I'm completing my scripting interface with Lua, but recently I've stuck at some point. I have several functions for my
Entitiy events like
Update(). I have a function called
create_entitiy() which instantiate a new entity from a given entity index:
function Update() local bullet = create_entity(0, 0, "obj_bullet") end
create_entity returns a table which is the properties of the created entity. Now how can I make a connection between
bullet variable and my newly created object?
Right now for previously added objects to the scene, I simply set a global table for each of them and then after every call to
Update(), I go through registered names to find object tables and perform new changes. Like the one below:
function Update() if keyboard_key_press(vk_right) then obj_player.x += 3 end
I can get
obj_player table because I know its name from C++, plus I can get it as a global table and simply reach for the first instance named
Is there any solution for me to make
bullet variable act like this?
I was thinking to get all
local variables in
Update() function and check for every one to see if is it table and it has an unique field attached to it like
id, this way I can determine that this is an object table and do the rest of the process.
By the way, is this interface going to work easier with
luaBind if I implement it?
How can I make a local variable in Lua that receives a table from
create_entity function and track that local variable to capture it from C++.
function Update() local bullet = create_entity(0, 0, "obj_bullet") bullet.x = 10 <== Commit a change in table end
Now I want to get variable
bullet from C++. And it's not just this variable, there might be a ton of these local variables with different names.
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