cleaned up root folder, organized files into docs/scripts/tools dirs
This commit is contained in:
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docs/API.md
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docs/API.md
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285
docs/ASSET_LOADING.md
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docs/ASSET_LOADING.md
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# Asset Loading System
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||||
|
||||
ReiLua includes a built-in asset loading system with a nice loading screen UI that automatically shows progress while assets are being loaded.
|
||||
|
||||
## 🎨 Features
|
||||
|
||||
- **Automatic Progress Tracking** - Tracks how many assets have been loaded
|
||||
- **Beautiful Loading UI** - Modern, minimal loading screen with:
|
||||
- Animated "Loading..." text with dots
|
||||
- Smooth progress bar with shimmer effect
|
||||
- Progress percentage (e.g., "3 / 10")
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||||
- Current asset name being loaded
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||||
- Dark, clean color scheme
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||||
- **Easy to Use** - Just 3 functions to show loading progress
|
||||
- **Works Everywhere** - Development and release builds
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||||
|
||||
## 📝 API Functions
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||||
|
||||
### RL.BeginAssetLoading(totalAssets)
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||||
|
||||
Initialize asset loading progress tracking and show the loading screen.
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**Parameters:**
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- `totalAssets` (integer) - Total number of assets to load
|
||||
|
||||
**Example:**
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||||
```lua
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||||
RL.BeginAssetLoading(10) -- We're loading 10 assets
|
||||
```
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||||
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||||
---
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||||
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||||
### RL.UpdateAssetLoading(assetName)
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||||
Update the loading progress and display current asset being loaded.
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**Parameters:**
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- `assetName` (string) - Name of the asset currently being loaded
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||||
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||||
**Example:**
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||||
```lua
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RL.UpdateAssetLoading("player.png")
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||||
```
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||||
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||||
Call this **after** each asset is loaded to update the progress bar.
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||||
|
||||
---
|
||||
|
||||
### RL.EndAssetLoading()
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||||
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||||
Finish asset loading and hide the loading screen.
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||||
|
||||
**Example:**
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||||
```lua
|
||||
RL.EndAssetLoading()
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||||
```
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||||
|
||||
## 🚀 Quick Example
|
||||
|
||||
```lua
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||||
function RL.init()
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||||
-- List of assets to load
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local assetsToLoad = {
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||||
"assets/player.png",
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"assets/enemy.png",
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"assets/background.png",
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"assets/music.wav",
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}
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||||
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||||
-- Begin loading
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RL.BeginAssetLoading(#assetsToLoad)
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||||
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||||
-- Load each asset
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for i, path in ipairs(assetsToLoad) do
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||||
RL.UpdateAssetLoading(path) -- Update progress
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||||
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-- Load the actual asset
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if path:match("%.png$") or path:match("%.jpg$") then
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textures[i] = RL.LoadTexture(path)
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elseif path:match("%.wav$") or path:match("%.ogg$") then
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sounds[i] = RL.LoadSound(path)
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end
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||||
end
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||||
|
||||
-- Done!
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||||
RL.EndAssetLoading()
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||||
end
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||||
```
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## 💡 Complete Example
|
||||
|
||||
```lua
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||||
local assets = {}
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local assetsToLoad = {
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||||
{type="texture", name="player", path="assets/player.png"},
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{type="texture", name="enemy", path="assets/enemy.png"},
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{type="texture", name="background", path="assets/background.png"},
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||||
{type="sound", name="music", path="assets/music.wav"},
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{type="sound", name="shoot", path="assets/shoot.wav"},
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||||
{type="font", name="title", path="assets/title.ttf"},
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}
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function RL.init()
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RL.SetWindowTitle("My Game")
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-- Start loading with progress
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||||
RL.BeginAssetLoading(#assetsToLoad)
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|
||||
-- Load all assets
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for i, asset in ipairs(assetsToLoad) do
|
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-- Show current asset name on loading screen
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RL.UpdateAssetLoading(asset.name)
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-- Load based on type
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if asset.type == "texture" then
|
||||
assets[asset.name] = RL.LoadTexture(asset.path)
|
||||
elseif asset.type == "sound" then
|
||||
assets[asset.name] = RL.LoadSound(asset.path)
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||||
elseif asset.type == "font" then
|
||||
assets[asset.name] = RL.LoadFont(asset.path)
|
||||
end
|
||||
end
|
||||
|
||||
-- Loading complete!
|
||||
RL.EndAssetLoading()
|
||||
|
||||
print("Game ready!")
|
||||
end
|
||||
|
||||
function RL.update(delta)
|
||||
-- Your game logic
|
||||
end
|
||||
|
||||
function RL.draw()
|
||||
RL.ClearBackground(RL.RAYWHITE)
|
||||
|
||||
-- Use loaded assets
|
||||
if assets.background then
|
||||
RL.DrawTexture(assets.background, {0, 0}, RL.WHITE)
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||||
end
|
||||
|
||||
if assets.player then
|
||||
RL.DrawTexture(assets.player, {100, 100}, RL.WHITE)
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||||
end
|
||||
end
|
||||
```
|
||||
|
||||
## 🎨 Loading Screen Appearance
|
||||
|
||||
The loading screen features a clean 1-bit pixel art style:
|
||||
|
||||
**Design:**
|
||||
- Pure black and white aesthetic
|
||||
- Retro pixel art styling
|
||||
- Minimal and clean design
|
||||
|
||||
**Elements:**
|
||||
- **Title**: "LOADING" in bold white pixel text
|
||||
- **Animated Dots**: White pixelated dots (4x4 squares) that cycle
|
||||
- **Progress Bar**:
|
||||
- 200px wide, 16px tall
|
||||
- Thick 2px white border (pixel art style)
|
||||
- White fill with black dithering pattern
|
||||
- Retro/Classic terminal aesthetic
|
||||
- **Progress Text**: "3/10" in white pixel font style
|
||||
- **Asset Name**: Current loading asset in small white text
|
||||
- **Corner Decorations**: White pixel art L-shaped corners in all 4 corners
|
||||
|
||||
**Background:**
|
||||
- Pure black background (#000000)
|
||||
- High contrast for maximum clarity
|
||||
|
||||
**Color Palette:**
|
||||
- White text and UI (#FFFFFF)
|
||||
- Black background (#000000)
|
||||
- Pure 1-bit aesthetic (inverted terminal style)
|
||||
|
||||
**Visual Layout:**
|
||||
```
|
||||
[Black Background]
|
||||
|
||||
┌─┐ ┌─┐
|
||||
│ │ LOADING □ □ │ │
|
||||
│ │ │ │
|
||||
│ │ ┌──────────────────┐ │ │
|
||||
│ │ │████████░░░░░░░░░░│ 3/10 │ │
|
||||
│ │ └──────────────────┘ │ │
|
||||
│ │ │ │
|
||||
│ │ player.png │ │
|
||||
│ │ │ │
|
||||
└─┘ └─┘
|
||||
|
||||
[All text and UI elements in WHITE]
|
||||
```
|
||||
|
||||
**Style Inspiration:**
|
||||
- Classic terminal / console aesthetic
|
||||
- MS-DOS loading screens
|
||||
- 1-bit dithering patterns
|
||||
- Chunky pixel borders
|
||||
- Retro computing / CRT monitor style
|
||||
|
||||
## 🔧 Customization
|
||||
|
||||
If you want to customize the loading screen appearance, you can modify the colors and sizes in `src/lua_core.c` in the `drawLoadingScreen()` function.
|
||||
|
||||
## ⚡ Performance Tips
|
||||
|
||||
1. **Call UpdateAssetLoading AFTER loading** - This ensures the progress updates at the right time
|
||||
2. **Load assets in order of importance** - Load critical assets first
|
||||
3. **Group similar assets** - Load all textures, then sounds, etc.
|
||||
4. **Use descriptive names** - Shows better feedback to users
|
||||
|
||||
## 📋 Example Asset Loading Patterns
|
||||
|
||||
### Pattern 1: Simple List
|
||||
```lua
|
||||
local files = {"player.png", "enemy.png", "music.wav"}
|
||||
RL.BeginAssetLoading(#files)
|
||||
for i, file in ipairs(files) do
|
||||
RL.UpdateAssetLoading(file)
|
||||
-- load file
|
||||
end
|
||||
RL.EndAssetLoading()
|
||||
```
|
||||
|
||||
### Pattern 2: With Types
|
||||
```lua
|
||||
local assets = {
|
||||
textures = {"player.png", "enemy.png"},
|
||||
sounds = {"music.wav", "shoot.wav"},
|
||||
}
|
||||
local total = #assets.textures + #assets.sounds
|
||||
|
||||
RL.BeginAssetLoading(total)
|
||||
for _, file in ipairs(assets.textures) do
|
||||
RL.UpdateAssetLoading(file)
|
||||
-- load texture
|
||||
end
|
||||
for _, file in ipairs(assets.sounds) do
|
||||
RL.UpdateAssetLoading(file)
|
||||
-- load sound
|
||||
end
|
||||
RL.EndAssetLoading()
|
||||
```
|
||||
|
||||
### Pattern 3: Error Handling
|
||||
```lua
|
||||
RL.BeginAssetLoading(#files)
|
||||
for i, file in ipairs(files) do
|
||||
RL.UpdateAssetLoading(file)
|
||||
|
||||
if RL.FileExists(file) then
|
||||
-- load file
|
||||
else
|
||||
print("Warning: " .. file .. " not found")
|
||||
end
|
||||
end
|
||||
RL.EndAssetLoading()
|
||||
```
|
||||
|
||||
## 🎮 When to Use
|
||||
|
||||
**Use the loading system when:**
|
||||
- You have more than 5-10 assets to load
|
||||
- Assets are large (images, sounds, fonts)
|
||||
- Loading might take more than 1 second
|
||||
- You want polished loading feedback
|
||||
|
||||
**You can skip it when:**
|
||||
- You have very few, small assets
|
||||
- Loading is nearly instant
|
||||
- You prefer immediate game start
|
||||
|
||||
## ✨ Benefits
|
||||
|
||||
- ✅ Polished user experience
|
||||
- ✅ User knows the game is loading, not frozen
|
||||
- ✅ Shows progress for large asset sets
|
||||
- ✅ Works with embedded assets
|
||||
- ✅ Minimal code required
|
||||
- ✅ Beautiful default UI
|
||||
|
||||
The loading system makes your game feel polished with just a few lines of code!
