chore: update readme and changelog
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@ -7,7 +7,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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## Unreleased
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## Unreleased
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- Project renamed to Birb and rebased entirely on Sonic Radiance codebase
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- Project renamed to Epervier Framework and rebased entirely on Sonic Radiance codebase
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- New loading system
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- New loading system
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@ -25,7 +25,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- **core/input:** extract virtualpads from the input controller
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- **core/input:** extract virtualpads from the input controller
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- **core:** The core is now separated from the rest of birb
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- **core:** The core is now separated from the rest of the framework
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- **core+assets:** Music are now managed directly by the core
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- **core+assets:** Music are now managed directly by the core
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README.md
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README.md
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@ -1,20 +1,40 @@
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# Birb Love2D Engine
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# Épervier Framework
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Birb aim to be an integrated, simple engine for love2D, in replacement of my old "gamecore" love2D engine. It aim to work as a set of managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive. It's also specialized in game with RPG mechanics, with functions to serialize/deserialize easily datas.
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The Épervier Framework is an RPG-oriented framework for Love2D. It aim to work as a set of managers to automatically handle inputs, screen, and several utilities to make game developpement easier and less repetitive. It's also specialized in game with RPG mechanics, with functions to serialize/deserialize easily datas.
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Birb use [Classic](https://github.com/rxi/classic/) as its base Object.
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Épervier use [Classic](https://github.com/rxi/classic/) as its base Object.
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## How to load Birb
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## Core features
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The birb engine must be located in the `birb/` folder to work. After that, all you have to do is to load a gamecore based engine and then.
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Épervier provide a lot of feature that can be usefull to create an RPG. This is a non-exhaustive list of what the framework can do :
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Note : the `birb` and `utils` global namespace will be used by birb.
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- Scene system to be able to change your gameplay easily, with transitions
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- Easy data loading and parsing via the core.data module
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- A save system using data serialization
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- Tweening and time support via tween.lua
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- A world system with support for camera, multiple hitbox per actor, and two type of physics (bump2D and bump3D) and tiled map loading (via sti.lua)
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- A GUI system to make your game more easily have HUD and menus
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- Several utilities functions
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````
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## How to load Épervier
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require "birb"
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function love.load()
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The framework must be located in the `framework/` folder to work. After that, all you have to do is to load a gamecore based engine and then.
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birb.startCore()
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Note : the `framework`, `core`, `game` and `utils` global namespaces will be used by the framework.
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```lua
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require "framework"
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function love.load(args)
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framework.start("game", args)
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end
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end
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````
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```
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### Launch in debug mode
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To launch in debug mode, the love2D game must be launched with a DEBUGLEVEL bigger than 1, for instance :
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```sh
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love ./examples DEBUGLEVEL=4
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```
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