Lua:Tutorial GettingStarted: Difference between revisions
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To play with each example, place the code into a "my_new_widget_name.lua" file in your Spring/LuaUI/widgets dir (create it if not already present) and run Spring with any game. Your widget should then appear ingame! | To play with each example, place the code into a "my_new_widget_name.lua" file in your Spring/LuaUI/widgets dir (create it if not already present) and run Spring with any game. Your widget should then appear ingame! | ||
To see many more examples, check out the LuaUI/widgets directory of the games in [[Gamedev:PublicRepos|PublicRepos]]. | To see many more examples, check out the LuaUI/widgets directory of the games in [[Gamedev:PublicRepos|PublicRepos]]. | ||
Note that every widget (and gadget) must include a GetInfo() callin, but all other callins are optional. | |||
==Example 1== | ==Example 1== | ||
The "hello world" example, with a ticking clock. | The "hello world" example, with a ticking clock. | ||
<code><pre> | <code><pre> | ||
function widget:GetInfo() | function widget:GetInfo() | ||
| Line 39: | Line 42: | ||
end | end | ||
</pre></code> | </pre></code> | ||
==Example 2== | ==Example 2== | ||
| Line 63: | Line 65: | ||
local humanName = UnitDefs[unitDefID].humanName | local humanName = UnitDefs[unitDefID].humanName | ||
local numWeapons = #UnitDefs[unitDefID].weapons | local numWeapons = #UnitDefs[unitDefID].weapons | ||
local plural = numWeapons | local plural = numWeapons~=1 and "s" or "" | ||
Spring.Echo("I am unit " .. unitID .. ". I am a " .. humanName .. ".") | Spring.Echo("I am unit " .. unitID .. ". I am a " .. humanName .. ".") | ||
Spring.Echo("I have " .. numWeapons .. " weapon" .. plural .. ".") | Spring.Echo("I have " .. numWeapons .. " weapon" .. plural .. ".") | ||
if numWeapons>0 then | if numWeapons>0 then | ||
machoUnits[unitID] = true | machoUnits[unitID] = true | ||
end | end | ||
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function widget:UnitDestroyed(unitID, unitDefID, unitTeam, attackerID, attackerDefID, attackerTeam) | function widget:UnitDestroyed(unitID, unitDefID, unitTeam, attackerID, attackerDefID, attackerTeam) | ||
machoUnits[unitID] = nil | |||
end | end | ||
function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam) | function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam) | ||
if machoUnits[unitID] then return end | |||
local n = math.random(3,10) | |||
local ow = "O" | |||
for i=1,n do | |||
ow = ow .. "W" | |||
end | |||
Spring.Echo(ow) | |||
end | end | ||
</pre></code> | </pre></code> | ||
Latest revision as of 04:30, 21 June 2023
Development < Lua Scripting < Lua:Tutorial GettingStarted
Here are some examples of small widgets, with useful code to get you started!
To play with each example, place the code into a "my_new_widget_name.lua" file in your Spring/LuaUI/widgets dir (create it if not already present) and run Spring with any game. Your widget should then appear ingame!
To see many more examples, check out the LuaUI/widgets directory of the games in PublicRepos.
Note that every widget (and gadget) must include a GetInfo() callin, but all other callins are optional.
Example 1
The "hello world" example, with a ticking clock.
function widget:GetInfo()
return {
name = "Name as shown in widget list",
desc = "Description as normally shown in tooltip",
author = "It could be you!",
date = "now",
license = "PD", -- should be compatible with Spring
layer = 0,
enabled = true
}
end
local helloWorld = "I STARTED LOOK AT ME JIM!"
local toggle
function widget:Initialize()
Spring.Echo(helloWorld)
end
function widget:Update()
if (toggle == true) then
Spring.Echo("TOCK")
toggle = false
else
Spring.Echo("TICK")
toggle = true
end
end
Example 2
How to make stuff happen when units do stuff.
function widget:GetInfo()
return {
name = "Unit Announcer",
desc = "Units are proud to be alive",
author = "Some guy",
date = "I don't know why we include dates",
license = "GPLv2 or later",
layer = 0,
enabled = true
}
end
local machoUnits = {}
function widget:UnitCreated(unitID, unitDefID, unitTeam, builderID)
Spring.Echo("HELLO")
local humanName = UnitDefs[unitDefID].humanName
local numWeapons = #UnitDefs[unitDefID].weapons
local plural = numWeapons~=1 and "s" or ""
Spring.Echo("I am unit " .. unitID .. ". I am a " .. humanName .. ".")
Spring.Echo("I have " .. numWeapons .. " weapon" .. plural .. ".")
if numWeapons>0 then
machoUnits[unitID] = true
end
end
function widget:UnitDestroyed(unitID, unitDefID, unitTeam, attackerID, attackerDefID, attackerTeam)
machoUnits[unitID] = nil
end
function widget:UnitDamaged(unitID, unitDefID, unitTeam, damage, paralyzer, weaponDefID, projectileID, attackerID, attackerDefID, attackerTeam)
if machoUnits[unitID] then return end
local n = math.random(3,10)
local ow = "O"
for i=1,n do
ow = ow .. "W"
end
Spring.Echo(ow)
end
Example 3
Something actually useful.
function widget:GetInfo()
return {
name = "Stop means Stop",
desc = "Cancels Self D orders when unit is given a stop command",
author = "enotseulB",
date = "GPL v2 or later",
license = "Feb 2015",
layer = 0,
enabled = true
}
end
local CMD_STOP = CMD.STOP
function widget:UnitCommand(unitID, unitDefID, teamID, cmdID, cmdParams, cmdOptions)
if cmdID ~= CMD_STOP then return end
if not unitID then return end
if teamID ~= Spring.GetMyTeamID() then return end
if (Spring.GetUnitSelfDTime(unitID) > 0) then
Spring.GiveOrderToUnit(unitID, CMD.SELFD, {}, {})
end
end