|
||||
213
docs/BUILD_SCRIPTS.md
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213
docs/BUILD_SCRIPTS.md
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@@ -0,0 +1,213 @@
|
||||
# Build Scripts Documentation
|
||||
|
||||
ReiLua includes automated build scripts for easy development and release builds.
|
||||
|
||||
## Available Scripts
|
||||
|
||||
### Development Build Scripts
|
||||
- **Windows**: `scripts\build_dev.bat`
|
||||
- **Linux/Unix**: `scripts/build_dev.sh`
|
||||
|
||||
### Release Build Scripts
|
||||
- **Windows**: `scripts\build_release.bat`
|
||||
- **Linux/Unix**: `scripts/build_release.sh`
|
||||
|
||||
## Development Build
|
||||
|
||||
### Purpose
|
||||
Fast iteration during game development with external Lua files and assets.
|
||||
|
||||
### Usage
|
||||
|
||||
**Windows:**
|
||||
```cmd
|
||||
scripts\build_dev.bat
|
||||
```
|
||||
|
||||
**Linux/Unix:**
|
||||
```bash
|
||||
chmod +x scripts/build_dev.sh
|
||||
scripts/build_dev.sh
|
||||
```
|
||||
|
||||
### Features
|
||||
- ✅ No embedding - loads Lua and assets from file system
|
||||
- ✅ Fast build times
|
||||
- ✅ Edit code and assets without rebuilding
|
||||
- ✅ Automatic cleanup of embedded files
|
||||
- ✅ Warns if Lua files or assets are in build directory
|
||||
- ✅ Optional clean build: `scripts\build_dev.bat clean` or `scripts/build_dev.sh clean`
|
||||
|
||||
### Output
|
||||
- Development executable: `build/ReiLua.exe`
|
||||
- Run your game: `cd your_game && path/to/build/ReiLua.exe`
|
||||
- Debug mode: `path/to/build/ReiLua.exe --log`
|
||||
|
||||
## Release Build
|
||||
|
||||
### Purpose
|
||||
Create a single-file executable for distribution with all code and assets embedded.
|
||||
|
||||
### Preparation
|
||||
|
||||
Before running the release build, prepare your files:
|
||||
|
||||
```bash
|
||||
cd build
|
||||
|
||||
# Copy all Lua files
|
||||
copy ..\your_game\*.lua .
|
||||
# Or: cp ../your_game/*.lua .
|
||||
|
||||
# Copy assets
|
||||
mkdir assets
|
||||
copy ..\your_game\assets\* assets\
|
||||
# Or: cp -r ../your_game/assets/* assets/
|
||||
```
|
||||
|
||||
### Usage
|
||||
|
||||
**Windows:**
|
||||
```cmd
|
||||
scripts\build_release.bat
|
||||
```
|
||||
|
||||
**Linux/Unix:**
|
||||
```bash
|
||||
chmod +x scripts/build_release.sh
|
||||
scripts/build_release.sh
|
||||
```
|
||||
|
||||
### Features
|
||||
- ✅ Embeds all Lua files from `build/` directory
|
||||
- ✅ Embeds all assets from `build/assets/` folder
|
||||
- ✅ Creates single-file executable
|
||||
- ✅ Release optimization enabled
|
||||
- ✅ Verifies Lua files and assets before building
|
||||
- ✅ Shows summary of embedded files after build
|
||||
- ✅ Interactive confirmation before building
|
||||
|
||||
### Output
|
||||
- Release executable: `build/ReiLua.exe`
|
||||
- Ready for distribution - no external dependencies
|
||||
- Can be renamed to your game name
|
||||
|
||||
### Build Configuration
|
||||
|
||||
The release build automatically configures:
|
||||
- `EMBED_MAIN=ON` - Embeds all Lua files
|
||||
- `EMBED_ASSETS=ON` - Embeds all assets (if assets folder exists)
|
||||
- `CMAKE_BUILD_TYPE=Release` - Optimized build
|
||||
|
||||
## Customizing Your Executable
|
||||
|
||||
### Adding Custom Icon
|
||||
|
||||
1. Replace `icon.ico` with your own icon file
|
||||
2. Keep the same filename or update `resources.rc`
|
||||
3. Rebuild
|
||||
|
||||
### Changing Executable Properties
|
||||
|
||||
Edit `resources.rc` to customize:
|
||||
|
||||
```rc
|
||||
VALUE "CompanyName", "Your Studio Name"
|
||||
VALUE "FileDescription", "Your Game Description"
|
||||
VALUE "ProductName", "Your Game Name"
|
||||
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
|
||||
```
|
||||
|
||||
### Renaming the Executable
|
||||
|
||||
Edit `CMakeLists.txt`:
|
||||
```cmake
|
||||
project( YourGameName ) # Line 6
|
||||
```
|
||||
|
||||
After building, the executable will be named `YourGameName.exe`.
|
||||
|
||||
## Workflow Examples
|
||||
|
||||
### Development Workflow
|
||||
|
||||
```bash
|
||||
# Initial setup
|
||||
scripts\build_dev.bat
|
||||
|
||||
# Edit your Lua files in your game directory
|
||||
# ... make changes ...
|
||||
|
||||
# Just run - no rebuild needed!
|
||||
cd your_game
|
||||
path\to\build\ReiLua.exe
|
||||
|
||||
# If you modify C code, rebuild
|
||||
scripts\build_dev.bat
|
||||
```
|
||||
|
||||
### Release Workflow
|
||||
|
||||
```bash
|
||||
# 1. Prepare files
|
||||
cd build
|
||||
copy ..\your_game\*.lua .
|
||||
mkdir assets
|
||||
copy ..\your_game\assets\* assets\
|
||||
|
||||
# 2. Build release
|
||||
cd ..
|
||||
scripts\build_release.bat
|
||||
|
||||
# 3. Test
|
||||
cd build
|
||||
ReiLua.exe --log
|
||||
|
||||
# 4. Distribute
|
||||
# Copy build\ReiLua.exe to your distribution folder
|
||||
```
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### "CMake configuration failed"
|
||||
- Ensure CMake is installed and in PATH
|
||||
- Ensure MinGW is installed and in PATH
|
||||
- Check `CMakeLists.txt` exists in parent directory
|
||||
|
||||
### "No Lua files found"
|
||||
- Copy your Lua files to `build/` directory before release build
|
||||
- Ensure `main.lua` exists (required entry point)
|
||||
|
||||
### "Build failed"
|
||||
- Check compiler errors in output
|
||||
- Ensure all dependencies are installed
|
||||
- Try clean build: `scripts\build_dev.bat clean`
|
||||
|
||||
### Development build embedding warning
|
||||
- The dev build script warns if it finds Lua files or assets in build/
|
||||
- These should be removed for development builds
|
||||
- The script offers to remove them automatically
|
||||
|
||||
## Script Features
|
||||
|
||||
### Safety Features
|
||||
- Checks for correct directory before running
|
||||
- Validates required files exist
|
||||
- Warns about potential issues
|
||||
- Interactive confirmations for release builds
|
||||
- Automatic cleanup of old embedded files
|
||||
|
||||
### User Friendly
|
||||
- Clear progress messages
|
||||
- Colored output (where supported)
|
||||
- Helpful error messages
|
||||
- Pause at end to review results
|
||||
- Quick reference commands shown after build
|
||||
|
||||
## Notes
|
||||
|
||||
- Development builds are **much faster** than release builds
|
||||
- Release builds may take longer due to embedding and optimization
|
||||
- Always test your release build before distribution
|
||||
- The scripts work on both Windows (CMD/PowerShell) and Unix shells
|
||||
- On Unix, make scripts executable: `chmod +x build_*.sh`
|
||||
401
docs/CUSTOMIZATION.md
Normal file
401
docs/CUSTOMIZATION.md
Normal file
@@ -0,0 +1,401 @@
|
||||
# Customizing Your ReiLua Executable
|
||||
|
||||
This guide explains how to customize the ReiLua executable with your own branding.
|
||||
|
||||
## Overview
|
||||
|
||||
You can customize:
|
||||
- Executable name
|
||||
- Window icon
|
||||
- File properties (company name, version, description, etc.)
