soon.
Requiring files
require
in Uranium works a lot like Lua's vanilla require
, and is a direct copy of Mirin's require
.
Say you have a file structure like this:
src/main.lua
local value = require('test')
print(value)
src/test.lua
return 'hello!'
Your setup would print 'hello!'
.
All standard library modules are required with require
, see further notes in Importing modules.
Standard library
The Uranium Template standard library is split up into a few convinient modules. This section aims to comprehensively document them all.
Importing modules
You can import a module like so:
require('stdlib.vector2D')
-- can use vector() here
Some modules won't export any globals, and therefore need to be loaded like so:
uwuify = require('stdlib.uwuify')
print(uwuify('hello!'))
These modules have a label near their header in this manual reading "Exports globals".
vector2D
Exports globals
vector2D
is a simple 2D vector class system. For example, to define a vector:
local vec = vector2D(0, 0)
-- or
local vec = vector(0, 0)
-- or
local vec = vector(0)
-- or
local vec = vector()
Then add another vector to it:
vec = vec + vector(1)
print(vec) --> (1, 1)
Then measure its length:
local len = vec:length()
print(len) --> 1.4142135623730951
-- (sqrt of 2)
Then rotate it and index it:
vec:rotate(180)
local x = vec.x
-- or
local x = vec[1]
print(x) --> -1
vector2D(x: number | nil, y: number | nil): vector2D
Creates a new vector. If only x
is passed in, y
= x
. If no arguments are passed, x
= y
= 0
.
vectorFromAngle(ang: number | nil, amp: number | nil): vector2D
Creates a new vector pointing in a specific angle. Specify ang
in degrees. ang
defaults to 0, amp
defaults to 1.
vector2D:length(): number
Returns the vector's length. Equal to vector:distance(vector())
.
vector2D:lengthSquared(): number
Returns the vector's length, squared. Here mainly for optimization purposes; this is a cheaper version of length()
that's less accurate.
vector2D:angle(): number
Returns the vector's angle in degrees.
vector2D:rotate(ang: number): vector2D
Rotates the vector, setting its angle but keeping its length. Angle is provided in degrees.
vector2D:normalize(): vector2D
Normalizes the vector, setting its length to 1 but keeping its angle. Equal to vector:resize(1)
vector2D:resize(length: number): vector2D
Resizes the vector, setting its length but keeping its angle.
vector2D:unpack(): number, number
Unpacks the vector into its X and Y coordinates. Useful for quickly unpacking it into a function call:
local quad = Quad()
quad:xy(center:unpack())
vector2D:distance(vect: vector2D): number
Gets the distance between one vector and another.
vector2D:distanceSquared(vect: vector2D): number
Gets the distance between one vector and another, squared. Here mainly for optimization purposes; this is a cheaper version of distance()
that's less accurate.
Operations
Here are all valid operations for vectors:
vector2D + number
: equal tovector2D + vector2D(number)
vector2D + vector2D
: adds the vectors' X and Y coordinates together, respectively, forming a new vectorvector2D - number
: equal tovector2D - vector2D(number)
vector2D - vector2D
: subtracts the vectors' X and Y coordinates, respectively, forming a new vectorvector2D * number
: equal tovector2D * vector2D(number)
vector2D * vector2D
: multiplies the vectors' X and Y coordinates together, respectively, forming a new vectorvector2D / number
: equal tovector2D / vector2D(number)
vector2D / vector2D
: divides the vectors' X and Y coordinates, respectively, forming a new vectorvector2D == vector2D
: checks if the two vectors' X and Y coordinates are equivalent; returns false with any other type-vector2D
: negates the X and Y coordinates of the vector
color
Exports globals
color
is a simple wrapper around all things color-related.
rgb(r: number, g: number, b: number, a: number | nil): color
Constructs a new color using the r
, g
, b
and a
values. Assumes all values are contained in the set [0, 1]. a
defaults to 1.
