Book Image

Lua Quick Start Guide

By : Gabor Szauer
4 (1)
Book Image

Lua Quick Start Guide

4 (1)
By: Gabor Szauer

Overview of this book

Lua is a small, powerful and extendable scripting/programming language that can be used for learning to program, and writing games and applications, or as an embedded scripting language. There are many popular commercial projects that allow you to modify or extend them through Lua scripting, and this book will get you ready for that. This book is the easiest way to learn Lua. It introduces you to the basics of Lua and helps you to understand the problems it solves. You will work with the basic language features, the libraries Lua provides, and powerful topics such as object-oriented programming. Every aspect of programming in Lua, variables, data types, functions, tables, arrays and objects, is covered in sufficient detail for you to get started. You will also find out about Lua's module system and how to interface with the operating system. After reading this book, you will be ready to use Lua as a programming language to write code that can interface with the operating system, automate tasks, make playable games, and much more. This book is a solid starting point for those who want to learn Lua in order to move onto other technologies such as Love2D or Roblox. A quick start guide is a focused, shorter title that provides a faster paced introduction to a technology. It is designed for people who don't need all the details at this point in their learning curve. This presentation has been streamlined to concentrate on the things you really need to know.
Table of Contents (10 chapters)

API conventions

Most functions that are used to register classes or data in the Lua Bridge API return some kind of class. This is done with the intention of allowing functions to be chained. Chaining functions means using the result of one function and calling another function on it.

For example, a member function of an object might return the object, so a different function can be called without storing the actual object as a variable. Consider the following class:

class Foo {
public:
// Assume foo is a singleton
static Foo* GetInstance();
Foo* DoWork();
Foo* PrintResults();
};

In the preceding code, the GetInstance, DoWork, and PrintResults functions all return a pointer to the object that they were called on. This lets us get the object, do some work on it, and print the result of that work with only one line of code, as follows:

Foo::GetInstance()->DoWork()->PrintResults...