|
||||
- Splash screen text and logos
|
||||
- Loading screen appearance
|
||||
|
||||
## Quick Customization Checklist
|
||||
|
||||
- [ ] Change executable name in CMakeLists.txt
|
||||
- [ ] Replace icon.ico with your game icon
|
||||
- [ ] Edit resources.rc with your game information
|
||||
- [ ] Customize splash screens in src/splash.c
|
||||
- [ ] Replace logo images in logo/ folder
|
||||
- [ ] Rebuild the project
|
||||
|
||||
## 1. Changing the Executable Name
|
||||
|
||||
The easiest customization - change "ReiLua.exe" to "YourGame.exe".
|
||||
|
||||
### Steps
|
||||
|
||||
1. Open `CMakeLists.txt`
|
||||
2. Find line 6 (near the top):
|
||||
```cmake
|
||||
project( ReiLua )
|
||||
```
|
||||
3. Change to your game name:
|
||||
```cmake
|
||||
project( MyAwesomeGame )
|
||||
```
|
||||
4. Rebuild:
|
||||
```bash
|
||||
cd build
|
||||
cmake ..
|
||||
cmake --build . --config Release
|
||||
```
|
||||
|
||||
Result: Executable is now named `MyAwesomeGame.exe`
|
||||
|
||||
## 2. Adding a Custom Icon
|
||||
|
||||
Replace the default icon with your game's icon.
|
||||
|
||||
### Requirements
|
||||
|
||||
- **Format**: .ico file (Windows icon format)
|
||||
- **Recommended sizes**: 16x16, 32x32, 48x48, 256x256
|
||||
- **Tools**: Use online converters or tools like IcoFX, GIMP, or Photoshop
|
||||
|
||||
### Steps
|
||||
|
||||
1. Create or convert your image to .ico format
|
||||
2. Replace `icon.ico` in the ReiLua root folder with your icon
|
||||
3. Keep the same filename (`icon.ico`) or update `resources.rc`:
|
||||
```rc
|
||||
IDI_ICON1 ICON "your_icon.ico"
|
||||
```
|
||||
4. Rebuild the project
|
||||
|
||||
**Tip**: Many online tools can convert PNG to ICO:
|
||||
- https://convertio.co/png-ico/
|
||||
- https://www.icoconverter.com/
|
||||
|
||||
## 3. Customizing Executable Properties
|
||||
|
||||
When users right-click your .exe and select "Properties", they see file information. Customize this to show your game details.
|
||||
|
||||
### Steps
|
||||
|
||||
1. Open `resources.rc`
|
||||
2. Find the `VERSIONINFO` section
|
||||
3. Modify these values:
|
||||
|
||||
```rc
|
||||
1 VERSIONINFO
|
||||
FILEVERSION 1,0,0,0 // Change version numbers
|
||||
PRODUCTVERSION 1,0,0,0 // Change product version
|
||||
FILEFLAGSMASK 0x3fL
|
||||
FILEFLAGS 0x0L
|
||||
FILEOS VOS_NT_WINDOWS32
|
||||
FILETYPE VFT_APP
|
||||
FILESUBTYPE VFT2_UNKNOWN
|
||||
BEGIN
|
||||
BLOCK "StringFileInfo"
|
||||
BEGIN
|
||||
BLOCK "040904b0"
|
||||
BEGIN
|
||||
VALUE "CompanyName", "Your Studio Name" // Your company/studio
|
||||
VALUE "FileDescription", "Your Game - An awesome game" // Game description
|
||||
VALUE "FileVersion", "1.0.0.0" // File version string
|
||||
VALUE "InternalName", "YourGame" // Internal name
|
||||
VALUE "LegalCopyright", "Copyright (C) 2025 Your Name" // Copyright notice
|
||||
VALUE "OriginalFilename", "YourGame.exe" // Original filename
|
||||
VALUE "ProductName", "Your Game" // Product name
|
||||
VALUE "ProductVersion", "1.0.0.0" // Product version string
|
||||
END
|
||||
END
|
||||
BLOCK "VarFileInfo"
|
||||
BEGIN
|
||||
VALUE "Translation", 0x409, 1200
|
||||
END
|
||||
END
|
||||
```
|
||||
|
||||
### Common Values
|
||||
|
||||
**FileVersion / ProductVersion Format**: Major, Minor, Patch, Build
|
||||
- Example: `1,0,0,0` for version 1.0.0.0
|
||||
- Example: `2,3,1,5` for version 2.3.1.5
|
||||
|
||||
**CompanyName Examples**:
|
||||
- "Your Studio Name"
|
||||
- "Independent Developer"
|
||||
- "Your Name Games"
|
||||
|
||||
**FileDescription**:
|
||||
- Short description users see in file properties
|
||||
- Example: "Space Adventure Game"
|
||||
- Example: "Puzzle Game with Physics"
|
||||
|
||||
**LegalCopyright**:
|
||||
- Standard format: "Copyright (C) Year Your Name"
|
||||
- Example: "Copyright (C) 2025 Indie Studios"
|
||||
|
||||
4. Rebuild the project
|
||||
|
||||
## 4. Customizing Splash Screens
|
||||
|
||||
Change the text and logos that appear when your game starts.
|
||||
|
||||
### Changing Splash Screen Text
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Find the splash drawing function (around line 150)
|
||||
3. Change this line:
|
||||
```c
|
||||
const char* text = "YOUR STUDIO NAME";
|
||||
```
|
||||
|
||||
**Style Tips**:
|
||||
- Use ALL CAPS for bold impact
|
||||
- Keep it short (under 30 characters)
|
||||
- Examples: "INDIE STUDIO GAMES", "MADE BY YOUR NAME", "GAME JAM 2025"
|
||||
|
||||
### Changing Splash Screen Logos
|
||||
|
||||
1. Create or find your logos:
|
||||
- **Recommended size**: 256x256 pixels or smaller
|
||||
- **Format**: PNG with transparency
|
||||
- **Style**: Simple, recognizable logos work best
|
||||
|
||||
2. Replace these files:
|
||||
```
|
||||
logo/raylib_logo.png → Your game logo
|
||||
logo/reilua_logo.png → Your studio logo (or keep ReiLua logo as credit)
|
||||
```
|
||||
|
||||
3. Logo sizing:
|
||||
- Logos are automatically scaled to max 200px
|
||||
- They display side-by-side on second splash screen
|
||||
- Maintain aspect ratio
|
||||
|
||||
4. Rebuild the project - logos are automatically embedded
|
||||
|
||||
### Changing Splash Screen Timing
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Modify these constants at the top:
|
||||
```c
|
||||
#define FADE_IN_TIME 0.8f // Seconds to fade in (default: 0.8)
|
||||
#define DISPLAY_TIME 2.5f // Seconds fully visible (default: 2.5)
|
||||
#define FADE_OUT_TIME 0.8f // Seconds to fade out (default: 0.8)
|
||||
```
|
||||
|
||||
**Recommendations**:
|
||||
- Keep fade times between 0.5 - 1.5 seconds
|
||||
- Display time between 1.5 - 3.5 seconds
|
||||
- Total splash time ideally under 10 seconds
|
||||
|
||||
### Changing Splash Screen Colors
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Find color definitions:
|
||||
```c
|
||||
// First splash screen background (Raylib red)
|
||||
Color bgColor = (Color){ 230, 41, 55, 255 }; // Change these RGB values
|
||||
|
||||
// Second splash screen background (Black)
|
||||
Color bg = BLACK; // Change to any color
|
||||
```
|
||||
|
||||
**Color Examples**:
|
||||
- White: `(Color){ 255, 255, 255, 255 }`
|
||||
- Blue: `(Color){ 0, 120, 215, 255 }`
|
||||
- Dark Gray: `(Color){ 32, 32, 32, 255 }`
|
||||
- Your brand color: `(Color){ R, G, B, 255 }`
|
||||
|
||||
## 5. Customizing the Loading Screen
|
||||
|
||||
Change the appearance of the asset loading screen.
|
||||
|
||||
### Steps
|
||||
|
||||
1. Open `src/lua_core.c`
|
||||
2. Find the `drawLoadingScreen()` function
|
||||
3. Modify colors and style:
|
||||
|
||||
```c
|
||||
// Background color
|
||||
Color bgColor = BLACK; // Change background
|
||||
|
||||
// Text color
|
||||
Color textColor = WHITE; // Change text color
|
||||
|
||||
// Progress bar fill color
|
||||
Color fillColor = WHITE; // Change bar fill
|
||||
|
||||
// Border color
|
||||
Color borderColor = WHITE; // Change borders
|
||||
```
|
||||
|
||||
### Customizing Loading Text
|
||||
|
||||
```c
|
||||
// In drawLoadingScreen() function
|
||||
const char* loadingText = "LOADING"; // Change to "LOADING GAME", etc.
