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love.js#50

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qixils wants to merge 15 commits intoStabyourself:masterfrom
qixils:lovejs
Draft

love.js#50
qixils wants to merge 15 commits intoStabyourself:masterfrom
qixils:lovejs

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@qixils qixils commented Sep 15, 2023

Currently runs and works about as well as love.js currently allows (which is... not amazingly... though theoretically some of the remaining issues should be possible to workaround)

todo:

  • Seemingly due to an issue with love.js and browsers disabling audio before the user clicks, the game will explode if the intro is allowed to play out in full.
    • Worked around by skipping the sound when love.system.getOS() == "Web"
  • Under -compatibility mode[citation needed], threads are disabled which causes music loading to fail and hang.
    • Replaced the call to Channel:demand with Channel:pop, and moved some music loading code out of the thread and into musicloader.lua so the main thread can load music directly if necessary.
  • Shaders should be updated to use stricter typing. Currently their functions are very lazily disabled (made all functions no-op)
  • When in game/unpaused, mouse needs to be locked to prevent right clicking opening the browser's usual right click menu
    • Seems to only affect Firefox, and only when also holding some keys on the keyboard
    • Despite the claims of the love.js readme, love.mouse.setGrabbed does not seem to have any effect
  • love.audio.pause() does nothing; see love.audio.stop() without arguments causes an error Davidobot/love.js#7
  • love.audio.stop() crashes; see love.audio.stop() without arguments causes an error Davidobot/love.js#7
  • Add build to GitHub workflow
    • Publish to GH Pages?
    • npx love.js.cmd -t Mari0 -c mari0.love outdir

Closes #28

Overall I think I agree with what Maurice last said on love.js, it still isn't quite there yet...

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Potential web build?

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