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)

Creating Lua variables from C

Communicating with Lua is one way. In addition to reading Lua variables from C, you can also create Lua variables from C. The process for doing so is simple: you push a value onto the stack, then tell the Lua runtime to assign that value to a variable by name.

To create a variable, use the lua_setglobal (lua_State*, const char*) function. This function returns nothing. Its first argument is the Lua state to work on, the second argument is the name of the global variable to assign. This function will pop the top value off the stack and assign it to the name of the variable specified.

Let's take the example from the last section and reverse it. This time, the variables for class, attack, and defense are going to be created in C and printed out in Lua. The C code will push all values onto the stack, then use lua_setglobal to assign them to variables...