- Integrated Lua 5.4 engine (32-bit mode for embedded ARM) - Created LuaGame wrapper class implementing Game interface - Added C++ bindings exposing renderer, game state, and input to Lua - Implemented SD card loader for automatic .lua game discovery - Updated GameLauncher to support std::function for lambda captures - Made Game class members public for Lua bindings access - Added example Lua games: counter, snake, bouncing ball - Included comprehensive API documentation Games can now be written as .lua text files on SD card and loaded without recompilation. Build size: 747KB UF2, Lua VM uses ~50-80KB RAM.
50 lines
1.4 KiB
Lua
50 lines
1.4 KiB
Lua
-- NAME: Touch Counter
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-- DESC: Simple tap counter demo
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-- Initialize game state
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function init()
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game.vars.count = 0
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game.vars.last_x = 0
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game.vars.last_y = 0
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print("Counter initialized")
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end
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-- Update game logic based on input
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function update(event)
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-- Check if touch/button pressed
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.count = game.vars.count + 1
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game.vars.last_x = event.x
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game.vars.last_y = event.y
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print("Count: " .. game.vars.count)
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return true -- Request redraw
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end
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return false -- No redraw needed
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end
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-- Draw the game
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function draw()
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-- Clear screen
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renderer.clear(true)
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-- Draw title
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renderer.text(20, 20, "Touch Counter", true)
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-- Draw count (centered)
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local count_text = "Count: " .. tostring(game.vars.count)
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 10, count_text, true)
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-- Draw last touch position
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if game.vars.count > 0 then
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local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")"
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renderer.text(20, game.height() - 30, pos_text, true)
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-- Draw marker at last touch
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renderer.circle(game.vars.last_x, game.vars.last_y, 5, true, false)
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end
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-- Draw instructions
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renderer.text(20, 50, "Tap screen to increment", true)
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end
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