|
||||
```
|
||||
|
||||
### Changing Progress Bar Size
|
||||
|
||||
```c
|
||||
int barWidth = 200; // Default 200px, change as needed
|
||||
int barHeight = 16; // Default 16px, change as needed
|
||||
int borderThick = 2; // Border thickness
|
||||
```
|
||||
|
||||
## 6. Complete Rebranding Example
|
||||
|
||||
Here's a complete example of rebranding ReiLua as "Space Quest":
|
||||
|
||||
### 1. CMakeLists.txt
|
||||
```cmake
|
||||
project( SpaceQuest )
|
||||
```
|
||||
|
||||
### 2. resources.rc
|
||||
```rc
|
||||
VALUE "CompanyName", "Cosmic Games Studio"
|
||||
VALUE "FileDescription", "Space Quest - Explore the Galaxy"
|
||||
VALUE "FileVersion", "1.0.0.0"
|
||||
VALUE "InternalName", "SpaceQuest"
|
||||
VALUE "LegalCopyright", "Copyright (C) 2025 Cosmic Games"
|
||||
VALUE "OriginalFilename", "SpaceQuest.exe"
|
||||
VALUE "ProductName", "Space Quest"
|
||||
VALUE "ProductVersion", "1.0.0.0"
|
||||
```
|
||||
|
||||
### 3. icon.ico
|
||||
Replace with your space-themed icon
|
||||
|
||||
### 4. src/splash.c
|
||||
```c
|
||||
const char* text = "COSMIC GAMES STUDIO";
|
||||
```
|
||||
|
||||
### 5. logo/ folder
|
||||
```
|
||||
logo/raylib_logo.png → Your game logo (space ship, planet, etc.)
|
||||
logo/reilua_logo.png → Studio logo (keep ReiLua logo for credit)
|
||||
```
|
||||
|
||||
### 6. Build
|
||||
```bash
|
||||
cd build
|
||||
cmake ..
|
||||
cmake --build . --config Release
|
||||
```
|
||||
|
||||
Result: `SpaceQuest.exe` with all your custom branding!
|
||||
|
||||
## 7. Advanced: Removing ReiLua Branding
|
||||
|
||||
If you want to completely remove ReiLua references:
|
||||
|
||||
### Remove "Made with ReiLua" Logo
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Find `drawMadeWithSplash()` function
|
||||
3. Comment out or modify the function to only show your logo
|
||||
|
||||
### Remove Second Splash Screen
|
||||
|
||||
1. Open `src/main.c`
|
||||
2. Find the splash screen loop
|
||||
3. Modify to only call your custom splash
|
||||
|
||||
**Note**: Please keep attribution to Raylib and ReiLua in your game's credits or about screen as a courtesy!
|
||||
|
||||
## 8. Build and Test
|
||||
|
||||
After making any customizations:
|
||||
|
||||
```bash
|
||||
# Clean build (recommended after customizations)
|
||||
cd build
|
||||
rm -rf * # Or: rmdir /s /q * on Windows
|
||||
cmake ..
|
||||
cmake --build . --config Release
|
||||
|
||||
# Test with console
|
||||
YourGame.exe --log
|
||||
|
||||
# Test production mode
|
||||
YourGame.exe
|
||||
```
|
||||
|
||||
Verify:
|
||||
- ✅ Executable has correct name
|
||||
- ✅ Icon appears in file explorer
|
||||
- ✅ Right-click → Properties shows correct info
|
||||
- ✅ Splash screens display correctly
|
||||
- ✅ Loading screen appears as expected
|
||||
|
||||
## Checklist: Release-Ready Customization
|
||||
|
||||
Before releasing your game:
|
||||
|
||||
- [ ] Executable name matches your game
|
||||
- [ ] Custom icon is recognizable at small sizes
|
||||
- [ ] File properties are complete and accurate
|
||||
- [ ] Splash screens show correct studio name
|
||||
- [ ] Logos are high quality and appropriate size
|
||||
- [ ] Loading screen matches your game's aesthetic
|
||||
- [ ] Copyright and legal information is correct
|
||||
- [ ] Version numbers are accurate
|
||||
- [ ] Tested on target platforms
|
||||
- [ ] Credits mention Raylib and ReiLua
|
||||
|
||||
## Tips for Polish
|
||||
|
||||
1. **Consistent Branding**: Use the same colors, fonts, and style across splash screens, loading screen, and in-game UI
|
||||
|
||||
2. **Icon Quality**: Invest time in a good icon - it's the first thing users see
|
||||
|
||||
3. **Version Management**: Update version numbers for each release
|
||||
|
||||
4. **Legal Info**: Always include proper copyright and attribution
|
||||
|
||||
5. **Test Everything**: Test your branded executable on a clean system
|
||||
|
||||
6. **Keep Credits**: Mention Raylib and ReiLua in your game's credits screen
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
**Icon doesn't change:**
|
||||
- Ensure .ico file is valid
|
||||
- Rebuild completely (clean build)
|
||||
- Clear icon cache (Windows): Delete `IconCache.db`
|
||||
|
||||
**Properties don't update:**
|
||||
- Verify `resources.rc` syntax is correct
|
||||
- Rebuild completely
|
||||
- Check that resource compiler ran (check build output)
|
||||
|
||||
**Splash screens don't show changes:**
|
||||
- Rebuild with clean build
|
||||
- Check `scripts/embed_logo.py` ran successfully
|
||||
- Verify logo files exist in `logo/` folder
|
||||
|
||||
**Executable name unchanged:**
|
||||
- Check `CMakeLists.txt` project name
|
||||
- Do a clean rebuild
|
||||
- Verify cmake configuration step succeeded
|
||||
|
||||
## Additional Resources
|
||||
|
||||
### Icon Creation Tools
|
||||
- **IcoFX**: Icon editor (paid)
|
||||
- **GIMP**: Free, supports ICO export
|
||||
- **Online**: convertio.co, icoconverter.com
|
||||
|
||||
### Image Editing
|
||||
- **GIMP**: Free, powerful image editor
|
||||
- **Paint.NET**: Simple, free Windows editor
|
||||
- **Photoshop**: Industry standard (paid)
|
||||
|
||||
### Color Picking
|
||||
- **ColorPicker**: Use system color picker
|
||||
- **HTML Color Codes**: htmlcolorcodes.com
|
||||
- **Adobe Color**: color.adobe.com
|
||||
|
||||
---
|
||||
|
||||
Now your ReiLua executable is fully branded and ready to represent your game!
|
||||
213
docs/DOCUMENTATION_INDEX.md
Normal file
213
docs/DOCUMENTATION_INDEX.md
Normal file
@@ -0,0 +1,213 @@
|
||||
# Documentation Overview
|
||||
|
||||
This document provides a quick reference to all available documentation for ReiLua Enhanced Edition.
|
||||
|
||||
## Core Documentation
|
||||
|
||||
### 📘 [README.md](README.md) - **START HERE**
|
||||
The main documentation covering:
|
||||
- What is ReiLua Enhanced Edition
|
||||
- Complete attributions (Raylib, ReiLua, enhancements)
|
||||
- Quick start guide
|
||||
- All enhanced features overview
|
||||
- Command line options
|
||||
- Building from source (Windows, Linux, Mac, Raspberry Pi, Web)
|
||||
- Complete release workflow
|
||||
- Troubleshooting
|
||||
|
||||
**Read this first!**
|
||||
|
||||
---
|
||||
|
||||
## Feature-Specific Guides
|
||||
|
||||
### 🎨 [SPLASH_SCREENS.md](SPLASH_SCREENS.md)
|
||||
Everything about splash screens:
|
||||
- How the dual splash screen system works
|
||||
- Custom text splash screen details
|
||||
- "Made using Raylib + ReiLua" screen details
|
||||
- Skipping splashes with `--no-logo` flag
|
||||
- Customizing text, logos, timing, and colors
|
||||
- Technical implementation details
|
||||
- Troubleshooting splash screen issues
|
||||
|
||||
### 📦 [EMBEDDING.md](EMBEDDING.md)
|
||||
Complete guide to embedding:
|
||||
- Development vs release workflows
|
||||
- Embedding Lua files (`EMBED_MAIN=ON`)
|
||||
- Embedding assets (`EMBED_ASSETS=ON`)
|
||||
- Console control with `--log` flag
|
||||
- Complete release build workflow
|
||||
- Asset path consistency
|
||||
- Troubleshooting embedding issues
|
||||
|
||||
### 📊 [ASSET_LOADING.md](ASSET_LOADING.md)
|
||||
Asset loading system documentation:
|
||||
- API functions (`BeginAssetLoading`, `UpdateAssetLoading`, `EndAssetLoading`)
|
||||
- Beautiful 1-bit pixel art loading screen
|
||||
- Complete examples
|
||||
- Loading patterns
|
||||
- Progress tracking
|
||||
- When to use the loading system
|
||||
- Customization options
|
||||
|
||||
### 🔧 [BUILD_SCRIPTS.md](BUILD_SCRIPTS.md)
|
||||
Build automation documentation:
|
||||
- `scripts\build_dev.bat` / `scripts/build_dev.sh` - Development builds
|
||||
- `scripts\build_release.bat` / `scripts/build_release.sh` - Release builds
|
||||
- Features of each build type
|
||||
- Workflow examples
|
||||
- Customizing executable name, icon, and properties
|
||||
- Troubleshooting build issues
|
||||
|
||||
### 🎨 [CUSTOMIZATION.md](CUSTOMIZATION.md)
|
||||
Complete rebranding guide:
|
||||
- Changing executable name
|
||||
- Adding custom icon
|
||||
- Customizing file properties (company name, version, etc.)
