aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorRay <raysan5@gmail.com>2016-08-06 17:09:57 +0200
committerGitHub <noreply@github.com>2016-08-06 17:09:57 +0200
commit7f9513fbf41e9d340307fc0f9aeed8e5f4293a96 (patch)
tree197829790c7dd766f2b5f44df6e5b64d895b73e4
parent3b80e2c1e03e0f87d50ca8876b50a11c7df1f56f (diff)
parent4960e6b6d7b4cba6125cfb8bb2fef043db8e5ba5 (diff)
downloadraylib-7f9513fbf41e9d340307fc0f9aeed8e5f4293a96.tar.gz
raylib-7f9513fbf41e9d340307fc0f9aeed8e5f4293a96.zip
Merge pull request #173 from ghassanpl/develop
Fixes for some Lua bugs
-rw-r--r--examples/audio_module_playing.lua17
-rw-r--r--examples/core_3d_picking.lua4
-rw-r--r--examples/core_input_gamepad.lua2
-rw-r--r--examples/models_billboard.lua8
-rw-r--r--examples/models_box_collisions.lua8
-rw-r--r--examples/models_cubicmap.lua6
-rw-r--r--examples/models_heightmap.lua6
-rw-r--r--examples/models_obj_loading.lua4
-rw-r--r--examples/rlua_execute_file.c42
-rw-r--r--examples/shaders_custom_uniform.lua6
-rw-r--r--examples/shaders_model_shader.lua6
-rw-r--r--examples/shaders_postprocessing.lua8
-rw-r--r--examples/shaders_shapes_textures.lua2
-rw-r--r--examples/shaders_standard_lighting.lua38
-rw-r--r--examples/text_font_select.lua2
-rw-r--r--examples/text_rbmf_fonts.lua2
-rw-r--r--examples/text_writing_anim.lua2
-rw-r--r--examples/textures_particles_trail_blending.lua18
-rw-r--r--games/arkanoid.lua297
-rw-r--r--src/rlua.h38
20 files changed, 413 insertions, 103 deletions
diff --git a/examples/audio_module_playing.lua b/examples/audio_module_playing.lua
index c309c253..38cf9afe 100644
--- a/examples/audio_module_playing.lua
+++ b/examples/audio_module_playing.lua
@@ -11,6 +11,7 @@
MAX_CIRCLES = 64
+--[[
typedef struct { -- TODO: Find a Lua alternative: TABLES?
Vector2 position
float radius
@@ -18,6 +19,7 @@ typedef struct { -- TODO: Find a Lua alternative: TABLES?
float speed
Color color
} CircleWave
+--]]
-- Initialization
-------------------------------------------------------------------------------------------
@@ -35,11 +37,13 @@ local colors = { ORANGE, RED, GOLD, LIME, BLUE, VIOLET, BROWN, LIGHTGRAY, PINK,
local circles = {}
for i = MAX_CIRCLES, 1, -1 do
+ circles[i] = {}
circles[i].alpha = 0.0
circles[i].radius = GetRandomValue(10, 40)
+ circles[i].position = Vector2(0, 0)
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
- circles[i].speed = (float)GetRandomValue(1, 100)/20000.0
+ circles[i].speed = GetRandomValue(1, 100)/20000.0
circles[i].color = colors[GetRandomValue(1, 14)]
end
@@ -64,8 +68,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
for i = MAX_CIRCLES, 1, -1 do
- circles[i].alpha += circles[i].speed
- circles[i].radius += circles[i].speed*10.0
+ circles[i].alpha = circles[i].alpha + circles[i].speed
+ circles[i].radius = circles[i].radius + circles[i].speed*10.0
if (circles[i].alpha > 1.0) then circles[i].speed = circles[i].speed*-1 end
@@ -75,7 +79,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
circles[i].position.x = GetRandomValue(circles[i].radius, screenWidth - circles[i].radius)
circles[i].position.y = GetRandomValue(circles[i].radius, screenHeight - circles[i].radius)
circles[i].color = colors[GetRandomValue(0, 13)]
- circles[i].speed = (float)GetRandomValue(1, 100)/20000.0
+ circles[i].speed = GetRandomValue(1, 100)/20000.0
end
end
@@ -108,7 +112,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Draw time bar
DrawRectangle(20, screenHeight - 20 - 12, screenWidth - 40, 12, LIGHTGRAY)
- DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, MAROON)
+ DrawRectangle(20, screenHeight - 20 - 12, timePlayed, 12, MAROON)
DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, WHITE)
EndDrawing()
@@ -126,6 +130,3 @@ CloseAudioDevice() -- Close audio device (music streaming is automatically s
CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------
-
-return 0
-} \ No newline at end of file
diff --git a/examples/core_3d_picking.lua b/examples/core_3d_picking.lua
index f3f28530..2e1dc7c4 100644
--- a/examples/core_3d_picking.lua
+++ b/examples/core_3d_picking.lua
@@ -49,8 +49,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC
-- Check collision between ray and box
collision = CheckCollisionRayBox(ray,
- (BoundingBox){(Vector3){ cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2 },
- (Vector3){ cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2 }})
+ (BoundingBox)((Vector3)(cubePosition.x - cubeSize.x/2, cubePosition.y - cubeSize.y/2, cubePosition.z - cubeSize.z/2),
+ (Vector3)(cubePosition.x + cubeSize.x/2, cubePosition.y + cubeSize.y/2, cubePosition.z + cubeSize.z/2)))
end
---------------------------------------------------------------------------------------
diff --git a/examples/core_input_gamepad.lua b/examples/core_input_gamepad.lua
index eea2532c..78d9b84e 100644
--- a/examples/core_input_gamepad.lua
+++ b/examples/core_input_gamepad.lua
@@ -36,7 +36,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
ballPosition.x = ballPosition.x + gamepadMovement.x
ballPosition.y = ballPosition.y - gamepadMovement.y
- if (IsGamepadButtonPressed(GAMEPAD_PLAYER1, GAMEPAD_BUTTON_A)) then
+ if (IsGamepadButtonPressed(GAMEPAD.PLAYER1, GAMEPAD.BUTTON_A)) then
ballPosition.x = screenWidth/2
ballPosition.y = screenHeight/2
end
diff --git a/examples/models_billboard.lua b/examples/models_billboard.lua
index 22f3a6c3..25b00510 100644
--- a/examples/models_billboard.lua
+++ b/examples/models_billboard.lua
@@ -22,7 +22,7 @@ local camera = Camera(Vector3(5.0, 4.0, 5.0), Vector3(0.0, 2.0, 0.0), Vector3(0.
