Search found 19 matches
- Sun Jul 17, 2022 4:00 am
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5300
Re: Running Python helper scripts in bundled game
Your earlier suggestion actually seems to work, at least in a simple test run. I put the python files and libraries and a Python interpreter in a venv folder next to main.lua. I put a copy command (cp -R) at the top of main.lua: function bashEscape(s) return "'" ..s:gsub("'", &qu...
- Sun Jul 17, 2022 12:46 am
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5300
Re: Running Python helper scripts in bundled game
I'll give it a shot. The idea sounds great. My Python scripts aren't big. I don't know about the libraries. I'm not sure how much of gutenberg and PIL I'd have to copy. I guess I'd need a Python interpreter too. I could try creating a venv folder and copying that. Thanks very much for the reply. I h...
- Sat Jul 16, 2022 6:15 pm
- Forum: Support and Development
- Topic: Running Python helper scripts in bundled game
- Replies: 15
- Views: 5300
Running Python helper scripts in bundled game
I finished my game. It works on my computer. But my attempts to bundle it in Xcode fail. This isn't surprising because I haven't put in the time to learn Xcode yet. So go learn Xcode. I thought I'd ask for help first because I'm concerned that the file design I've chosen for my game is a fatal flaw,...
- Fri May 20, 2022 3:21 pm
- Forum: Support and Development
- Topic: using io.popen
- Replies: 7
- Views: 3265
Re: using io.popen
Thank you. It was a typo, of course. Doh. Fixed, and working now
- Thu May 19, 2022 10:41 pm
- Forum: Support and Development
- Topic: using io.popen
- Replies: 7
- Views: 3265
Re: using io.popen
Oops, figured out launching main.lua from terminal. ("$ love .")
I got the error messages and will get to look into them later. Sorry about the double post, just wanted to say!
I got the error messages and will get to look into them later. Sorry about the double post, just wanted to say!
- Thu May 19, 2022 8:26 pm
- Forum: Support and Development
- Topic: using io.popen
- Replies: 7
- Views: 3265
Re: using io.popen
Partly resolved. Still have questions. First what went right: Your code worked for me. I created a fresh Love project to test it. I put the code in main.lua. Inside the Python files, I changed all the relative paths to absolute paths. At that point, io.popen worked perfectly. It successfully called ...
- Tue May 17, 2022 11:56 pm
- Forum: Support and Development
- Topic: using io.popen
- Replies: 7
- Views: 3265
Re: using io.popen
Pre-fuse is there a way to do this? Great to know the structure will work when I get to the fuse. But I'm not there. And for now, I'm still stuck. I tried a couple of things. I got the paths from getSaveDirectory() and getAppdataDirectory(). Then I placed the Python file in those directories and con...
- Tue May 17, 2022 9:01 pm
- Forum: Support and Development
- Topic: using io.popen
- Replies: 7
- Views: 3265
using io.popen
Hi, is there a trick to using io.popen in LOVE? Here are the lines in my main.lua love.load(): local handle = io.popen("python3 libLookupOne.py "..x) local result = handle:read("*a") handle:close() where x is an integer (1, fwiw, at game start). The python program (libLookupOne.p...
- Sun May 15, 2022 12:58 am
- Forum: Support and Development
- Topic: Lunatic-python help
- Replies: 1
- Views: 2448
Lunatic-python help
Hi, beginner programmer here. Can someone help with lunatic-python? I couldn't get it to work via clone or PIP, and unfortunately I can't tell whether I have an issue with lunatic-python or whether it's something local. I have reason to suspect both and don't know enough to figure out which it is. O...