AlexJGriffith

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To call lua (e.g. love.resize) from JS and vice versa, check out the Love.js API player, referenced in #26 https://github.com/MrcSnm/Love.js-Api-Player

You can use `JS.newRequest` from within love to call a JavaScript function polling the size of the canvas and call `love.resize` when there is a change. Make sure you call...

Which version of love.js are you running? On the 11.4 version compiled with the compatibility flag I get the same width for a space both on the web version and...

This is a repeat of #62 As pointed out above, goto was only introduced in Lua 5.2. Luajit adopted the feature. Since there is no wasm support for luajit, the...

For future reference: you can use the EMSCRIPTEN_ARGS --pre-js and --post-js to wrap the wasm build, and setting MODULARIZE=0 should merge output files. https://stackoverflow.com/questions/29329240/emscripten-with-module-loaders#29332498

These flags would be used in the build stage of lovejs itself. These are flags emscripten could use to wrap the output of its compilation. Unfortunately they only solve one...

SharedArrayBuffers have been disabled by default in more recent versions of all major browsers. They can be enabled in the HTTP header. For love.js this is only an issue for...

There is a default upper limit to the size of the Uint8Array in emscpritpen and that's the error that is thrown when you the size of your `game.love` file is...

I'm not sure if expanding the core functionality of any of the love modules is in scope for this project. If you'd like to roll your own extensions, the [love.js-api-player...

Which version of emsdk were you using? Unfortunately this port doesn't work with emscripten version newer than ~2.0