local bill = LoadTexture("resources/billboard.png") -- Our texture billboard
local billPosition = Vector3(0.0, 2.0, 0.0) -- Position where draw billboard
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
@@ -34,7 +34,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
@@ -45,9 +45,9 @@ while not WindowShouldClose() do -- Detect window close button or ESC
Begin3dMode(camera)
- DrawBillboard(camera, bill, billPosition, 2.0f, WHITE)
+ DrawBillboard(camera, bill, billPosition, 2.0, WHITE)
- DrawGrid(10, 1.0f) -- Draw a grid
+ DrawGrid(10, 1.0) -- Draw a grid
End3dMode()
diff --git a/examples/models_box_collisions.lua b/examples/models_box_collisions.lua
index f2cbb154..d8b2e4b5 100644
--- a/examples/models_box_collisions.lua
+++ b/examples/models_box_collisions.lua
@@ -40,10 +40,10 @@ while not WindowShouldClose() do -- Detect window close button or ESC
---------------------------------------------------------------------------------------
-- Move player
- if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2f end
- elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2f end
- elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2f end
- elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2f end
+ if (IsKeyDown(KEY.RIGHT)) then playerPosition.x = playerPosition.x + 0.2
+ elseif (IsKeyDown(KEY.LEFT)) then playerPosition.x = playerPosition.x - 0.2
+ elseif (IsKeyDown(KEY.DOWN)) then playerPosition.z = playerPosition.z + 0.2
+ elseif (IsKeyDown(KEY.UP)) then playerPosition.z = playerPosition.z - 0.2 end
collision = false
diff --git a/examples/models_cubicmap.lua b/examples/models_cubicmap.lua
index 293f1b3a..53cb2c12 100644
--- a/examples/models_cubicmap.lua
+++ b/examples/models_cubicmap.lua
@@ -31,7 +31,7 @@ local mapPosition = Vector3(-16.0, 0.0, -8.0) -- Set model position
UnloadImage(image) -- Unload cubesmap image from RAM, already uploaded to VRAM
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
SetCameraFovy(camera.fovy) -- Set internal camera field-of-view Y
@@ -42,7 +42,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
@@ -57,7 +57,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
End3dMode()
- DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0, 4.0, WHITE)
+ DrawTextureEx(cubicmap, (Vector2)(screenWidth - cubicmap.width*4 - 20, 20), 0.0, 4.0, WHITE)
DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN)
DrawText("cubicmap image used to", 658, 90, 10, GRAY)
diff --git a/examples/models_heightmap.lua b/examples/models_heightmap.lua
index f78e3af5..6d7f6f3f 100644
--- a/examples/models_heightmap.lua
+++ b/examples/models_heightmap.lua
@@ -21,13 +21,13 @@ local camera = Camera(Vector3(18.0, 16.0, 18.0), Vector3(0.0, 0.0, 0.0), Vector3
local image = LoadImage("resources/heightmap.png") -- Load heightmap image (RAM)
local texture = LoadTextureFromImage(image) -- Convert image to texture (VRAM)
-local map = LoadHeightmap(image, Vector3(16, 8, 16) -- Load heightmap model with defined size
+local map = LoadHeightmap(image, Vector3(16, 8, 16)) -- Load heightmap model with defined size
map.material.texDiffuse = texture -- Set map diffuse texture
local mapPosition = Vector3(-8.0, 0.0, -8.0) -- Set model position (depends on model scaling!)