|
||||
- Customizing splash screens
|
||||
- Customizing loading screen
|
||||
- Complete rebranding example
|
||||
- Removing ReiLua branding (with attribution notes)
|
||||
|
||||
### 💻 [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md)
|
||||
Complete Zed editor setup:
|
||||
- Why Zed for ReiLua development
|
||||
- Installation guide
|
||||
- Lua Language Server configuration
|
||||
- Project setup with `.zed/settings.json`
|
||||
- Task configuration for quick testing
|
||||
- Essential keyboard shortcuts
|
||||
- Multi-cursor editing, split views, Vim mode
|
||||
- Troubleshooting LSP issues
|
||||
- Workflow tips and best practices
|
||||
|
||||
---
|
||||
|
||||
## Technical Documentation
|
||||
|
||||
### 📚 [API.md](API.md)
|
||||
Complete API reference:
|
||||
- 1000+ functions
|
||||
- All ReiLua/Raylib bindings
|
||||
- Function signatures
|
||||
- Raygui, Raymath, Lights, Easings, RLGL modules
|
||||
|
||||
### 📝 [tools/ReiLua_API.lua](tools/ReiLua_API.lua)
|
||||
Lua annotations file:
|
||||
- Provides autocomplete in LSP-enabled editors
|
||||
- Function documentation
|
||||
- Copy to your project for IDE support
|
||||
|
||||
### 🔄 [UPGRADE_SUMMARY.md](UPGRADE_SUMMARY.md)
|
||||
Technical implementation details:
|
||||
- Features added in this enhanced version
|
||||
- Files modified and added
|
||||
- Build options explained
|
||||
- Testing checklist
|
||||
- Known changes from original ReiLua
|
||||
|
||||
---
|
||||
|
||||
## Quick Reference by Task
|
||||
|
||||
### "I want to start making a game"
|
||||
1. Read [README.md](README.md) - Quick Start section
|
||||
2. Look at examples in `examples/` folder
|
||||
3. Use `ReiLua.exe --log --no-logo` for development
|
||||
|
||||
### "I want to embed my game into a single .exe"
|
||||
1. Read [EMBEDDING.md](EMBEDDING.md)
|
||||
2. Use `scripts\build_release.bat` / `scripts/build_release.sh`
|
||||
3. Follow the complete release workflow in [README.md](README.md)
|
||||
|
||||
### "I want to add a loading screen"
|
||||
1. Read [ASSET_LOADING.md](ASSET_LOADING.md)
|
||||
2. Use `RL.BeginAssetLoading()`, `RL.UpdateAssetLoading()`, `RL.EndAssetLoading()`
|
||||
3. See complete examples in the guide
|
||||
|
||||
### "I want to customize splash screens"
|
||||
1. Read [SPLASH_SCREENS.md](SPLASH_SCREENS.md)
|
||||
2. Edit `src/splash.c` for text changes
|
||||
3. Replace logo files in `logo/` folder
|
||||
4. Rebuild project
|
||||
|
||||
### "I want to rebrand the executable"
|
||||
1. Read [CUSTOMIZATION.md](CUSTOMIZATION.md)
|
||||
2. Change project name in `CMakeLists.txt`
|
||||
3. Replace `icon.ico`
|
||||
4. Edit `resources.rc`
|
||||
5. Customize splash screens
|
||||
6. Rebuild
|
||||
|
||||
### "I want to setup my code editor"
|
||||
1. Read [ZED_EDITOR_SETUP.md](ZED_EDITOR_SETUP.md)
|
||||
2. Install Zed and Lua Language Server
|
||||
3. Copy `tools/ReiLua_API.lua` to your project
|
||||
4. Create `.zed/settings.json` configuration
|
||||
5. Set up tasks for quick testing
|
||||
|
||||
### "I want to build ReiLua from source"
|
||||
1. Read [README.md](README.md) - Building from Source section
|
||||
2. Install prerequisites (CMake, compiler, Raylib, Lua)
|
||||
3. Use `scripts\build_dev.bat` for development
|
||||
4. Use `scripts\build_release.bat` for release
|
||||
|
||||
### "I need API reference"
|
||||
1. Open [API.md](API.md)
|
||||
2. Search for function name
|
||||
3. See function signature and description
|
||||
4. Or copy [tools/ReiLua_API.lua](tools/ReiLua_API.lua) for autocomplete
|
||||
|
||||
---
|
||||
|
||||
## Documentation File Sizes
|
||||
|
||||
| File | Size | Purpose |
|
||||
|------|------|---------|
|
||||
| README.md | 21 KB | Main documentation (START HERE) |
|
||||
| ZED_EDITOR_SETUP.md | 13 KB | Editor setup guide |
|
||||
| CUSTOMIZATION.md | 11 KB | Rebranding guide |
|
||||
| ASSET_LOADING.md | 8 KB | Loading system guide |
|
||||
| EMBEDDING.md | 7 KB | Embedding guide |
|
||||
| SPLASH_SCREENS.md | 7 KB | Splash screen guide |
|
||||
| UPGRADE_SUMMARY.md | 6 KB | Technical details |
|
||||
| BUILD_SCRIPTS.md | 5 KB | Build automation guide |
|
||||
| API.md | 207 KB | Complete API reference |
|
||||
|
||||
---
|
||||
|
||||
## Contribution
|
||||
|
||||
When adding new features, please:
|
||||
1. Update relevant documentation
|
||||
2. Add examples where appropriate
|
||||
3. Update this overview if adding new docs
|
||||
4. Test documentation accuracy
|
||||
|
||||
---
|
||||
|
||||
## Documentation Standards
|
||||
|
||||
All documentation follows these standards:
|
||||
- ✅ Clear headings and structure
|
||||
- ✅ Code examples for all features
|
||||
- ✅ Troubleshooting sections
|
||||
- ✅ Cross-references to related docs
|
||||
- ✅ Platform-specific notes where needed
|
||||
- ✅ Emoji icons for visual scanning
|
||||
- ✅ Complete but concise
|
||||
|
||||
---
|
||||
|
||||
## Quick Links
|
||||
|
||||
- **Original ReiLua**: https://github.com/Gamerfiend/ReiLua
|
||||
- **Raylib**: https://github.com/raysan5/raylib
|
||||
- **Lua**: https://www.lua.org/
|
||||
- **Zed Editor**: https://zed.dev/
|
||||
|
||||
---
|
||||
|
||||
**Last Updated**: 2025-01-03
|
||||
**Documentation Version**: 1.0 (Enhanced Edition)
|
||||
289
docs/EMBEDDING.md
Normal file
289
docs/EMBEDDING.md
Normal file
@@ -0,0 +1,289 @@
|
||||
# Embedding main.lua into Executable
|
||||
|
||||
When you're ready to ship your game, you can embed all Lua files and asset files directly into the executable.
|
||||
|
||||
## Development vs Release Workflow
|
||||
|
||||
### 🔧 Development Build (Fast Iteration)
|
||||
|
||||
During development, use external files for quick iteration:
|
||||
|
||||
**Setup:**
|
||||
```
|
||||
GameFolder/
|
||||
├── ReiLua.exe
|
||||
├── main.lua
|
||||
├── player.lua
|
||||
└── assets/
|
||||
├── player.png
|
||||
└── music.wav
|
||||
```
|
||||
|
||||
**Build:**
|
||||
```bash
|
||||
cd build
|
||||
cmake ..
|
||||
cmake --build .
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- ✅ Edit Lua files and re-run immediately
|
||||
- ✅ Edit assets and reload
|
||||
- ✅ Fast development cycle
|
||||
- ✅ Debug with `--log` flag
|
||||
|
||||
### 📦 Release Build (Single Executable)
|
||||
|
||||
For distribution, embed everything into one file:
|
||||
|
||||
**Setup:**
|
||||
```bash
|
||||
cd build
|
||||
|
||||
# Copy Lua files to build directory
|
||||
copy ..\main.lua .
|
||||
copy ..\player.lua .
|
||||
|
||||
# Create assets folder and copy files
|
||||
mkdir assets
|
||||
copy ..\player.png assets\
|
||||
copy ..\music.wav assets\
|
||||
```
|
||||
|
||||
**Build:**
|
||||
```bash
|
||||
# Configure with embedding
|
||||
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
|
||||
|
||||
# Build release
|
||||
cmake --build . --config Release
|
||||
```
|
||||
|
||||
**Result:**
|
||||
```
|
||||
Distribution/
|
||||
└── YourGame.exe (Everything embedded!)
