Noble

A li'l game engine for Playdate.


Functions

new(StartingScene[, __launcherTransitionDuration=0[, __launcherTransition=Noble.Transition.DipToBlack[, __launcherTransitionProperties={}[, __configuration={}]]]])
Engine initialization. Run this once in your main.lua file to begin your game.

Parameters

  • StartingScene NobleScene
    This is the scene your game begins with, such as a title screen, loading screen, splash screen, etc. NOTE: Pass the scene's class name, not an instance of the scene.
  • __launcherTransitionDuration number = 0 (default)
    If you want to transition from the final frame of your launch image sequence, enter a duration in seconds here.
  • __launcherTransition Noble.Transition = Noble.Transition.DipToBlack (default)
    If a transition duration is set, use this transition type.
  • __launcherTransitionProperties table = {} (default)
    Provide a table of properties to apply to the launcher transition. See the documentation for the transition you're using for a list of available properties.
  • __configuration table = {} (default)
    Provide a table of Noble Engine configuration values. This will run Noble.setConfig for you at launch.

See

Usage

Noble.new(
	TitleScreen,
	2,
	Noble.Transition.DipToWhite,
	{
		holdTime = 0,
		ease = Ease.outInQuad
	},
	{
		defaultTransition = Noble.Transition.Imagetable,
		defaultTransitionDuration = 1.75,
		enableDebugBonkChecking = true,
	}
)
engineInitialized()
This checks to see if Noble.new has been run. It is used internally to ward off bonks.

Returns

    bool

See

getConfig()
Retrieve miscellaneous Noble Engine configuration options / default values

Returns

    A table of all configuration values

See

setConfig(__configuration)
Optionally customize miscellaneous Noble Engine configuration options / default values. You may run this method to change these values during runtime.

Parameters

  • __configuration table
    This is a table with your configuration values in it.

See

resetConfig()
Reset miscellaneous Noble Engine configuration values to their defaults.

See

transition(NewScene[, __duration=1.5[, __transition=Noble.TransitionType.DIP_TO_BLACK[, __transitionProperties={}]]])
Transition to a new scene (at the end of this frame). This method will create a new scene, mark the previous one for garbage collection, and animate between them. Additional calls to this method within the same frame (before the already-called transition begins), will override previous calls. Any calls to this method once a transition begins will be ignored until the transition completes.

Parameters

  • NewScene NobleScene
    The scene to transition to. Pass the scene's class, not an instance of the scene. You always transition from Noble.currentScene
  • __duration number = 1.5 (default)
    The length of the transition, in seconds.
  • __transition Noble.Transition = Noble.TransitionType.DIP_TO_BLACK (default)
    If a transition duration is set, use this transition type. If not set, it will use the value of configuration.defaultTransition.
  • __transitionProperties table = {} (default)
    A table consisting of properties for this transition. Properties not set here will use values that transition's defaultProperties table.

See

Usage

Noble.transition(Level2, 1, Noble.Transition.CrossDissolve, {
	dither = Graphics.image.kDitherTypeDiagonalLine
	ease = Ease.outQuint
})
--
Noble.transition(Level2, 1, Noble.Transition.DipToBlack, {
	holdTime = 0.5,
	ease = Ease.outInElastic
})
--
Noble.transition(Level2, 1, Noble.Transition.SlideOff, {
	x = 400,
	y = 150
	rotation = 45
})
currentScene()
Get the current scene object

Returns

    NobleScene
currentSceneName()
Get the name of the current scene

Returns

    string
isTransitioning()
Check to see if the game is transitioning between scenes. Useful to control game logic that lives outside of a scene's update() method.

Returns

    bool

Tables

configuration
Miscellaneous Noble Engine configuration options / default values. This table cannot be edited directly. Use Noble.getConfig and Noble.setConfig.

Fields

  • defaultTransition Noble.Transition = Noble.Transition.DipToBlack (default)
    When running Noble.transition if the transition is unspecified, it will use this one.
  • defaultTransitionDuration number = 1.5 (default)
    When running Noble.transition if the scene transition duration is unspecified, it will take this long in seconds.
  • enableDebugBonkChecking boolean = false (default)
    Noble Engine-specific errors are called "Bonks." You can set this to true during development in order to check for more of them. However, it uses resources, so you will probably want to turn it off before release.
  • alwaysRedraw boolean = true (default)
    This sets the Playdate SDK method playdate.graphics.sprite.setAlwaysRedraw. See the Playdate SDK for details on how this function works, and the reasons you might want to set it as true or false for your project.

See

Fields

showFPS
Show/hide the Playdate SDK's FPS counter.
  • bool
Noble Engine by Mark LaCroix, Noble Robot Documentation created using LDoc 1.5.0.