hsl(h: number, s: number, l: number, a: number | nil): color
Constructs a new color using the h
, s
, l
and a
values using the HSL color model. Assumes all values are contained in the set [0, 1]. a
defaults to 1; h
wraps around.
hsv(h: number, s: number, v: number, a: number | nil): color
Constructs a new color using the h
, s
, v
and a
values using the HSV color model. Assumes all values are contained in the set [0, 1]. a
defaults to 1; h
wraps around.
shsv(h: number, s: number, v: number, a: number | nil): color
Equal to hsv()
, except the hue value is smoothed using cubic smoothing. Not accurate, but produces neater-looking color blends for rainbow-shifting colors.
local rainbow = shsv(t, 1, 0.5)
hex(hex: string): color
Reads in a hex string and parses it into a color
. Accepted hex string formats are #ffffff
, ffffff
, #fff
and fff
.
color:unpack(): number, number, number, number
Unpacks the color into its R, G, B and A values. Useful for diffuse
:
local quad = Quad()
quad:diffuse(col:unpack())
color:rgb(): number, number, number
Returns the color's R, G and B values.
color:hsl(): number, number, number
Returns the color's H, S and L values in the HSL color model.
color:hsv(): number, number, number
Returns the color's H, S and V values in the HSV color model.
color:hex(): string
Returns the color's hex string representation in the format ffffff
.
color:hue(h: number): color
Sets the color's hue value in the HSL/HSV color model.
color:huesmooth(h: number): color
Equivalent to color:hue()
, except the hue value is smoothed using cubic smoothing. Not accurate, but produces neater-looking color blends for rainbow-shifting colors.
color:alpha(a: number): color
Sets the color's alpha channel.
color:malpha(a: number): color
Sets the color's alpha channel, multiplying the previous value with a
.
color:invert(): color
Inverts the color.
color:grayscale(): color
Makes the color grayscale using a more accurate formula than just multiplying every value by 0.5
.
color:hueshift(a: number): color
Shifts the color's hue by a
.
Operations
Here are all valid operations for colors:
color + number
: equal tocolor + rgb(number, number, number)
color + color
: adds the colors' R, G and B values together, respectively, forming a new colorcolor - number
: equal tocolor - rgb(number, number, number)
color - color
: subtracts the colors' R, G and B values, respectively, forming a new colorcolor * number
: equal tocolor * rgb(number, number, number)
color * color
: multiplies the colors' R, G and B values together, respectively, forming a new colorcolor / number
: equal tocolor / rgb(number, number, number)
color / color
: divides the colors' R, G and B values, respectively, forming a new colorcolor == color
: checks if the two colors' R, G and B values are equivalent; returns false with any other type
easable
A simple way of making a number easable. See this post for implementation details.
local easable = require('stdlib.easable')
local n = easable(0)
-- each time you want to set it, call this instead
n:set(value)
-- or
n:add(value)
-- to avoid the ease, do this instead
n:reset(value)
-- then, in your update function
function uranium.update(dt)
n(dt) -- multiply this image by some value to speed it up
print(n.a) -- retrieve the eased value
print(n.toa) -- retrieve the target value it's easing towards
end
easable(default: number): easable
Creates a new easable, setting the default to default
. Can technically be anything that has T * number
, number - T
and T + T
defined, including a vector2D
.
easable:set(new: number): void
Sets the target value (toa
) to new
, easing the current value to the new value.
easable:add(new: number): void
Equivalent to easable:add(easable.toa + new)
.
easable:reset(new: number): void
Sets the current (a
) and target (toa
) values to new
, not easing the current value to the new value.