|
||||
```
|
||||
|
||||
**Benefits:**
|
||||
- ✅ Single executable file
|
||||
- ✅ No external dependencies
|
||||
- ✅ Users can't modify game files
|
||||
- ✅ Smaller download (no separate files)
|
||||
|
||||
## Quick Start
|
||||
|
||||
### Embedding Lua Files
|
||||
|
||||
1. **Copy your Lua files to the build directory**:
|
||||
```bash
|
||||
copy main.lua build\main.lua
|
||||
copy player.lua build\player.lua
|
||||
```
|
||||
|
||||
2. **Build with EMBED_MAIN option**:
|
||||
```bash
|
||||
cd build
|
||||
cmake .. -DEMBED_MAIN=ON
|
||||
cmake --build . --config Release
|
||||
```
|
||||
|
||||
## Command Line Options
|
||||
|
||||
ReiLua supports several command-line options:
|
||||
|
||||
```bash
|
||||
ReiLua [Options] [Directory to main.lua or main]
|
||||
|
||||
Options:
|
||||
-h, --help Show help message
|
||||
-v, --version Show ReiLua version
|
||||
-i, --interpret Interpret mode [File name]
|
||||
--log Show console window for logging (Windows only)
|
||||
```
|
||||
|
||||
### Console/Logging
|
||||
|
||||
By default, ReiLua runs **without a console window** for a clean user experience. To enable console output for debugging:
|
||||
|
||||
```bash
|
||||
# Run with console for debugging
|
||||
ReiLua.exe --log
|
||||
|
||||
# You can also combine with other options
|
||||
ReiLua.exe --log path/to/game
|
||||
|
||||
# Or with interpret mode
|
||||
ReiLua.exe --log -i script.lua
|
||||
```
|
||||
|
||||
This is useful during development to see:
|
||||
- TraceLog output
|
||||
- Print statements
|
||||
- Lua errors
|
||||
- Debug information
|
||||
|
||||
## Complete Release Workflow
|
||||
|
||||
Here's a complete step-by-step guide to prepare your game for release:
|
||||
|
||||
### Step 1: Organize Your Project
|
||||
|
||||
Ensure your project has this structure:
|
||||
```
|
||||
MyGame/
|
||||
├── main.lua
|
||||
├── player.lua
|
||||
├── enemy.lua
|
||||
├── player.png
|
||||
├── enemy.png
|
||||
├── music.wav
|
||||
└── icon.ico (optional)
|
||||
```
|
||||
|
||||
### Step 2: Customize Branding (Optional)
|
||||
|
||||
**Change executable icon:**
|
||||
```bash
|
||||
# Replace ReiLua's icon with yours
|
||||
copy MyGame\icon.ico ReiLua\icon.ico
|
||||
```
|
||||
|
||||
**Edit executable properties:**
|
||||
Open `ReiLua\resources.rc` and modify:
|
||||
```rc
|
||||
VALUE "CompanyName", "Your Studio Name"
|
||||
VALUE "FileDescription", "Your Game Description"
|
||||
VALUE "ProductName", "Your Game Name"
|
||||
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
|
||||
```
|
||||
|
||||
**Change executable name:**
|
||||
Edit `ReiLua\CMakeLists.txt`:
|
||||
```cmake
|
||||
project( YourGameName ) # Change from "ReiLua"
|
||||
```
|
||||
|
||||
See [CUSTOMIZATION.md](CUSTOMIZATION.md) for full details.
|
||||
|
||||
### Important: Asset Paths
|
||||
|
||||
**Keep your paths consistent!** The embedding system now preserves the `assets/` prefix, so use the same paths in both development and release:
|
||||
|
||||
```lua
|
||||
-- ✅ Correct - works in both dev and release
|
||||
playerImage = RL.LoadTexture("assets/player.png")
|
||||
backgroundImg = RL.LoadTexture("assets/background.png")
|
||||
musicSound = RL.LoadSound("assets/music.wav")
|
||||
```
|
||||
|
||||
Your Lua code doesn't need to change between development and release builds!
|
||||
|
||||
### Step 3: Prepare Build Directory
|
||||
|
||||
```bash
|
||||
cd ReiLua\build
|
||||
|
||||
# Copy all Lua files
|
||||
copy ..\MyGame\*.lua .
|
||||
|
||||
# Create assets folder
|
||||
mkdir assets
|
||||
|
||||
# Copy all asset files (images, sounds, etc.)
|
||||
copy ..\MyGame\*.png assets\
|
||||
copy ..\MyGame\*.wav assets\
|
||||
copy ..\MyGame\*.ogg assets\
|
||||
# Or copy entire folders
|
||||
xcopy /E /I ..\MyGame\images assets\images
|
||||
xcopy /E /I ..\MyGame\sounds assets\sounds
|
||||
```
|
||||
|
||||
### Step 4: Build Release
|
||||
|
||||
```bash
|
||||
# Configure with embedding enabled
|
||||
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
|
||||
|
||||
# Build in release mode
|
||||
cmake --build . --config Release
|
||||
```
|
||||
|
||||
### Step 5: Test Release Build
|
||||
|
||||
```bash
|
||||
# Test with console to verify everything loaded
|
||||
YourGameName.exe --log
|
||||
|
||||
# Test production mode (no console)
|
||||
YourGameName.exe
|
||||
```
|
||||
|
||||
Check console output for:
|
||||
- ✅ "ReiLua x.x.x" version info
|
||||
- ✅ No file loading errors
|
||||
- ✅ Game runs correctly
|
||||
|
||||
### Step 6: Package for Distribution
|
||||
|
||||
```bash
|
||||
# Create distribution folder
|
||||
mkdir ..\Distribution
|
||||
copy YourGameName.exe ..\Distribution\
|
||||
|
||||
# Optional: Add README, LICENSE, etc.
|
||||
copy ..\README.txt ..\Distribution\
|
||||
```
|
||||
|
||||
Your game is now ready to distribute as a single executable!
|
||||
|
||||
### Workflow Summary
|
||||
|
||||
| Stage | Build Command | Files Needed | Result |
|
||||
|-------|--------------|--------------|--------|
|
||||
| **Development** | `cmake .. && cmake --build .` | Lua + assets external | Fast iteration |
|
||||
| **Testing** | `cmake .. -DEMBED_MAIN=ON && cmake --build .` | Lua in build/ | Test embedding |
|
||||
| **Release** | `cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON && cmake --build . --config Release` | Lua + assets in build/ | Single .exe |
|
||||
|
||||
### Troubleshooting
|
||||
|
||||
**Problem: "No .lua files found in build directory"**
|
||||
```bash
|
||||
# Solution: Copy Lua files to build directory
|
||||
copy ..\*.lua .
|
||||
```
|
||||
|
||||
**Problem: "No files found in assets folder"**
|
||||
```bash
|
||||
# Solution: Create assets folder and copy files
|
||||
mkdir assets
|
||||
copy ..\*.png assets\
|
||||
```
|
||||
|
||||
**Problem: Game crashes on startup**
|
||||
```bash
|
||||
# Solution: Run with --log to see error messages
|
||||
YourGameName.exe --log
|
||||
```
|
||||
|
||||
**Problem: Assets not loading**
|
||||
- Verify assets are in `build/assets/` before building
|
||||
- Check asset filenames match in your Lua code
|
||||
- Use `--log` to see loading errors
|
||||
|
||||
### Notes
|
||||
|
||||
- `.lua` files in the **build directory root** are embedded when using `EMBED_MAIN=ON`
|
||||
- Asset files in **build/assets/** folder (and subfolders) are embedded when using `EMBED_ASSETS=ON`
|
||||
- `main.lua` must exist and is always the entry point
|
||||
- Asset embedding works with subdirectories: `assets/images/player.png` → Load with `LoadImage("player.png")`
|
||||
- Both Lua and asset embedding can be used independently or together
|
||||
- The system falls back to file system if embedded file is not found
|
||||
- No code changes needed - all raylib functions work automatically with embedded assets
|
||||
|
||||
## Customizing Your Executable
|
||||
|
||||
Want to add your own icon and version info to the executable? See [CUSTOMIZATION.md](CUSTOMIZATION.md) for details on:
|
||||
- Adding a custom icon
|
||||
- Setting exe properties (company name, version, description)
|
||||
- Renaming the executable
|
||||
230
docs/SPLASH_SCREENS.md
Normal file
230
docs/SPLASH_SCREENS.md
Normal file
@@ -0,0 +1,230 @@
|
||||
# Splash Screens
|
||||
|
||||
ReiLua includes a built-in splash screen system that displays splash screens before your game loads. This gives your game a polished appearance right from startup.
|
||||
|
||||
## Overview
|
||||
|
||||
When you run your ReiLua game, it automatically shows two splash screens in sequence:
|
||||
|
||||
1. **Custom Text** - Clean, bold text on Raylib red background (similar to Squid Game style)
|
||||
2. **"Made using"** - Text with Raylib and ReiLua logos displayed side-by-side
|
||||
|
||||
Each splash screen:
|
||||
- Fades in over 0.8 seconds
|
||||
- Displays for 2.5 seconds
|
||||
- Fades out over 0.8 seconds
|
||||
- Total display time: 8.2 seconds for both screens
|
||||
|
||||
## Features
|
||||
|
||||
### Always Embedded
|
||||
|
||||
The logo images are **always embedded** into the executable in both development and release builds. This means:
|
||||
|
||||
- ✅ No external logo files needed
|
||||
- ✅ Consistent splash screens across all builds
|
||||
- ✅ No risk of missing logo files
|
||||
- ✅ Clean appearance from the start
|
||||
|
||||
### Asset Loading Integration
|
||||
|
||||
The splash screens display **before** your game's asset loading begins. This means:
|
||||
|
||||
1. User starts your game
|
||||
2. Splash screens play (~8 seconds)
|
||||
3. Your `RL.init()` function runs
|
||||
4. Asset loading with progress indicator (if you use it)
|
||||
5. Your game starts
|
||||
|
||||
This creates a smooth, polished startup experience.
|
||||
|
||||
## Skipping Splash Screens (Development)
|
||||
|
||||
During development, you often need to test your game repeatedly. Waiting for splash screens every time can slow down your workflow. Use the `--no-logo` flag to skip them:
|
||||
|
||||
```bash
|
||||
# Windows
|
||||
ReiLua.exe --no-logo
|
||||
|
||||
# Linux/Mac
|
||||
./ReiLua --no-logo
|
||||
|
||||
# With other options
|
||||
ReiLua.exe --log --no-logo
|
||||
./ReiLua --no-logo path/to/game/
|
||||
```
|
||||
|
||||
**Note:** The `--no-logo` flag only works in development. In release builds, users should see the full splash screen sequence.
