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Merge pull request #334 from Keyslam/main
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Correct mentions of LÖVE
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Aurelius7309 authored Dec 18, 2024
2 parents 2b346e3 + 77bf5e2 commit 54108f7
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2 changes: 1 addition & 1 deletion README.md
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## Introduction

Steamodded is a mod loader and injector for the game Balatro. Much like the [LÖVE2D engine](https://love2d.org/wiki/Main_Page) itself, it is built using [Lua](https://www.lua.org/). It is made with modularity and extensibility in mind, providing a large selection of APIs and other features to facilitate bringing your ideas to life.
Steamodded is a mod loader and injector for the game Balatro. Much like the [LÖVE framework](https://love2d.org/wiki/Main_Page) itself, it is built using [Lua](https://www.lua.org/). It is made with modularity and extensibility in mind, providing a large selection of APIs and other features to facilitate bringing your ideas to life.

## Installation

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4 changes: 2 additions & 2 deletions example_mods/Mods/EditionExamples/README.md
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Expand Up @@ -21,7 +21,7 @@ Again, you'd have to write it yourself.

## Working with Shaders
[ionized.fs](assets/shaders/ionized.fs) has shader code explanation with comments.
For a general guide, look at [LOVE2D introduction to shaders](https://blogs.love2d.org/content/beginners-guide-shaders).
For a general guide, look at [LÖVE introduction to shaders](https://blogs.love2d.org/content/beginners-guide-shaders).

If you want to see vanilla Balatro shaders, unzip the Balatro.exe and go to `resources/shaders` folder.

Expand All @@ -34,4 +34,4 @@ To see values for default externs, check out `engine/sprite.lua` -> `Sprite:draw
- [Inigo Quilez articles](https://iquilezles.org/articles/) - in-depth articles on algorithms and techniques you could use in shaders. A lot of those are for 3D, but there's some 2D stuff as well.
- [Shadertoy](https://www.shadertoy.com) - tons of shaders from other people to learn from. A lot of them are pretty complex and 3D, but you can find simple 2D ones.

Note: in all resources the language is slightly different from LOVE2D shaders language, but the logic works the same way.
Note: in all resources the language is slightly different from LÖVE shaders language, but the logic works the same way.
8 changes: 4 additions & 4 deletions src/crash_handler.lua
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Expand Up @@ -147,7 +147,7 @@ function loadStackTracePlus()
end
return ParseLine(line)
elseif type(info.source) == "string" and info.source:sub(1, 6) == "=[love" then
return "(Love2D Function)"
return "(LÖVE Function)"
else
local line
local lineNumber = 0
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end
local source = table.remove(props, 1)
if source == "love" then
dumper:add_f("(%d) main chunk of Love2D file '%s' at line %d\r\n", level_to_show,
dumper:add_f("(%d) main chunk of LÖVE file '%s' at line %d\r\n", level_to_show,
table.concat(props, " "):sub(2, -2), info.currentline)
elseif source == "SMODS" then
local modID = table.remove(props, 1)
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end
local source = table.remove(props, 1)
if source == "love" then
dumper:add_f("(%d) Love2D %s at file '%s:%d'%s\r\n", level_to_show, function_type,
dumper:add_f("(%d) LÖVE %s at file '%s:%d'%s\r\n", level_to_show, function_type,
table.concat(props, " "):sub(2, -2), info.currentline, was_guessed and " (best guess)" or "")
elseif source == "SMODS" then
local modID = table.remove(props, 1)
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local info = "Additional Context:\nBalatro Version: " .. version .. "\nModded Version: " ..
(modded_version)
local major, minor, revision, codename = love.getVersion()
info = info .. string.format("\nLove2D Version: %d.%d.%d", major, minor, revision)
info = info .. string.format("\nLÖVE Version: %d.%d.%d", major, minor, revision)

local lovely_success, lovely = pcall(require, "lovely")
if lovely_success then
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