Love.js - A Direct Emscripten Port

Discuss any ports of LÖVE to different platforms.
AndreyMust19
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Re: Love.js - A Direct Emscripten Port

Post by AndreyMust19 » Thu May 17, 2018 9:17 am

Don't work sound on mobile:
https://github.com/TannerRogalsky/love.js/issues/60

I tested another games - Mari0, Friendshape, same thing.

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Marty
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Re: Love.js - A Direct Emscripten Port

Post by Marty » Wed Jul 04, 2018 3:47 pm

Sound lags very hard on Mac OS X Chrome.
Visual Studio Code TemplateRichLÖVE Mobile (AdMob+UnityAds+PlayGamesServices+GameCenter)Add me on Discord

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4aiman
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Re: Love.js - A Direct Emscripten Port

Post by 4aiman » Wed Aug 29, 2018 10:47 am

Love.js is unpredictable at the moment.
By "unpredictable" I mean that the error thrown may or may not tell any (let alone the whole) story.
I also mean that out of 2 similar projects one may convert perfectly and the other one would have issues.

I've attached a *.love file which upon conversion via love.js.cmd (0.11.0-rc3) yields the following:

Code: Select all

Error: main.lua:20: Cannot create cursor: Cursors are not currently supported love.js:10:3955
stack traceback: love.js:10:3955
	(tail call): ?
I don't use any cursors. The line number is inaccurate. When I try to see what's there at the love.js:10:3955 my browser freezes and then crashes. Firefox/Chrome/Vivaldi alike.
I can't say I'm doing something extraordinary here, as some projects got converted really well (this one and/or this one)

Could anyone possibly help me with understanding what I'm doing wrong?
Thanks in advance! ^_^
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bred.love
(37.8 KiB) Downloaded 585 times

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Alexar
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Re: Love.js - A Direct Emscripten Port

Post by Alexar » Fri Sep 07, 2018 10:33 am

hi,Tanner, can you help me with this?
when i try to port my project with love.js 0.11 , the console output the error message:
'TextDecoder': The provided ArrayBufferView value must not be shared.
error.png
error.png (97.86 KiB) Viewed 26217 times

TheDudiful
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Re: Love.js - A Direct Emscripten Port

Post by TheDudiful » Tue Apr 07, 2020 8:30 am

I just wrote a guide about packaging your LÖVE games for the web using love.js and Docker. Because love.js is not in the best shape right now, it also includes troubleshooting tips to overcome some common issues, like the one in the comment above!

https://kalis.me/building-love2d-games-web-docker/

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Re: Love.js - A Direct Emscripten Port

Post by Hipreme » Sun Jun 21, 2020 6:43 pm

Reviving this thread for saying that I extended your Love.js functionality for calling JS functions from inside Lua code, it can be found on the repository https://github.com/MrcSnm/Love.js-Api-Player

It has examples of how to do it, it can post-and-forget JS functions or it can retrieve the data that those functions return, I'm archiving here for anyone whose is wishing to port your game to Web, as it is extremely important for HTML 5 integration

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Davidobot
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Love.js - Port to LÖVE v11.3

Post by Davidobot » Sun Jul 05, 2020 8:06 am

I updated love.js to work with the latest LÖVE version. Not everything works, and browser compatibility has been decreased due to pthreads and some browsers disabling support for them due to security risks. I'll release a version that works without them (which would mean no threading support, but I don't think most people use them).

Repo here: https://github.com/Davidobot/love.js

EDIT: Everything works other than shaders.

EDIT2: Shaders are working minimally, see spec test.
My projects: Raycaster, love.js v11.3 port
itch page: link
My website: link
My library: LovelyMoon

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ivan
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Re: Love.js - A Direct Emscripten Port

Post by ivan » Mon Jul 27, 2020 7:09 am

Well done Davidobot! Any instructions on building form Windows? :)

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Davidobot
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Re: Love.js - A Direct Emscripten Port

Post by Davidobot » Mon Jul 27, 2020 7:29 am

ivan wrote:
Mon Jul 27, 2020 7:09 am
Well done Davidobot! Any instructions on building form Windows? :)
I think you can adapt build_lovejs.sh to a .bat nearly one-to-one with the exception of sourcing the emsdk. To get through that step, have a look at https://emscripten.org/docs/tools_refer ... html#emsdk

Specifically:
To access the emsdk on Windows, first launch the Emscripten Command Prompt.
I am mostly a Windows guy myself, just did most of the dev work for this on a Mac for some reason
My projects: Raycaster, love.js v11.3 port
itch page: link
My website: link
My library: LovelyMoon

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yetneverdone
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Re: Love.js - Port to LÖVE v11.3

Post by yetneverdone » Fri Jul 31, 2020 10:20 am

Davidobot wrote:
Sun Jul 05, 2020 8:06 am
I updated love.js to work with the latest LÖVE version. Not everything works, and browser compatibility has been decreased due to pthreads and some browsers disabling support for them due to security risks. I'll release a version that works without them (which would mean no threading support, but I don't think most people use them).

Repo here: https://github.com/Davidobot/love.js

EDIT: Everything works other than shaders.

EDIT2: Shaders are working minimally, see spec test.
Hey awesome work on love.js! Can the README of the repo describe what's the difference between the original love.js?

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