UnloadImage(image) -- Unload heightmap image from RAM, already uploaded to VRAM
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our custom camera position
SetTargetFPS(60) -- Set our game to run at 60 frames-per-second
@@ -37,7 +37,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-secon
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/models_obj_loading.lua b/examples/models_obj_loading.lua
index c534ecae..7e5c7c4b 100644
--- a/examples/models_obj_loading.lua
+++ b/examples/models_obj_loading.lua
@@ -42,9 +42,9 @@ while not WindowShouldClose() do -- Detect window close button or ESC
Begin3dMode(camera)
- DrawModel(dwarf, position, 2.0f, WHITE) -- Draw 3d model with texture
+ DrawModel(dwarf, position, 2.0, WHITE) -- Draw 3d model with texture
- DrawGrid(10, 1.0f) -- Draw a grid
+ DrawGrid(10, 1.0) -- Draw a grid
DrawGizmo(position) -- Draw gizmo
diff --git a/examples/rlua_execute_file.c b/examples/rlua_execute_file.c
index 762159f3..5c2d8654 100644
--- a/examples/rlua_execute_file.c
+++ b/examples/rlua_execute_file.c
@@ -29,8 +29,8 @@ int main()
//--------------------------------------------------------------------------------------
// ExecuteLuaFile("core_basic_window.lua"); // OK!
- // ExecuteLuaFile("core_input_keys.lua"); // OK!
- // ExecuteLuaFile("core_input_mouse.lua"); // OK!
+ // ExecuteLuaFile("core_input_keys.lua"); // OK!
+ // ExecuteLuaFile("core_input_mouse.lua"); // OK!
// ExecuteLuaFile("core_mouse_wheel.lua"); // OK!
// ExecuteLuaFile("core_input_gamepad.lua"); // OK!
// ExecuteLuaFile("core_random_values.lua"); // OK!
@@ -55,31 +55,31 @@ int main()
// ExecuteLuaFile("textures_srcrec_dstrec.lua"); // OK!
// ExecuteLuaFile("textures_to_image.lua"); // OK!
// ExecuteLuaFile("textures_raw_data.lua"); // ERROR: Lua Error: attempt to index a number value
- // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked
- // ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct
- // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
- // ExecuteLuaFile("textures_image_drawing.lua"); // OK!
- // ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
- // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
- // ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value
- // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
- // ExecuteLuaFile("text_font_select.lua"); // OK!
- // ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText()
- // ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera)
- // ExecuteLuaFile("models_box_collisions.lua"); //
- // ExecuteLuaFile("models_billboard.lua"); //
- // ExecuteLuaFile("models_obj_loading.lua"); //
- // ExecuteLuaFile("models_heightmap.lua"); //
+ // ExecuteLuaFile("textures_formats_loading.lua"); // ISSUE: texture.id not exposed to be checked
+ // ExecuteLuaFile("textures_particles_trail_blending.lua"); // ERROR: Using struct
+ // ExecuteLuaFile("textures_image_processing.lua"); // ERROR: GetImageData() --> UpdateTexture()
+ // ExecuteLuaFile("textures_image_drawing.lua"); // OK!
+ // ExecuteLuaFile("text_sprite_fonts.lua"); // OK!
+ // ExecuteLuaFile("text_bmfont_ttf.lua"); // OK!
+ // ExecuteLuaFile("text_rbmf_fonts.lua"); // ERROR: Lua Error: attempt to index a nil value
+ // ExecuteLuaFile("text_format_text.lua"); // OK! NOTE: Use lua string.format() instead of raylib FormatText()
+ // ExecuteLuaFile("text_font_select.lua"); // OK!
+ // ExecuteLuaFile("text_writing_anim.lua"); // ERROR: SubText()
+ // ExecuteLuaFile("models_geometric_shapes.lua"); // ERROR: Lua Error: attempt to index a number value - Begin3dMode(camera)
+ // ExecuteLuaFile("models_box_collisions.lua"); //
+ // ExecuteLuaFile("models_billboard.lua"); //
+ // ExecuteLuaFile("models_obj_loading.lua"); //
+ // ExecuteLuaFile("models_heightmap.lua"); //
// ExecuteLuaFile("models_cubicmap.lua"); //
- // ExecuteLuaFile("shaders_model_shader.lua"); //
- // ExecuteLuaFile("shaders_shapes_textures.lua"); //
+ // ExecuteLuaFile("shaders_model_shader.lua"); //
+ // ExecuteLuaFile("shaders_shapes_textures.lua"); //
// ExecuteLuaFile("shaders_custom_uniform.lua"); //
// ExecuteLuaFile("shaders_postprocessing.lua"); //
// ExecuteLuaFile("shaders_standard_lighting.lua"); //
// ExecuteLuaFile("audio_sound_loading.lua"); // OK!
// ExecuteLuaFile("audio_music_stream.lua"); // OK!
- // ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
- // ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
+ ExecuteLuaFile("audio_module_playing.lua"); // ERROR: Using struct
+ ExecuteLuaFile("audio_raw_stream.lua"); // ERROR: UpdateAudioStream()
// De-Initialization
//--------------------------------------------------------------------------------------
diff --git a/examples/shaders_custom_uniform.lua b/examples/shaders_custom_uniform.lua
index dbb672e6..b4e4d483 100644
--- a/examples/shaders_custom_uniform.lua
+++ b/examples/shaders_custom_uniform.lua
@@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
-- Define the camera to look into our 3d world
-local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
+local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
@@ -47,7 +47,7 @@ local swirlCenter = { screenWidth/2, screenHeight/2 }
local target = LoadRenderTexture(screenWidth, screenHeight)
-- Setup orbital camera
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@@ -66,7 +66,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
-- Send new value to the shader to be used on drawing
SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/shaders_model_shader.lua b/examples/shaders_model_shader.lua
index deaca11c..b31c8609 100644
--- a/examples/shaders_model_shader.lua
+++ b/examples/shaders_model_shader.lua
@@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world
-local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
+local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture
@@ -39,7 +39,7 @@ dwarf.material.texDiffuse = texture -- Bind texture to model
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
-- Setup orbital camera
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@@ -50,7 +50,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-pe
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
diff --git a/examples/shaders_postprocessing.lua b/examples/shaders_postprocessing.lua
index 9e4dfa00..0913fbbd 100644
--- a/examples/shaders_postprocessing.lua
+++ b/examples/shaders_postprocessing.lua
@@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
-- Define the camera to look into our 3d world
-local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
+local camera = Camera(Vector3(3.0, 3.0, 3.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
local texture = LoadTexture("resources/model/dwarf_diffuse.png") -- Load model texture (diffuse map)
@@ -41,7 +41,7 @@ local shader = LoadShader("resources/shaders/glsl330/base.vs",
local target = LoadRenderTexture(screenWidth, screenHeight)
-- Setup orbital camera
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@@ -52,7 +52,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
@@ -88,7 +88,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
EndDrawing()
---------------------------------------------------------------------------------------
-}
+end
-- De-Initialization
-------------------------------------------------------------------------------------------
diff --git a/examples/shaders_shapes_textures.lua b/examples/shaders_shapes_textures.lua
index 0adbefd2..caaeba1a 100644
--- a/examples/shaders_shapes_textures.lua
+++ b/examples/shaders_shapes_textures.lua
@@ -90,7 +90,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
EndDrawing()
---------------------------------------------------------------------------------------
-}
+end
-- De-Initialization
-------------------------------------------------------------------------------------------
diff --git a/examples/shaders_standard_lighting.lua b/examples/shaders_standard_lighting.lua
index e8171a5f..7c354d54 100644
--- a/examples/shaders_standard_lighting.lua
+++ b/examples/shaders_standard_lighting.lua
@@ -26,7 +26,7 @@ SetConfigFlags(FLAG.MSAA_4X_HINT) -- Enable Multi Sampling Anti Aliasing 4x
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader")
-- Define the camera to look into our 3d world
-local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0))
+local camera = Camera(Vector3(4.0, 4.0, 4.0), Vector3(0.0, 1.5, 0.0), Vector3(0.0, 1.0, 0.0), 45.0)
local position = Vector3(0.0, 0.0, 0.0) -- Set model position
local dwarf = LoadModel("resources/model/dwarf.obj") -- Load OBJ model
@@ -37,30 +37,30 @@ material.texDiffuse = LoadTexture("resources/model/dwarf_diffuse.png") -- Load
material.texNormal = LoadTexture("resources/model/dwarf_normal.png") -- Load model normal texture
material.texSpecular = LoadTexture("resources/model/dwarf_specular.png") -- Load model specular texture
material.colDiffuse = WHITE
-material.colAmbient = (Color){0, 0, 10, 255}
+material.colAmbient = (Color)(0, 0, 10, 255)
material.colSpecular = WHITE
-material.glossiness = 50.0f
+material.glossiness = 50.0
dwarf.material = material -- Apply material to model
-local spotLight = CreateLight(LIGHT_SPOT, (Vector3){3.0f, 5.0f, 2.0f}, (Color){255, 255, 255, 255})
-spotLight->target = (Vector3){0.0f, 0.0f, 0.0f}
-spotLight->intensity = 2.0f
-spotLight->diffuse = (Color){255, 100, 100, 255}
-spotLight->coneAngle = 60.0f
+local spotLight = CreateLight(LIGHT_SPOT, (Vector3)(3.0, 5.0, 2.0), (Color)(255, 255, 255, 255))