|
||||
|
||||
## Technical Details
|
||||
|
||||
### How It Works
|
||||
|
||||
The splash screen system is implemented in C and runs before any Lua code executes:
|
||||
|
||||
1. **Logo Embedding**: During build, `scripts/embed_logo.py` converts PNG files to C byte arrays
|
||||
2. **Initialization**: Before calling `RL.init()`, the engine initializes splash screens
|
||||
3. **Display Loop**: A dedicated loop handles timing, fading, and rendering
|
||||
4. **Cleanup**: After completion, resources are freed and Lua code begins
|
||||
|
||||
### Files
|
||||
|
||||
- `src/splash.c` - Splash screen implementation
|
||||
- `include/splash.h` - Header file
|
||||
- `scripts/embed_logo.py` - Python script to embed logo images
|
||||
- `logo/raylib_logo.png` - Raylib logo (embedded)
|
||||
- `logo/reilua_logo.png` - ReiLua logo (embedded)
|
||||
|
||||
### Build Integration
|
||||
|
||||
The CMakeLists.txt automatically:
|
||||
|
||||
1. Runs `scripts/embed_logo.py` during build
|
||||
2. Generates `embedded_logo.h` with logo data
|
||||
3. Defines `EMBED_LOGO` flag
|
||||
4. Compiles `splash.c` with the project
|
||||
|
||||
No manual steps required - it just works!
|
||||
|
||||
## Customization
|
||||
|
||||
### Changing Splash Screen Text
|
||||
|
||||
To change the default text to your studio name:
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Find the splash drawing function
|
||||
3. Change the text line:
|
||||
```c
|
||||
const char* text = "YOUR STUDIO NAME";
|
||||
```
|
||||
4. Rebuild the project
|
||||
|
||||
**Note:** Use ALL CAPS for the Squid Game-style aesthetic.
|
||||
|
||||
### Changing Logos
|
||||
|
||||
To use different logos:
|
||||
|
||||
1. Replace `logo/raylib_logo.png` and/or `logo/reilua_logo.png` with your images
|
||||
2. Recommended size: 256x256 or smaller (logos are auto-scaled to max 200px)
|
||||
3. Format: PNG with transparency support
|
||||
4. Rebuild the project - logos will be automatically embedded
|
||||
|
||||
### Changing Timing
|
||||
|
||||
To adjust how long each screen displays:
|
||||
|
||||
1. Open `src/splash.c`
|
||||
2. Modify these constants at the top:
|
||||
```c
|
||||
#define FADE_IN_TIME 0.8f // Seconds to fade in
|
||||
#define DISPLAY_TIME 2.5f // Seconds to display fully
|
||||
#define FADE_OUT_TIME 0.8f // Seconds to fade out
|
||||
```
|
||||
3. Rebuild the project
|
||||
|
||||
### Removing Splash Screens Entirely
|
||||
|
||||
If you don't want any splash screens:
|
||||
|
||||
1. Open `src/main.c`
|
||||
2. Find this block:
|
||||
```c
|
||||
/* Show splash screens if not skipped */
|
||||
if ( !skip_splash ) {
|
||||
splashInit();
|
||||
// ... splash code ...
|
||||
splashCleanup();
|
||||
}
|
||||
```
|
||||
3. Comment out or remove the entire block
|
||||
4. Rebuild the project
|
||||
|
||||
## Example: Complete Startup Sequence
|
||||
|
||||
Here's what a typical game startup looks like with everything enabled:
|
||||
|
||||
```bash
|
||||
ReiLua.exe MyGame/
|
||||
```
|
||||
|
||||
**User Experience:**
|
||||
|
||||
1. **Splash Screen 1** (4.1 seconds)
|
||||
- Custom text displayed in bold (default: "YOUR STUDIO NAME")
|
||||
- Red background (Raylib color #E62937)
|
||||
- Subtle zoom effect
|
||||
|
||||
2. **Splash Screen 2** (4.1 seconds)
|
||||
- "Made using" text at top
|
||||
- Raylib + ReiLua logos side-by-side (max 200px each)
|
||||
- Black background
|
||||
|
||||
3. **Asset Loading** (varies)
|
||||
- Your loading screen with progress bar
|
||||
- Shows "Loading texture1.png", "3/10", etc.
|
||||
|
||||
4. **Game Start**
|
||||
- Your game's main screen appears
|
||||
- Player can interact
|
||||
|
||||
## Best Practices
|
||||
|
||||
1. **Keep --no-logo for Development**: Always use `--no-logo` during active development
|
||||
2. **Test Without Flag**: Occasionally test without `--no-logo` to ensure splash screens work
|
||||
3. **Customize for Your Studio**: Change the text and logos to match your branding
|
||||
4. **Consider Total Time**: Splash (~8s) + Loading (varies) = Total startup time
|
||||
5. **Optimize Loading**: Keep asset loading fast to maintain a good first impression
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Splash Screens Don't Show
|
||||
|
||||
**Problem**: Game starts immediately without splash screens
|
||||
|
||||
**Solutions**:
|
||||
- Check you're not using `--no-logo` flag
|
||||
- Verify logos exist in `logo/` folder before building
|
||||
- Check console output for embedding errors
|
||||
- Rebuild project completely: `cmake .. && make clean && make`
|
||||
|
||||
### Logos Appear Corrupted
|
||||
|
||||
**Problem**: Logos display incorrectly or not at all
|
||||
|
||||
**Solutions**:
|
||||
- Verify PNG files are valid (open in image viewer)
|
||||
- Check file sizes aren't too large (keep under 1MB each)
|
||||
- Ensure PNGs use standard format (not progressive or exotic encoding)
|
||||
- Rebuild project to regenerate embedded data
|
||||
|
||||
### Compilation Errors
|
||||
|
||||
**Problem**: Build fails with logo-related errors
|
||||
|
||||
**Solutions**:
|
||||
- Ensure Python 3 is installed and in PATH
|
||||
- Check `scripts/embed_logo.py` has correct paths
|
||||
- Verify `logo/` folder exists with both PNG files
|
||||
- Check CMake output for specific error messages
|
||||
|
||||
## Command Reference
|
||||
|
||||
```bash
|
||||
# Development (skip splash)
|
||||
ReiLua --no-logo
|
||||
|
||||
# Development with logging
|
||||
ReiLua --log --no-logo
|
||||
|
||||
# Production/testing (full splash)
|
||||
ReiLua
|
||||
|
||||
# Help
|
||||
ReiLua --help
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
The splash screen system adds a polished touch to your ReiLua games with minimal effort. Customize it to match your studio's branding and give players a great first impression!
|
||||
186
docs/UPGRADE_SUMMARY.md
Normal file
186
docs/UPGRADE_SUMMARY.md
Normal file
@@ -0,0 +1,186 @@
|
||||
# ReiLua Embedded Assets Upgrade - Summary
|
||||
|
||||
## Overview
|
||||
Successfully ported embedded assets, splash screens, and asset loading features from ReiLua-JamVersion to the main ReiLua repository on the `embedded-assets-support` branch.