Operations
Every operation supported on the eased value is supported with an easable
.
input
Defines callbacks
input
is the library that handles everything input-related. Its main feature is providing the press
and release
callbacks, but you can also access the raw inputs with the inputs
table (each value is -1
if the key is not pressed and the time at which it was pressed, estimated with t
if it is pressed) and the raw inputs (ignoring callback returns) with rawInputs
.
input.inputType
The input
module can detect every input that the game can pass through the StepP<player><input><action>MessageCommand
. This list is:
MenuLeft
MenuRight
MenuUp
MenuDown
Start
Select
Back
Coin
Operator
Left
Right
Up
Down
UpLeft
UpRight
ActionLeft
ActionRight
ActionUp
ActionDown
Action1
Action2
Action3
Action4
Action5
Action6
Action7
Action8
MenuStart
All of these inputs are neatly stored away in an enum called inputType
. For instance, if you wanted to check if an input was Start
, you would do:
local isStart = i == input.inputType.Start
input.directions
For your convinience, cardinal inputs are given a simple directions enum:
self.directions = {
[self.inputType.Left] = {-1, 0},
[self.inputType.Down] = {0, 1},
[self.inputType.Up] = {0, -1},
[self.inputType.Right] = {1, 0}
}
input.getInputName(i: inputType): string
Gets the name of an input. The reverse of indexing the inputType
enum.
input.keyboardEquivalent
Mappings for the default keybinds for most keys. It's recommended to put them alongside the in-game representation in UIs to avoid confusion:
local inputName = input.getInputName(i)
local keyboardInput = input.keyboardEquivalent[i]
if keyboardInput then
inputName = inputName .. ' (defaults to ' .. keyboardInput .. ')'
end
local dialog = 'Press ' .. inputName .. ' to boop' --> 'Press Start (defaults to Enter) to boop'
input.getInput(i: string, pn: number | nil): number
Shorthand for accessing input.inputs
directly. If pn
is not provided, it gets either of the players' inputs, prioritizing any that are held down.
input.inputs[1][input.inputType.Left] == input.getInput('Left', 1)
input.isDown(i: string, pn: number | nil): number
Shorthand for input.getInput(i, pn) ~= -1
. If pn
is not provided, players are ignored and it checks if either of the players have the input held down
uranium.press(input: inputType, pn: number)
Called when a player presses on a certain key.
uranium.release(input: inputType, pn: number)
Same as uranium.press
, except for releasing a key.
A note about keyboard inputs
Working with left/down/up/right inputs can be tiring at times and it's hard to always fit designs to work with them. However, if you're willing to take a little compromise, you can also access all keyboard inputs. However, it's worth noting that this depends on NotITG's Simply Love (any forks will work fine too) both for your development environment and for all players. That being said, if you want to access the keyboard API, this is how you do it:
-- check if the user is using simply love at all
if not stitch then error('This modfile requires the Simply Love theme! https://github.com/TaroNuke/Simply-love-NotITG-ver.-') end
keyboard = stitch('lua.keyboard')
-- table that contains every keyboard key as the key and a boolean as the value
local buffer = keyboard.buffer
-- for example:
local isDebugKeyHeld = buffer['F3']
-- contains booleans for shift, ctrl, alt, win and altgr
local special = keyboard.special
local isDebugKeyAndShiftHeld = isDebugKeyHeld and special.shift
bitop
A Lua 5.0 port of bitop-lua. See their repository for documentation.
local bitop = require('stdlib.bitop')
scheduler
Defines callbacks
A simple scheduler.
local scheduler = require('stdlib.scheduler')
scheduler.schedule(when: number, func: function): number
Schedules a function to run in a specific amount of time. when
is in seconds.
scheduler.scheduleInTicks(when: number, func: function): number
Schedules a function to run in a specific amount of uranium.update
calls/ticks.
scheduler.unschedule(i: index): void
Unschedules a function. Use the index returned to you when originally scheduling the function.
scheduler.unscheduleInTicks(i: index): void
Unschedules a function in ticks. Use the index returned to you when originally scheduling the function.
binser
A NITG port of binser. Used for savedata serialization.
local binser = require('stdlib.binser')
local mydata = binser.serialize(45, {4, 8, 12, 16}, 'Hello, World!')
print(binser.deserializeN(mydata, 3))
-- 45 table: 0x7fa60054bdb0 Hello, World!
