Animation-LuaScripting

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Revision as of 19:55, 25 August 2009 by Tobi (talk | contribs) (added todo)
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Getting started

Setup

Lua unit animation is implemented partially in the engine, and partially in a Lua gadget which is shipped with Spring in springcontent.sdz. By default, this gadget is not loaded, so a bit of setup is required to enable Lua unit scripts.

To enable Lua unit scripts, create a file LuaRules/Gadgets/unit_script.lua, and paste the following into it:

-- Enables Lua unit scripts by including the gadget from springcontent.sdz

-- Uncomment to override the directory which is scanned for *.lua unit scripts.
--UNITSCRIPT_DIR = "scripts/"

return VFS.Include("LuaGadgets/Gadgets/unit_script.lua", nil, VFS.ZIP_ONLY)

Now this is done, you can start putting *.lua files in your scripts/ folder.

Workflow

Lua has the major advantage over BOS/COB that you do not need to compile it, which can reduce the time to develop scripts quite a bit.

To save further time, do not restart Spring for each small change. Simply run Spring in an window so you can easily switch between your editor and Spring, and use /luarules reload to reload all Lua unit scripts.


Further reading


TODO

  • Conversion tool
  • Performance measurements
  • Advantages
  • Link to article in piro's magazine
  • Coordinate system (axis, direction of rotation, picture)
  • Library functions (plus the gadget)