+spotLight.target = (Vector3)(0.0, 0.0, 0.0)
+spotLight.intensity = 2.0
+spotLight.diffuse = (Color)(255, 100, 100, 255)
+spotLight.coneAngle = 60.0
-local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3){0.0f, -3.0f, -3.0f}, (Color){255, 255, 255, 255})
-dirLight->target = (Vector3){1.0f, -2.0f, -2.0f}
-dirLight->intensity = 2.0f
-dirLight->diffuse = (Color){100, 255, 100, 255}
+local dirLight = CreateLight(LIGHT_DIRECTIONAL, (Vector3)(0.0, -3.0, -3.0), (Color)(255, 255, 255, 255))
+dirLight.target = (Vector3)(1.0, -2.0, -2.0)
+dirLight.intensity = 2.0
+dirLight.diffuse = (Color)(100, 255, 100, 255)
-local pointLight = CreateLight(LIGHT_POINT, (Vector3){0.0f, 4.0f, 5.0f}, (Color){255, 255, 255, 255})
-pointLight->intensity = 2.0f
-pointLight->diffuse = (Color){100, 100, 255, 255}
-pointLight->radius = 3.0f
+local pointLight = CreateLight(LIGHT_POINT, (Vector3)(0.0, 4.0, 5.0), (Color)(255, 255, 255, 255))
+pointLight.intensity = 2.0
+pointLight.diffuse = (Color)(100, 100, 255, 255)
+pointLight.radius = 3.0
-- Setup orbital camera
-SetCameraMode(CAMERA.ORBITAL) -- Set an orbital camera mode
+SetCameraMode(CameraMode.ORBITAL) -- Set an orbital camera mode
SetCameraPosition(camera.position) -- Set internal camera position to match our camera position
SetCameraTarget(camera.target) -- Set internal camera target to match our camera target
@@ -71,7 +71,7 @@ SetTargetFPS(60) -- Set our game to run at 60 frames-per-s
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
---------------------------------------------------------------------------------------
- UpdateCamera(&camera) -- Update internal camera and our camera
+ UpdateCamera(camera) -- Update internal camera and our camera
---------------------------------------------------------------------------------------
-- Draw
@@ -98,7 +98,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC key
EndDrawing()
---------------------------------------------------------------------------------------
-}
+end
-- De-Initialization
-------------------------------------------------------------------------------------------
diff --git a/examples/text_font_select.lua b/examples/text_font_select.lua
index e04f6024..f6cea881 100644
--- a/examples/text_font_select.lua
+++ b/examples/text_font_select.lua
@@ -87,7 +87,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
btnNextInColor = PURPLE
end
- if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) then
+ if (IsMouseButtonDown(MOUSE.LEFT_BUTTON)) then
framesCounter = 20 -- Frames button is 'active'
btnNextOutColor = MAROON
btnNextInColor = RED
diff --git a/examples/text_rbmf_fonts.lua b/examples/text_rbmf_fonts.lua
index d89e4071..0e0e4142 100644
--- a/examples/text_rbmf_fonts.lua
+++ b/examples/text_rbmf_fonts.lua
@@ -50,7 +50,7 @@ for i = 1, 8 do
positions[i].y = 60 + fonts[i].size + 50*i
end
-local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD }
+local colors = { MAROON, ORANGE, DARKGREEN, DARKBLUE, DARKPURPLE, LIME, GOLD, BLACK }
SetTargetFPS(60) -- Set target frames-per-second
-------------------------------------------------------------------------------------------
diff --git a/examples/text_writing_anim.lua b/examples/text_writing_anim.lua
index 37f1efba..05195dc4 100644
--- a/examples/text_writing_anim.lua
+++ b/examples/text_writing_anim.lua
@@ -38,7 +38,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
ClearBackground(RAYWHITE)
- DrawText(SubText(message, 0, framesCounter/10), 210, 160, 20, MAROON)
+ DrawText(string.sub(message, 0, framesCounter/10), 210, 160, 20, MAROON)
DrawText("PRESS [ENTER] to RESTART!", 240, 280, 20, LIGHTGRAY)
diff --git a/examples/textures_particles_trail_blending.lua b/examples/textures_particles_trail_blending.lua
index d5ba7841..38036bcf 100644
--- a/examples/textures_particles_trail_blending.lua
+++ b/examples/textures_particles_trail_blending.lua
@@ -12,15 +12,6 @@
MAX_PARTICLES = 200
-- Particle structure with basic data
-struct.Particle {
- position,
- color,
- alpha,
- size,
- rotation,
- active -- NOTE: Use it to activate/deactive particle
-}
-
-- Initialization
-------------------------------------------------------------------------------------------
local screenWidth = 800
@@ -33,6 +24,7 @@ local mouseTail = {}
-- Initialize particles
for i = 1, MAX_PARTICLES do
+ mouseTail[i] = {}
mouseTail[i].position = Vector2(0, 0)
mouseTail[i].color = Color(GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255)
mouseTail[i].alpha = 1.0
@@ -45,7 +37,7 @@ local gravity = 3.0
local smoke = LoadTexture("resources/smoke.png")
-local blending = BLEND.ALPHA
+local blending = BlendMode.ALPHA
SetTargetFPS(60)
-------------------------------------------------------------------------------------------
@@ -80,8 +72,8 @@ while not WindowShouldClose() do -- Detect window close button or ESC
end
if (IsKeyPressed(KEY.SPACE)) then
- if (blending == BLEND.ALPHA) then blending = BLEND_ADDITIVE
- else blending = BLEND.ALPHA end
+ if (blending == BlendMode.ALPHA) then blending = BlendMode.ADDITIVE
+ else blending = BlendMode.ALPHA end
end
