![]() ![]() For example, a program that does local x = 10īy default, _ENV is a "global table" that works like you would expect global variables to behave. ![]() The way _ENV works in 5.3 is that global variable are "syntactic" sugar for reading fields from the _ENV variable. Do I have the right idea or have I done something weird? Namely, my use of the implicit self parameter and my distinction between prototype/instance. FORTS GAME LUA 5. ANDROIDDevelopment for iPhone, iPad & Android Programming in Java, Lua, Unity. This works how I expected and I like the interface but I'm not sure if it follows the path of least surprise for someone who might be more familiar with Lua than I. Browse 13090 FORT WORTH, TX GAME DESIGN job (33K-135K) listings hiring now. Sol::table baddie_instance = all_entities.create("baddie_instance") īaddie_instance = new_unique_handle() When spawning a new instance of the enemy type Std::function tick = baddie_prototype.get("tick") Sol::table baddie_prototype = lua.create_named_table("baddie_prototype") Sol::table global_entities = lua.create_named_table("global_entities") A third attempt based on the suggestion of - aĪnd in C++ (using sol2): // In game startup It seems that it was replaced by _ENV, unfortunately I'm not familiar enough with Lua to fully understand and/or translate the concept. I did find this question which seems to be asking the same thing, but the accepted answer is light on specifics and refers to a lua_setfenv function that isn't present in Lua 5.3. I suppose I could solve that with some kind of naming convention but surely there's a better way to handle that. A warning will appear if the key is used for another action. To change a key binding, click on it and press the new key. BlueStacks app player is the best platform to play this Android game on your PC or Mac for an immersive gaming experience. The first tab allows you to edit the most commonly used keys, the second tab lists all keys. Forts Mobile is a Strategy game developed by SkyRise Digital. ![]() To use this feature, go to the Options screen in the main menu, then Input. FORTS GAME LUA 5. UPDATEA script could still accidentally create global state that could lead to difficult to debug problems later in the same script or even others.Īnd second, since the update and tick functions are themselves global, I'll still run into issues when I go to create a second type of enemy which tries to use the same interface. Forts was updated post-launch with in-game key rebinding. Which could work, but I have a couple concerns.įirst, it's error prone. And then somehow map that table back to an id at runtime. If entity.time_since_last_shoot > 10 thenĪnd then for each entity I create a unique table and then pass that as the first argument when I call the spawn and tick functions. So then I tried this: spawn = function(entity)Įntity.time_since_last_shoot = entity.time_since_last_shoot + dt Time_since_last_shoot = time_since_last_shoot + dtīut that fails since I'd be sharing the global time_since_last_shoot variable among all my enemies. To illustrate my problem, this is my first attempt at what a script might look like: time_since_last_shoot = 0 FORTS GAME LUA 5. CODE2.10.I would like to be able to have a chunk of Lua code (a "script") that could be shared among enemy types in a game but where each instance of a script gets a unique execution environment. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |