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)

The global table

The one thing you really need to understand about Lua is that just about everything in it is a table. Global variables in Lua (variables not declared local) live in an invisible, global table. This table is exposed as _G. This global table is just like any other table in Lua; you can perform the exact same operations on it. This section will explore two methods of working with the functionality of the global table.

Explicit variables

The loose, typed nature of variables in Lua can be great for prototyping games quickly, but it can also lead to a lot of bugs! For example, consider the following code:

five21 = 521 -- Variable name ends with a 1

for i=1,1000 do
if i == five21 then
five2l = "Five Twenty...