---------------------------------------------------------------------------------------
@@ -107,7 +99,7 @@ while not WindowShouldClose() do -- Detect window close button or ESC
DrawText("PRESS SPACE to CHANGE BLENDING MODE", 180, 20, 20, BLACK)
- if (blending == BLEND_ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
+ if (blending == BlendMode.ALPHA) then DrawText("ALPHA BLENDING", 290, screenHeight - 40, 20, BLACK)
else DrawText("ADDITIVE BLENDING", 280, screenHeight - 40, 20, RAYWHITE) end
EndDrawing()
diff --git a/games/arkanoid.lua b/games/arkanoid.lua
new file mode 100644
index 00000000..2dc59247
--- /dev/null
+++ b/games/arkanoid.lua
@@ -0,0 +1,297 @@
+--[[
+
+ raylib - sample game: arkanoid
+
+ Sample game Marc Palau and Ramon Santamaria
+
+ This game has been created using raylib v1.3 (www.raylib.com)
+ raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+
+ Copyright (c) 2015 Ramon Santamaria (@raysan5)
+
+ Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
+
+--]]
+
+------------------------------------------------------------------------------------
+-- Some Defines
+------------------------------------------------------------------------------------
+PLAYER_MAX_LIFE = 5
+LINES_OF_BRICKS = 5
+BRICKS_PER_LINE = 20
+
+------------------------------------------------------------------------------------
+-- Types and Structures Definition
+------------------------------------------------------------------------------------
+
+GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 }
+
+function Player()
+ return { position = Vector2(0,0), size = Vector2(0,0), life = 0 }
+end
+
+function Ball()
+ return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false }
+end
+
+function Brick()
+ return { position = Vector2(0,0), active = false }
+end
+
+--------------------------------------------------------------------------------------
+-- Global Variables Declaration
+--------------------------------------------------------------------------------------
+screenWidth = 800;
+screenHeight = 450;
+
+framesCounter = 0;
+gameOver = false;
+pause = false;
+
+player = Player()
+ball = Ball()
+brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE];
+for i = 0, LINES_OF_BRICKS-1 do
+ brick[i] = {}
+ for j = 0, BRICKS_PER_LINE-1 do
+ brick[i][j] = Brick()
+ end
+end
+brickSize = Vector2(0,0)
+
+
+--------------------------------------------------------------------------------------
+-- Module Functions Definitions (local)
+--------------------------------------------------------------------------------------
+
+-- Initialize game variables
+function InitGame()
+
+ brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40)
+
+ -- Initialize player
+ player.position = Vector2(screenWidth/2, screenHeight*7/8)
+ player.size = Vector2(screenWidth/10, 20)
+ player.life = PLAYER_MAX_LIFE;
+
+ -- Initialize ball
+ ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30)
+ ball.speed = Vector2(0, 0)
+ ball.radius = 7;
+ ball.active = false;
+
+ -- Initialize bricks
+ local initialDownPosition = 50;
+
+ for i = 0, LINES_OF_BRICKS-1 do
+ for j = 0, BRICKS_PER_LINE-1 do
+ brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition)
+ brick[i][j].active = true;
+ end
+ end
+end
+
+-- Update game (one frame)
+function UpdateGame()
+
+ if (not gameOver) then
+ if (IsKeyPressed(KEY.P)) then pause = not pause; end
+
+ if (not pause) then
+ -- Player movement
+ if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end
+ if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end
+ if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end
+ if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end
+
+ -- Launch ball
+ if (not ball.active) then
+ if (IsKeyPressed(KEY.SPACE)) then
+ ball.active = true;
+ ball.speed = Vector2(0, -5)
+ end
+ end
+
+ UpdateBall();
+
+ -- Game over logic
+ if (player.life <= 0) then
+ gameOver = true;
+ else
+ gameOver = true;
+
+ for i = 0, LINES_OF_BRICKS-1 do
+ for j = 0, BRICKS_PER_LINE-1 do
+ if (brick[i][j].active) then gameOver = false; end
+ end
+ end
+ end
+ end
+ else
+ if (IsKeyPressed(KEY.ENTER)) then
+ InitGame();
+ gameOver = false;
+ end
+ end
+
+end
+
+-- Draw game (one frame)
+function DrawGame()
+
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ if (not gameOver) then
+ -- Draw player bar
+ DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
+
+ -- Draw player lives
+ for i = 0, player.life-1 do
+ DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
+ end
+
+ -- Draw ball
+ DrawCircleV(ball.position, ball.radius, MAROON);
+
+ -- Draw bricks
+ for i = 0, LINES_OF_BRICKS-1 do
+ for j = 0, BRICKS_PER_LINE-1 do
+ if (brick[i][j].active) then
+ if ((i + j) % 2 == 0) then
+ DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
+ else
+ DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
+ end
+ end
+ end
+ end
+
+ if (pause) then
+ DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
+ end
+ else
+ DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
+ end
+
+ EndDrawing();
+end
+
+-- Unload game variables
+function UnloadGame()
+ -- TODO: Unload all dynamic loaded data (textures, sounds, models...)