If you want to serialize custom types using the savedata module, check binser's Custom types section.
mirin
Defines callbacks
Exports globals
A copy of the Mirin Template by XeroOl (currently at 5.0.1), shoved in and ported for your convinience. Works exactly the same as regular Mirin.
A note about reset
Both Uranium Template and Mirin Template contain the global reset
- Mirin Template uses it for mod resetting, while Uranium Template uses it for actor resetting. To avoid this collision, Uranium's reset
has an alias called resetActor
; Mirin will, by default, overwrite the usual reset
. There's currently no way to change this.
savedata
Defines callbacks
A complete library for saving and loading arbitrary data to the user's profile. Uses binser for serialization. See Savedata example for an example of how to use this library.
savedata.initializeModule(name: string, forceIgnore: boolean): void
Initializes the savedata module. forceIgnore
makes the function ignore name checks, but please don't use it unless you know what you're doing!!!
Generating a savedata name
Ideally, you'd generate a savedata name by generating a random 16-character string and appending it to your game's name. For instance:
savedata.initializeModule('myGameName_doAmaUOBIjiaSWyz')
The reason this is done is to avoid name collision - all modfiles share a global profile namespace to put their saved data in. To prevent it as much as possible, I've decided to force the user to generate a unique name that most likely won't be taken by anything else. forceIgnore
completely ignores the 16-character and special/normal character checks.
savedata.s(data: table, name: string | nil): void
Creates a new module in your savedata. It uses data
for defaults, then uses it for writing savedata to it and reading savedata from it; for instance, this would be correct usage:
local counter = {
n = 0
}
savedata.s(counter)
function uranium.init()
print(counter.n) --> could be different from 0!
end
function uranium.update()
counter.n = counter.n + 1 -- this will be saved the next time savedata.save is called
end
By default, the name that's used for your module will be the folder your Lua file is located in, followed by its filename. This means you should not rely on the automatic name generation if your Lua file rests at the root of your file or if you're calling this function via loadstring
or similar as it will create unpredictable module names that will change between setups and sometimes even game restarts. You can pass in any string you like to name
, as long as it's unique in your project, to override this behavior.
savedata.save(instant: boolean): void
Saves the savedata onto the user's profile. It waits a single tick to do so and sets the boolean saveNextFrame
to true
; this is so that your game can display a loading frame for the temporary lagspike, as chances are, on lower-end setups with hard drives, this will momentarily freeze the game as it writes the profile. You can make it instantly save with instant
.
savedata.load(): void
Loads the savedata. Shouldn't be called manually; this is automatically called on uranium.init()
.
savedata.getLastSave(): string[] | nil
Gets the last save time that persists between game restarts in the format {hour, minute, date, month, year}
. If the game has not saved once, returns nil
.
savedata.enableAutosave(): void
Enables autosave via uranium.exit()
. Should hopefully mean data should never get lost.
env
Small module that contains a bit of information about the user's environment.
env.inEditor: boolean
Is true
if the file is being played in the editor. Useful for debugging stuff.
env.onWine: boolean
Is true
if the player is playing NotITG through Wine or similar.
rng
A xoshiro128** reimplementation in Lua.
rng.init(seed: number[] | nil): rng
Initializes a new RNG class. seed
must be a table of size 4; if it is not provided, os.time()
is used in its place. (Not os.clock()
!!! Two RNG values created at the same time with no provided seed will be the same.)
rng(a: number | nil, b: number | nil): number
Acts identical to math.random()
. Pass in no arguments to get a random float from 0 to 1, pass in one argument to get a random inclusive integer from 1 to a
, pass in two arguments to get a random integer from a
to b
.
rng:int(min: number, max: number | nil): number
Generates an inclusive random integer. Pass in one argument to get a random integer from 1 to a
, pass in two arguments to get a random integer from a
to b
.
rng:float(max: number | nil): number
Generates a random fractional number from 0
to max
. max
defaults to 1.
rng:bool(): boolean
Generates either a true
or a false
randomly.
rng:seed(seed: number): void
Sets the seed and advances the state.
rng:next(): number
Gets the next pseudo-random value. Recommended to use int
, float
, etc. over this.
rng:jump(): void
The jump function:
This is the jump function for the generator. It is equivalent to 2^64 calls to next(); it can be used to generate 2^64 non-overlapping subsequences for parallel computations.
rng:longJump(): void
The long-jump function:
This is the long-jump function for the generator. It is equivalent to 2^96 calls to next(); it can be used to generate 2^32 starting points, from each of which jump() will generate 2^32 non-overlapping subsequences for parallel distributed computations.
ease
Exports globals
A direct copy of Mirin Template's ease.lua
, for convinience. See the docs for those here.
util
Exports globals
A big ol' module that holds a bunch of useful functions. These were too specific or too niche to go in any singular module; so they're all here now.
There's a bit too many functions to document, so I'd recommend just looking through the source code. I promise it doesn't bite.
aft
An AFT setup library. Sets up sprites and AFTs with sprite
and aft
, respectively, making them ready for texturing use.
local aftSetup = require('stdlib.aft')
local aft = ActorFrameTexture()
local aftSprite = Sprite()
aftSetup.sprite(aftSprite)
aft:addcommand('Init', function(self)
aftSetup.aft(aft) -- put this here; else it'll recreate it every frame!
aftSprite:SetTexture(self:GetTexture())
end)
noautplay
A single function which can be called before uranium.ready()
to disable autoplay for the duration of the file if the player has it on. Not tested.
require('stdlib.noautoplay')()
eternalfile
A single function which turns your file into an eternal, neverending file, until the player puts it out of its misery by exiting. The current beat will always go from 0 to 1 and start over once this is enabled.
require('stdlib.eternalfile')()
uwuify
uwuify = require('stdlib.uwuify')
print(uwuify('hello, world!')) --> hewwo, wowwd!
A very important library I don't see enough game engines include in their standard libraries.
Examples
Here are a couple of examples. All of these are standalone main.lua
files that you can plug in and view the results of!
The obligatory
local text = BitmapText('common', 'Hello, world!')
text:xy(scx, scy)
function uranium.update()
text:Draw()
end
Default Uranium Template code
require('stdlib.color')
-- define a basic quad
local quad = Quad()
quad:xy(scx, scy)
quad:zoom(120)
quad:diffuse(0.8, 1, 0.7, 1)
quad:skewx(0.2)
-- define a sprite
local sprite = Sprite('docs/uranium.png')
sprite:xy(scx, scy)
sprite:zoom(0.4)
sprite:glow(1, 1, 1, 0)
-- let's add some text aswell
local text = BitmapText('common', 'hello, uranium template!')
text:xy(scx, scy + 100)
-- update gets called every frame
-- dt here refers to deltatime - the time that has passed since the last frame!
function uranium.update(dt)
-- let's rotate our quad
quad:rotationz(t * 80)
-- then shove it to the screen - similar to a drawfunction!
quad:Draw()
-- and you can do this multiple times of course!
quad:zoomto(180, 180)
quad:rotationz(t * 100)
quad:diffusealpha(0.4)
quad:skewx(0.1)
quad:Draw()
-- no need to reset properties - uranium resets all properties that you set upon definition!
