/angel

LÖVE, but with AngelScript instead of Lua.

Primary LanguageC++zlib LicenseZlib

Angel

This is LÖVE, but with AngelScript bindings instead of Lua.

Why?

For fun, really. I adore LÖVE, but I don't enjoy using Lua too much myself. Some of the benefits of Angel are:

  • A type-safe language
  • An object oriented language
  • No need to require() your scripts (all files are "bundled" together)

Roadmap

Eventually I plan to get everything from LÖVE 11.2 to bind to AngelScript, so that you can actually make games with it. Here's a few milestones:

  • Basic API coverage by getting the "no game" screen to run
  • Running games from a specific directory
  • Game configuration (eg. love.conf)
  • .angel file generation
  • Embedding game in binary
  • All modules have base registrations
  • Complete 11.2 API coverage
  • Automated testing

Building

Currently, Angel only builds on Linux and MacOS. Builds are done with CMake. After cloning, do something like this:

$ git submodule update --init --recursive
$ mkdir build
$ cd build
$ cmake ..
$ make

Screenshot

This screenshot shows the "no game" screen ported to AngelScript. The source for this can be found in the game directory.