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mayankmalukani

love-eclipse-ldt's Issues

Running love games from eclipse

Just something I figured out when it comes to running love games from eclipse,

Right click main.lua > run as > run conf > select the current project > runtime interpreter set to alternate interpreter > manage interpreters > add > lua 5.1 with the executable as the love.exe and set the args to
. -e "io.stdout:setvbuf('no')"

That will allow the run button to start the game!

Error on build of default template project

Hi, I tried installing and get this error when trying to build the default project:

Exception in thread "main" com.naef.jnlua.LuaRuntimeException: C:\Users\russtopia\workspace\hello-love\main.lua:10: attempt to index global 'love' (a nil value)
at com.naef.jnlua.LuaState.lua_pcall(Native Method)
at com.naef.jnlua.LuaState.call(LuaState.java:555)
at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.run(JNLua51Launcher.java:128)
at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.main(JNLua51Launcher.java:143)

Platform: Win7-64, JRE 1.8.0_71, Eclipse Mars, love-eclipse-ldt 0.10.1

Issue with Lua Love and Eclipse Luna

Hi,

I just follow the instruction (pre-built version) on your page at Github. I downloaded the ZIP file and add as a new environment configuration. When I try to run the example, I got the following error:

Exception in thread "main" com.naef.jnlua.LuaRuntimeException: ...rive/workspace-desktop-ubuntu/Lua Alo Mundo/main.lua:8: attempt to index global 'love' (a nil value) at com.naef.jnlua.LuaState.lua_pcall(Native Method) at com.naef.jnlua.LuaState.call(LuaState.java:555) at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.run(JNLua51Launcher.java:128) at org.eclipse.ldt.support.lua51.internal.interpreter.JNLua51Launcher.main(JNLua51Launcher.java:143)

The example is (I tried to code the example use the code tag, but something wrong happening - sorry):

`
-- This is the main entry point of your LOVE2D game.
-- Feel free to delete the callbacks you don't need,
-- and visit https://www.love2d.org/wiki/love if you need more.

-- for rectangle example
local x, y, w, h = 20, 20, 60, 20

function love.load()
end

function love.draw()
-- Draw a coloured rectangle.
love.graphics.setColor(0, 100, 100);
love.graphics.rectangle('fill', x, y, w, h);
end

function love.update(dt)
-- Grow the rectangle.
w = w + 1
h = h + 1
end

function love.keypressed(key, isrepeat)
end

function love.keyreleased(key)
end

function love.textinput(text)
end

function love.mousepressed(x, y, button)
end

function love.mousemoved(x, y, dx, dy)
end

function love.mousereleased(x, y, button)
end
`

Can you help me, please!

Thanks in advanced.
Alexandre

How to run or debug current project?

Don't understand, how I should setup run configurations to run main.lua with love.

With this settings I can only run love, but don't know, how to specify the path to the project

How to Run a Love project from Eclipse?

How do I run the Love project from Eclipse itself? If I were to run it from the terminal I'd have to run love . inside the root directory of the project, how is this done in Eclipse?

Thanks!

goto continue | '=' expected near continue

'=' expected near 'continue' DLTK Problem, says Eclipse LDT + Love2D 11.1

Here's the code:

for x = 1, numCols do
	-- if skipping is turned on and we're on a skip iteration...
	if skipPattern and skipFlag then
		-- turn skipping off for the next iteration
		skipFlag = not skipFlag

		-- Lua doesn't have a continue statement, so this is the workaround
		goto continue
	else
		-- flip the flag to true on an iteration we don't use it
		skipFlag = not skipFlag
	end

	b = Brick(
		-- x-coordinate
		(x-1)                   -- decrement x by 1 because tables are 1-indexed, coords are 0
		* 32                    -- multiply by 32, the brick width
		+ 8                     -- the screen should have 8 pixels of padding; we can fit 13 cols + 16 pixels total
		+ (13 - numCols) * 16,  -- left-side padding for when there are fewer than 13 columns

		-- y-coordinate
		y * 16                  -- just use y * 16, since we need top padding anyway
	)

	-- if we're alternating, figure out which color/tier we're on
	if alternatePattern and alternateFlag then
		b.color = alternateColor1
		b.tier = alternateTier1
		alternateFlag = not alternateFlag
	else
		b.color = alternateColor2
		b.tier = alternateTier2
		alternateFlag = not alternateFlag
	end

	-- if not alternating and we made it here, use the solid color/tier
	if not alternatePattern then
		b.color = solidColor
		b.tier = solidTier
	end

	table.insert(bricks, b)

	-- Lua's version of the 'continue' statement
	::continue::
end

I thought maybe this was an error here because erasing the goto and ::continue:: stuff makes the error go away, but I can't see how adding them back (proper syntax) causes this.

It seems like Eclipse thinks that goto is a variable, and doesn't recognize it as a keyword. It thinks it should be goto = continue. Because when I write it like that, the error changes.

When I do

goto = continue
then it tells me that ::continue:: has a nil name (from detaching it from goto, I don't know the term).

So I think it's not properly recognizing goto for what it is. It's missing from the interpreter.

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