+end
+
+-- Update and Draw (one frame)
+function UpdateDrawFrame()
+ UpdateGame();
+ DrawGame();
+end
+
+----------------------------------------------------------------------------------------
+-- Additional module functions
+----------------------------------------------------------------------------------------
+function UpdateBall()
+ -- Update position
+ if (ball.active) then
+ ball.position.x = ball.position.x + ball.speed.x;
+ ball.position.y = ball.position.y + ball.speed.y;
+ else
+ ball.position = Vector2(player.position.x, screenHeight*7/8 - 30);
+ end
+
+ -- Bounce in x
+ if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0))
+ then
+ ball.speed.x = ball.speed.x * -1;
+ end
+
+ -- Bounce in y
+ if ((ball.position.y - ball.radius) <= 0) then
+ ball.speed.y = ball.speed.y * -1;
+ end
+
+ -- Ball reaches bottom of the screen
+ if ((ball.position.y + ball.radius) >= screenHeight) then
+ ball.speed = Vector2(0, 0);
+ ball.active = false;
+
+ player.life = player.life - 1;
+ end
+
+ -- Collision logic: ball vs player
+ if CheckCollisionCircleRec(ball.position, ball.radius,
+ Rectangle(
+ player.position.x - player.size.x/2,
+ player.position.y - player.size.y/2,
+ player.size.x,
+ player.size.y)) then
+ if (ball.speed.y > 0) then
+ ball.speed.y = ball.speed.y * -1;
+ ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
+ end
+ end
+
+ -- Collision logic: ball vs bricks
+ for i = 0,LINES_OF_BRICKS-1 do
+ for j = 0,BRICKS_PER_LINE-1 do
+ if (brick[i][j].active) then
+ -- Hit below
+ if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and
+ ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and
+ ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0))
+ then
+ brick[i][j].active = false;
+ ball.speed.y = ball.speed.y * -1;
+ -- Hit above
+ elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and
+ ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and
+ ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0))
+ then
+ brick[i][j].active = false;
+ ball.speed.y = ball.speed.y * -1;
+ -- Hit left
+ elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and
+ ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and
+ ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0))
+ then
+ brick[i][j].active = false;
+ ball.speed.x = ball.speed.x * -1;
+ -- Hit right
+ elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and
+ ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and
+ ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0))
+ then
+ brick[i][j].active = false;
+ ball.speed.x = ball.speed.x * -1;
+ end
+ end
+ end
+ end
+end
+
+InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
+
+InitGame();
+
+SetTargetFPS(60);
+----------------------------------------------------------------------------------------
+
+-- Main game loop
+while (not WindowShouldClose()) -- Detect window close button or ESC key
+do
+ -- Update
+ ------------------------------------------------------------------------------------
+ UpdateGame();
+ ------------------------------------------------------------------------------------
+
+ -- Draw
+ ------------------------------------------------------------------------------------
+ DrawGame();
+ ------------------------------------------------------------------------------------
+end
+
+UnloadGame(); -- Unload loaded data (textures, sounds, models...)
+
+CloseWindow(); -- Close window and OpenGL context
diff --git a/src/rlua.h b/src/rlua.h
index acd0d037..77a51ed5 100644
--- a/src/rlua.h
+++ b/src/rlua.h
@@ -325,6 +325,7 @@ static void LuaBuildOpaqueMetatables(void)
static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
{
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector2");
float x = (float)lua_tonumber(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector2");
@@ -335,6 +336,7 @@ static Vector2 LuaGetArgument_Vector2(lua_State* L, int index)
static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
{
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Vector3");
float x = (float)lua_tonumber(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Vector3");
@@ -347,6 +349,7 @@ static Vector3 LuaGetArgument_Vector3(lua_State* L, int index)
static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
{
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Quaternion");
float x = (float)lua_tonumber(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Quaternion");
@@ -361,6 +364,7 @@ static Quaternion LuaGetArgument_Quaternion(lua_State* L, int index)
static Color LuaGetArgument_Color(lua_State* L, int index)
{
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "r") == LUA_TNUMBER, index, "Expected Color");
unsigned char r = (unsigned char)lua_tointeger(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "g") == LUA_TNUMBER, index, "Expected Color");
@@ -375,6 +379,7 @@ static Color LuaGetArgument_Color(lua_State* L, int index)
static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
{
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "x") == LUA_TNUMBER, index, "Expected Rectangle");
int x = (int)lua_tointeger(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "y") == LUA_TNUMBER, index, "Expected Rectangle");
@@ -390,13 +395,14 @@ static Rectangle LuaGetArgument_Rectangle(lua_State* L, int index)
static Camera LuaGetArgument_Camera(lua_State* L, int index)
{
Camera result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Camera");
result.position = LuaGetArgument_Vector3(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera");
