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Run examples with Love2D:
love examples/accessibility
love examples/animations
love examples/audio-cues
love examples/basic
love examples/dashboard
love examples/dialogue
love examples/hud-menu
love examples/i18n
love examples/inventory
love examples/juice
love examples/menori
love examples/modal
love examples/navigate
love examples/path-feedback
love examples/scene
love examples/themes
love examples/typography
love examples/viewport
love examples/performanceRun every example as a manual tour:
make examples-tour
# or
make tourPress Esc in the Love2D window to close the current example and launch the next one.
Run the examples used by documentation GIFs as a manual tour:
make docs-tour
# or
make doc-tourThis uses the documentation GIF manifest order. Press Esc to close each capture scene and continue to the next target.
The Makefile uses LOVE_BIN when set, otherwise it tries love from PATH and
then /Applications/love.app/Contents/MacOS/love on macOS.
Generate documentation GIFs from the dedicated capture scenes:
make docs-gifs
make docs-gifs FEATURE=animationsThe command requires Love2D and FFmpeg. Set LOVE_BIN or FFMPEG_BIN when the
executables are not on PATH; on macOS the script also checks
/Applications/love.app/Contents/MacOS/love.
Standalone examples share a runner shell that renders the example label,
example description, and then the runnable demo surface. Set chrome = false
on an example return table when an example needs to own the entire viewport.
For shop/combat/debug UI patterns that combine these examples, see Game UI Patterns.
Love2D-friendly semantics demo with keyboard/gamepad focus traversal, localized labels, live region events, hidden decoration, semantic snapshots, and a fake TTS/log adapter.
Flux-backed animation lab for declarative show/hide, animated meters, custom-drawn movement, selection feedback, and size tweens.
Theme and variant driven interaction cue events with app-owned Love2D tone playback, per-node overrides, and silent controls.
Starter app with state, responsive grid layout, buttons, controlled input, tabs, scrollable activity, meters, custom draw, and keyboard/gamepad navigation.
A dense ops dashboard translated into Glyph primitives with muted contrast, immediate sidebar selection, a live diagnostics strip, memoized stable panels, an animated data-driven chart, a virtualized scroll table, feedback-backed controls, metric cards, and filters.
A faithful port of the upstream Love-Dialogue demo (MIT), plus the ui.dialogue adapter. Love-Dialogue parses the .ld scripts, runs the launcher/story/tech conversations, and (by default) draws the dialogue box, portraits, and choice indicator itself; Glyph hosts the example, compositing the demo's vertical gradient, the dialogue box, and a one-line controls hint through custom-draw nodes. Press G to toggle the renderer: library (Love-Dialogue draws) vs glyph (ui.dialogue draws the same running conversation with Glyph primitives — themed box, typewriter text with inline effects, and clickable choices). Script switching is signal-driven (LoadScript, QuitGame, PlaySound, ChangeBG) and S/L save and restore state. The library is vendored under examples/dialogue/vendor and the demo assets/scripts under examples/dialogue/demo (minus the unused TTF font); a minimal fallback message appears if the vendored copy is missing. See Dialogue Adapter.
Custom-drawn game UI with d-pad navigation, ui.spring hover/focus command buttons, and app-owned shaped burst particles. This example demonstrates what belongs in app/example code rather than Glyph core.
Responsive game-console localization demo with Latin, Japanese, Arabic, Armenian, Georgian, Hebrew, Mahajani, Thai, Korean, and Amharic samples, keyed command/status UI, font fallbacks, cached parameter translations, and ui.i18n.version() in memo deps.
Medieval/MMO inventory demo using ui.grid, ui.grid.pointToCell, ui.portal, ui.spriteSheet, ui.drag, onLayout bounds, Feel-backed ui.feedback, keyboard/gamepad navigation with pick/place carry mode, the potions.png spritesheet, app-owned drag/drop state, scrollable uniform slots, paged uniform slots, and a variable-size case grid with rejected invalid placements.
Pattern-repeat mini game built from normal Glyph buttons, with press/release/activate feedback, click-position particles, ripples, screen shake, generated audio tones, keyboard and d-pad navigation, progress meters, and a scoped pause menu.
Optional Menori adapter demo with a vendored example-local Menori snapshot, distinct procedural Menori scenes, screen-space Glyph HUD, Menori-aware crossfade transitions, interactive world-space Glyph billboards, and a loading overlay that builds a dense "Signal Swarm" scene in chunks before handing off.
Arrow key and d-pad spatial navigation across a denser game-tool layout. Demonstrates
ui.navigate, beam-aware movement, navGroup scoping, trapped navScope submenus, focus
visibility, gamepad d-pad forwarding, and shader-backed JRPG command submenus.
Feel-driven vector path demo with app-owned target values animating ui.path
stroke reveal, resampled morphing, pulse rings, scan beams, particles, and
node-level command feedback.
Scene-backed modals, moving background, shader transitions, stencil/blob transition implemented outside core, isolated modal hook state, and backdrop dismissal.
Scene replacement, non-blocking debug overlays, blocking pause modal, modal-driven pause behavior, and scene-local motion.
Theme switching, variants, state styles, transitions, custom draw, and shader-backed styling.
A full-screen game-tool HUD showing four theme presets, live radius/border/density/accent token controls, component variants, inputs, tabs, meters, and themed scrollbars.
Responsive typography lab showing theme font registries, text presets, live text scale, optional SYSL-backed rich text, localized formatted copy, and normal components using typography tokens.
Fixed virtual-resolution rendering with backend-agnostic Push/Shove adapters, scaled pointer input, fit/filter controls, scrolling, and modal rendering.
This demo uses development copies of Push and Shove from dev/vendor; Glyph apps should install or provide their own viewport backend.
Large dataset workflow with a visible window of mounted rows, static row reuse, and live FPS/timing display. The docs preview is fixed at 18 FPS for deterministic GIF capture; the runnable example reports real Love2D FPS.
Examples should show real UI workflows:
- Prefer usable screens over landing pages.
- Use Glyph primitives honestly.
- Keep game-specific visuals in examples, not core.
- Make interaction states visible.
- Keep examples runnable with
love examples/name.
