-- throw in the logo aswell, because why not
-- zoom and glow is done for a quick-and-dirty outline
sprite:zoom(sprite:GetZoom() * 1.1)
sprite:glow(1, 1, 1, 1)
sprite:Draw()
-- if you can't wait until the start of a frame to reset properties, you can manually do it
reset(sprite)
sprite:Draw()
-- for the text, get a rainbow color
local col = shsv(t * 0.6, 0.5, 1)
text:diffuse(col:unpack()) -- the :unpack() is necessary when passing into :diffuse()
-- wag the text
text:rotationz(math.sin(t * 2) * 10)
text:Draw()
end
Simple platformer base
require('stdlib.vector2D')
local input = require('stdlib.input')
-- constants are just those that felt nice to me. this is completely valid to do in gamedev
local DAMPING = 1/9500
local SPEED = 2
local JUMP_FORCE = 32
local GRAVITY = 123
local PLAYER_SIZE = 50
local groundY = sh * 0.8
local protagActor = Quad()
protagActor:zoomto(PLAYER_SIZE, PLAYER_SIZE)
local ground = Quad()
ground:zoomto(sw, 4)
ground:xy(scx, groundY + PLAYER_SIZE/2 + 4/2)
local coverQuad = Quad()
coverQuad:diffuse(0, 0, 0, 0.6)
coverQuad:xywh(scx, scy, sw, sh)
local pos = vector(scx, groundY)
local vel = vector(0, 0)
local hasHitGround = true -- let's define this so that you can't jump mid-air
-- called whenever the player recieves an input
function uranium.press(i)
if i == input.inputType.Up and hasHitGround then
vel.y = vel.y - JUMP_FORCE
hasHitGround = false
return true -- input eaten! further callbacks won't recieve this
end
end
function uranium.update(dt)
-- respond to l/r inputs
if input.isDown('Left') then
vel.x = vel.x - SPEED
end
if input.isDown('Right') then
vel.x = vel.x + SPEED
end
-- apply gravity
vel.y = vel.y + GRAVITY * dt
-- update position, apply damping to velocity
pos = pos + vel
vel = vel * math.pow(DAMPING, dt)
-- make sure the player can't clip through the ground
if pos.y >= groundY then
pos.y = groundY
if vel.y >= 0 then vel.y = 0 end
hasHitGround = true
end
-- make sure the player can't leave the screen on accident
pos.x = math.min(pos.x, sw - PLAYER_SIZE/2)
pos.x = math.max(pos.x, 0 + PLAYER_SIZE/2)
-- slightly cover up the regular nitg gameplay
coverQuad:Draw()
-- draw them!
protagActor:xy(pos.x, pos.y)
protagActor:Draw()
-- draw the ground
ground:Draw()
end
AFTs
VSync recommended
local aftSetup = require('stdlib.aft')
require('stdlib.color')
require('stdlib.vector2D')
local coverQuad = Quad()
coverQuad:diffuse(0, 0, 0, 1)
coverQuad:xywh(scx, scy, sw, sh)
local testQuad = Quad()
testQuad:zoom(50)
local aft = ActorFrameTexture()
local aftSprite = Sprite()
aftSetup.sprite(aftSprite)
aftSprite:diffusealpha(0.99)
aftSprite:zoom(1.01)
aftSprite:rotationz(0.2)
aft:addcommand('Init', function(self)
aftSetup.aft(aft) -- put this here; else it'll recreate it every frame!
aftSprite:SetTexture(self:GetTexture())
end)
local text = BitmapText('common', 'uranium template!')
text:xy(scx, scy)
function uranium.update(dt)
coverQuad:Draw()
aftSprite:Draw()
local rainbow = shsv(t * 1.2, 0.5, 1)
testQuad:xy((vectorFromAngle(t * 160, 100) + vector(scx, scy)):unpack())
testQuad:diffuse(rainbow:unpack())
testQuad:zoom(50 * math.random())
testQuad:Draw()
aft:Draw()
text:Draw()
end
Shader test
-- define a sprite
local sprite = Sprite('docs/uranium.png')
sprite:xy(scx, scy)
sprite:zoom(0.4)
sprite:rotationz(0)
sprite:diffusealpha(1)
-- add our heat shader
local shader = Shader([[
#version 120
// took the common heat.frag and integrated simplex noise into it
// now it looks better -oat
uniform float tx,ty,yo;
uniform float scale;
varying vec2 textureCoord;
varying vec4 color;
uniform sampler2D sampler0;
vec2 hash( vec2 p ) // replace this by something better
{
p = vec2( dot(p,vec2(127.1,311.7)), dot(p,vec2(269.5,183.3)) );
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
float noise( in vec2 p )
{
const float K1 = 0.366025404; // (sqrt(3)-1)/2;
const float K2 = 0.211324865; // (3-sqrt(3))/6;
vec2 i = floor( p + (p.x+p.y)*K1 );
vec2 a = p - i + (i.x+i.y)*K2;
float m = step(a.y,a.x);
vec2 o = vec2(m,1.0-m);
vec2 b = a - o + K2;
vec2 c = a - 1.0 + 2.0*K2;
vec3 h = max( 0.5-vec3(dot(a,a), dot(b,b), dot(c,c) ), 0.0 );
vec3 n = h*h*h*vec3( dot(a,hash(i+0.0)), dot(b,hash(i+o)), dot(c,hash(i+1.0)));
return dot( n, vec3(70.0) );
}
vec2 SineWave(vec2 p) {
// wave distortion
float x = noise(vec2(p.x * scale, p.y * scale) * 30.5 + tx) * 0.05 * yo;
float y = noise(vec2(-p.y * scale, p.x * scale) * 29.3 - ty) * 0.05 * yo;
return vec2(p.x+x, p.y+y);
}
void main() {
vec4 col = texture2D(sampler0, SineWave(textureCoord));
gl_FragColor = col * color;
}
]])
shader:uniform1f('yo', 1)
shader:uniform1f('scale', 0.25)
function uranium.init()
setShader(sprite, shader)
end
function uranium.update()
shader:uniform1f('tx', t)
shader:uniform1f('ty', t)
sprite:zoom(0.8)
sprite:diffusealpha(0.6)
sprite:Draw()
reset(sprite)
shader:uniform1f('yo', 0)
sprite:Draw()
end
Savedata example
local input = require('stdlib.input')
local savedata = require('stdlib.savedata')
savedata.initializeModule('example_tTsrDBMgsA5eWzaZ') -- change this!!
local save = {
leftPresses = 0,
rightPresses = 0,
}
savedata.s(save)
local text = BitmapText('common', '')
text:xy(scx, scy)
function uranium.press(key)
if key == input.inputType.Left then
save.leftPresses = save.leftPresses + 1
elseif key == input.inputType.Right then
save.rightPresses = save.rightPresses + 1
elseif key == input.inputType.Down then
savedata.save()
end
end
function uranium.update(dt)
text:settext(
'left presses: ' .. save.leftPresses .. '\n' ..
'right presses: ' .. save.rightPresses
)
text:Draw()
if savedata.saveNextFrame then
text:xy(scx, scy + 50)
text:settext('saving!')
text:Draw()
end
end
Simple ActorFrame setup
local af = ActorFrame()
af:xy(scx, scy)
local sprite = Sprite('docs/uranium.png')
addChild(af, sprite)
sprite:zoom(0.4)
sprite:glow(1, 1, 1, 0)
local quadsAF = ActorFrame()
addChild(af, quadsAF)
local quads = {}
for i = 1, 50 do
local q = Quad()
q:zoom(math.random(30, 50))
q:xy(math.random(-200, 200), math.random(-200, 200))
q:diffusealpha(0.7)
q:rotationx(math.random(0, 360))
q:rotationy(math.random(0, 360))
q:rotationz(math.random(0, 360))
table.insert(quads, q)
addChild(quadsAF, q)
end
setDrawFunction(quadsAF, function()
for _, v in ipairs(quads) do
v:Draw()
end
quadsAF:rotationz(-t * 30)
end)
setDrawFunction(af, function()
quadsAF:Draw()
af:rotationz(t * 90)
af:zoom(1 + math.sin(t) * 0.2)
sprite:xy(math.cos(t) * 100, math.sin(t) * 100)
sprite:zoom(sprite:GetZoom() * 1.1)
sprite:glow(1, 1, 1, 1)
sprite:Draw()
reset(sprite)
sprite:Draw()
end)
function uranium.update()
af:Draw()
end
Credits
XeroOl - Mirin Template was a massive design inspiration; early stages of this template borrowed lots of code from it and the current require
implementation has been grabbed directly from it
Mayflower, Aura - Testing, design help
mangoafterdawn - The Uranium Template logo!