result.target = LuaGetArgument_Vector3(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "up") == LUA_TTABLE, index, "Expected Camera");
result.up = LuaGetArgument_Vector3(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TTABLE, index, "Expected Camera");
+ luaL_argcheck(L, lua_getfield(L, index, "fovy") == LUA_TNUMBER, index, "Expected Camera");
result.fovy = LuaGetArgument_float(L, -1);
lua_pop(L, 4);
return result;
@@ -405,13 +411,14 @@ static Camera LuaGetArgument_Camera(lua_State* L, int index)
static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
{
Camera2D result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "offset") == LUA_TTABLE, index, "Expected Camera2D");
result.offset = LuaGetArgument_Vector2(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "target") == LUA_TTABLE, index, "Expected Camera2D");
result.target = LuaGetArgument_Vector2(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TTABLE, index, "Expected Camera2D");
+ luaL_argcheck(L, lua_getfield(L, index, "rotation") == LUA_TNUMBER, index, "Expected Camera2D");
result.rotation = LuaGetArgument_float(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TTABLE, index, "Expected Camera2D");
+ luaL_argcheck(L, lua_getfield(L, index, "zoom") == LUA_TNUMBER, index, "Expected Camera2D");
result.zoom = LuaGetArgument_float(L, -1);
lua_pop(L, 4);
return result;
@@ -420,6 +427,7 @@ static Camera2D LuaGetArgument_Camera2D(lua_State* L, int index)
static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
{
BoundingBox result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "min") == LUA_TTABLE, index, "Expected BoundingBox");
result.min = LuaGetArgument_Vector3(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "max") == LUA_TTABLE, index, "Expected BoundingBox");
@@ -431,6 +439,7 @@ static BoundingBox LuaGetArgument_BoundingBox(lua_State* L, int index)
static Ray LuaGetArgument_Ray(lua_State* L, int index)
{
Ray result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "position") == LUA_TTABLE, index, "Expected Ray");
result.position = LuaGetArgument_Vector3(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "direction") == LUA_TTABLE, index, "Expected Ray");
@@ -443,10 +452,12 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
{
Matrix result = { 0 };
float* ptr = &result.m0;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
+
for (int i = 0; i < 16; i++)
{
- lua_geti(L, -1, i+1);
- ptr[i] = luaL_checkinteger(L, -1);
+ lua_geti(L, index, i+1);
+ ptr[i] = luaL_checknumber(L, -1);
}
lua_pop(L, 16);
return result;
@@ -455,6 +466,7 @@ static Matrix LuaGetArgument_Matrix(lua_State* L, int index)
static Material LuaGetArgument_Material(lua_State* L, int index)
{
Material result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "shader") == LUA_TUSERDATA, index, "Expected Material");
result.shader = LuaGetArgument_Shader(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "texDiffuse") == LUA_TUSERDATA, index, "Expected Material");
@@ -463,13 +475,13 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
result.texNormal = LuaGetArgument_Texture2D(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "texSpecular") == LUA_TUSERDATA, index, "Expected Material");
result.texSpecular = LuaGetArgument_Texture2D(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TUSERDATA, index, "Expected Material");
+ luaL_argcheck(L, lua_getfield(L, index, "colDiffuse") == LUA_TTABLE, index, "Expected Material");
result.colDiffuse = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TUSERDATA, index, "Expected Material");
+ luaL_argcheck(L, lua_getfield(L, index, "colAmbient") == LUA_TTABLE, index, "Expected Material");
result.colAmbient = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TUSERDATA, index, "Expected Material");
+ luaL_argcheck(L, lua_getfield(L, index, "colSpecular") == LUA_TTABLE, index, "Expected Material");
result.colSpecular = LuaGetArgument_Color(L, -1);
- luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TUSERDATA, index, "Expected Material");
+ luaL_argcheck(L, lua_getfield(L, index, "glossiness") == LUA_TNUMBER, index, "Expected Material");
result.glossiness = LuaGetArgument_float(L, -1);
lua_pop(L, 8);
return result;
@@ -478,6 +490,7 @@ static Material LuaGetArgument_Material(lua_State* L, int index)
static Model LuaGetArgument_Model(lua_State* L, int index)
{
Model result;
+ index = lua_absindex(L, index); // Makes sure we use absolute indices because we push multiple values
luaL_argcheck(L, lua_getfield(L, index, "mesh") == LUA_TUSERDATA, index, "Expected Model");
result.mesh = LuaGetArgument_Mesh(L, -1);
luaL_argcheck(L, lua_getfield(L, index, "transform") == LUA_TTABLE, index, "Expected Model");
@@ -3629,6 +3642,7 @@ static luaL_Reg raylib_functions[] = {
REG(LoadRenderTexture)
REG(UnloadImage)
REG(UnloadTexture)
+ REG(UnloadRenderTexture)
REG(GetImageData)
REG(GetTextureData)
REG(ImageToPOT)
@@ -3690,6 +3704,10 @@ static luaL_Reg raylib_functions[] = {
REG(LoadHeightmap)
REG(LoadCubicmap)
REG(UnloadModel)
+ REG(LoadMaterial)
+ REG(LoadDefaultMaterial)
+ REG(LoadStandardMaterial)
+ REG(UnloadMaterial)
//REG(GenMesh*) // Not ready yet...
REG(DrawModel)
@@ -3964,6 +3982,8 @@ RLUADEF void InitLuaDevice(void)
LuaSetEnum("XBOX_AXIS_RIGHT_Y", 3);
LuaSetEnum("XBOX_AXIS_LT_RT", 2);
#endif
+ LuaSetEnum("XBOX_AXIS_LEFT_X", 0);
+ LuaSetEnum("XBOX_AXIS_LEFT_Y", 1);
LuaEndEnum("GAMEPAD");
lua_pushglobaltable(L);