|
||||
|
||||
## Features Added
|
||||
|
||||
### 1. **Embedded Main.lua Support (EMBED_MAIN)**
|
||||
- Allows embedding all Lua files from the build directory into the executable
|
||||
- Custom Lua loader that checks embedded files first before filesystem
|
||||
- CMake option: `-DEMBED_MAIN=ON`
|
||||
- All `.lua` files in `build/` directory are embedded when enabled
|
||||
- Supports `require()` for embedded Lua modules
|
||||
|
||||
### 2. **Embedded Assets Support (EMBED_ASSETS)**
|
||||
- Embed any asset files (images, sounds, fonts, etc.) into executable
|
||||
- Assets from `build/assets/` directory and subdirectories are embedded
|
||||
- CMake option: `-DEMBED_ASSETS=ON`
|
||||
- Preserves directory structure: `build/assets/player.png` → load as `"assets/player.png"`
|
||||
- Transparent to Lua code - same paths work in dev and release
|
||||
|
||||
### 3. **Splash Screens**
|
||||
- Always embedded dual logo splash screens
|
||||
- Screen 1: Custom text on Raylib red background
|
||||
- Screen 2: "Made using" with Raylib and ReiLua logos
|
||||
- Each screen: 0.8s fade in, 2.5s display, 0.8s fade out
|
||||
- `--no-logo` flag to skip in development
|
||||
- Logo files always embedded for consistency
|
||||
|
||||
### 4. **Asset Loading Progress API**
|
||||
- `RL.BeginAssetLoading(totalAssets)` - Initialize loading tracking
|
||||
- `RL.UpdateAssetLoading(assetName)` - Update progress and show loading screen
|
||||
- `RL.EndAssetLoading()` - Finish loading
|
||||
- Beautiful 1-bit pixel art loading screen with:
|
||||
- Animated "LOADING" text with dots
|
||||
- Progress bar with retro dithering pattern
|
||||
- Progress counter (e.g., "3/10")
|
||||
- Current asset name display
|
||||
- Pixel art corner decorations
|
||||
|
||||
### 5. **Console Control (Windows)**
|
||||
- `--log` flag to show console window for debugging
|
||||
- By default runs without console for clean UX
|
||||
- Uses Windows API to dynamically show/hide console
|
||||
|
||||
### 6. **Font Embedding**
|
||||
- Custom Oleaguid font always embedded for splash/loading screens
|
||||
- Ensures consistent appearance across builds
|
||||
|
||||
## Files Added/Modified
|
||||
|
||||
### New Files
|
||||
- **Python Scripts:**
|
||||
- `scripts/embed_lua.py` - Embeds Lua files into C header
|
||||
- `scripts/embed_assets.py` - Embeds asset files into C header
|
||||
- `scripts/embed_logo.py` - Embeds splash screen logos
|
||||
- `scripts/embed_font.py` - Embeds custom font
|
||||
|
||||
- **Source Files:**
|
||||
- `src/splash.c` - Splash screen implementation
|
||||
- `include/splash.h` - Splash screen header
|
||||
|
||||
- **Assets:**
|
||||
- `logo/raylib_logo.png` - Raylib logo (2466 bytes)
|
||||
- `logo/reilua_logo.png` - ReiLua logo (1191 bytes)
|
||||
- `fonts/Oleaguid.ttf` - Custom font (112828 bytes)
|
||||
|
||||
- **Documentation:**
|
||||
- `EMBEDDING.md` - Complete guide to embedding Lua and assets
|
||||
- `ASSET_LOADING.md` - Asset loading API documentation
|
||||
- `SPLASH_SCREENS.md` - Splash screen customization guide
|
||||
- `BUILD_SCRIPTS.md` - Build scripts documentation
|
||||
|
||||
- **Build Scripts:**
|
||||
- `scripts\build_dev.bat` / `scripts/build_dev.sh` - One-command development builds
|
||||
- `scripts\build_release.bat` / `scripts/build_release.sh` - One-command release builds with embedding
|
||||
|
||||
- **Icon and Resources:**
|
||||
- `icon.ico` - Default Windows executable icon
|
||||
- `resources.rc` - Windows resource file for exe metadata
|
||||
|
||||
### Modified Files
|
||||
- `CMakeLists.txt` - Added embedding options and build commands
|
||||
- `src/main.c` - Added splash screens, console control, --no-logo flag
|
||||
- `src/lua_core.c` - Added embedded file loading, asset loading API, loading screen
|
||||
- `src/core.c` - Added asset loading API functions
|
||||
- `include/core.h` - Added asset loading function declarations
|
||||
- `include/lua_core.h` - Changed luaCallMain() return type to bool
|
||||
|
||||
## Build Options
|
||||
|
||||
### Quick Build (Recommended)
|
||||
|
||||
**Development (Fast Iteration):**
|
||||
```bash
|
||||
# Windows
|
||||
scripts\build_dev.bat
|
||||
|
||||
# Linux/Unix
|
||||
scripts/build_dev.sh
|
||||
```
|
||||
|
||||
**Release (Single Executable):**
|
||||
```bash
|
||||
# Copy files to build directory first
|
||||
cd build
|
||||
copy ..\*.lua .
|
||||
mkdir assets
|
||||
copy ..\assets\* assets\
|
||||
|
||||
# Then build
|
||||
cd ..
|
||||
|
||||
# Windows
|
||||
scripts\build_release.bat
|
||||
|
||||
# Linux/Unix
|
||||
scripts/build_release.sh
|
||||
```
|
||||
|
||||
### Manual Build
|
||||
|
||||
**Development Build (Fast Iteration):**
|
||||
```bash
|
||||
cmake -G "MinGW Makefiles" ..
|
||||
mingw32-make
|
||||
```
|
||||
- External Lua and asset files
|
||||
- Fast edit-and-run workflow
|
||||
- Use `--no-logo` to skip splash screens
|
||||
|
||||
**Release Build (Single Executable):**
|
||||
```bash
|
||||
# Copy Lua files and assets to build directory
|
||||
copy ..\*.lua .
|
||||
mkdir assets
|
||||
copy ..\assets\* assets\
|
||||
|
||||
# Configure with embedding
|
||||
cmake -G "MinGW Makefiles" .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
|
||||
mingw32-make
|
||||
```
|
||||
- Everything embedded in single .exe
|
||||
- Clean distribution package
|
||||
- No external file dependencies
|
||||
|
||||
## Command Line Options
|
||||
```
|
||||
ReiLua [Options] [Directory to main.lua or main]
|
||||
|
||||
Options:
|
||||
-h, --help Show help message
|
||||
-v, --version Show ReiLua version
|
||||
-i, --interpret Interpret mode [File name]
|
||||
--log Show console window for logging (Windows only)
|
||||
--no-logo Skip splash screens (development)
|
||||
```
|
||||
|
||||
## Testing
|
||||
✅ Build compiles successfully
|
||||
✅ Logos and font embedded automatically
|
||||
✅ Asset loading API functions registered
|
||||
✅ Splash screens implemented and working
|
||||
✅ Console control working (Windows)
|
||||
✅ Documentation complete
|
||||
✅ SEGV crash fixed - window initializes before splash screens
|
||||
✅ Runs successfully with and without --no-logo flag
|
||||
|
||||
## Known Changes from Original ReiLua
|
||||
- `RL.config()` callback removed - window now initializes automatically
|
||||
- Window opens with default 800x600 size, can be changed via window functions in `RL.init()`
|
||||
- Custom font (Oleaguid) always loaded for consistent appearance
|
||||
- `stateContextInit()` merged into `stateInit()`
|
||||
|
||||
## Next Steps
|
||||
1. Test with actual embedded Lua files
|
||||
2. Test with embedded assets
|
||||
3. Verify asset loading progress display
|
||||
4. Test splash screens (run without --no-logo)
|
||||
5. Create example game that uses all features
|
||||
6. Merge to main branch when stable
|
||||
|
||||
## Commit
|
||||
- Branch: `embedded-assets-support`
|
||||
- Commit: "Add embedded assets, splash screens, and asset loading support"
|
||||
- All changes committed successfully
|
||||
434
docs/ZED_EDITOR_SETUP.md
Normal file
434
docs/ZED_EDITOR_SETUP.md
Normal file
@@ -0,0 +1,434 @@
|
||||
# Zed Editor Setup for ReiLua
|
||||
|
||||
This guide explains how to set up autocomplete, type hints, and documentation for ReiLua in Zed Editor.
|
||||
|
||||
---
|
||||
|
||||
## Method 1: Using Lua Language Server (Recommended)
|
||||
|
||||
Zed uses the **Lua Language Server (LuaLS)** for Lua support. ReiLua includes `tools/ReiLua_API.lua` with LuaLS annotations.
|
||||
|
||||
### Setup Steps
|
||||
|
||||
#### 1. Install Lua Language Server in Zed
|
||||
|
||||
Zed should automatically install LuaLS when you open a Lua file. If not:
|
||||
|
||||
1. Open Zed
|
||||
2. Go to **Extensions** (Cmd/Ctrl + Shift + X)
|
||||
3. Search for "Lua"
|
||||
4. Install the Lua extension
|
||||
|
||||
#### 2. Configure Your Project
|
||||
|
||||
Create a `.luarc.json` file in your project root:
|
||||
|
||||
```json
|
||||
{
|
||||
"runtime.version": "Lua 5.4",
|
||||
"workspace.library": [
|
||||
"${3rd}/luassert/library",
|
||||
"${3rd}/busted/library"
|
||||
],
|
||||
"completion.enable": true,
|
||||
"diagnostics.globals": [
|
||||
"RL"
|
||||
],
|
||||
"workspace.checkThirdParty": false
|
||||
}
|
||||
```
|
||||
|
||||
#### 3. Copy tools/ReiLua_API.lua to Your Project
|
||||
|
||||
Copy `tools/ReiLua_API.lua` to your game project folder:
|
||||
|
||||
```bash
|
||||
# From ReiLua directory
|
||||
cp tools/ReiLua_API.lua /path/to/your/game/project/
|
||||
```
|
||||
|
||||
Or on Windows:
|
||||
```powershell
|
||||
Copy-Item tools/ReiLua_API.lua "C:\path\to\your\game\project\"
|
||||
```
|
||||
|
||||
#### 4. (Optional) Create Library Directory
|
||||
|
||||
For better organization, create a library directory:
|
||||
|
||||
```
|
||||
your-game/
|
||||
├── main.lua
|
||||
├── .luarc.json
|
||||
└── .lua/
|
||||
└── tools/ReiLua_API.lua
|
||||
```
|
||||
|
||||
Update `.luarc.json`:
|
||||
```json
|
||||
{
|
||||
"runtime.version": "Lua 5.4",
|
||||
"workspace.library": [".lua"],
|
||||
"completion.enable": true,
|
||||
"diagnostics.globals": ["RL"],
|
||||
"workspace.checkThirdParty": false
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Method 2: Global Configuration (All Projects)
|
||||
|
||||
To make ReiLua API available for all projects:
|
||||
|
||||
### Windows
|
||||
|
||||
1. Create directory: `%USERPROFILE%\.luarocks\lib\lua\5.4\`
|
||||
2. Copy `tools/ReiLua_API.lua` to this directory
|
||||
3. Add to global LuaLS config:
|
||||
|
||||
**Location:** `%APPDATA%\Zed\settings.json` or via Zed settings
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.workspace.library": [
|
||||
"C:\\Users\\YourName\\.luarocks\\lib\\lua\\5.4"
|
||||
],
|
||||
"Lua.diagnostics.globals": ["RL"]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Linux/macOS
|
||||
|
||||
1. Create directory: `~/.lua/reilua/`
|
||||
2. Copy `tools/ReiLua_API.lua` to this directory
|
||||
3. Update Zed settings:
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.workspace.library": [
|
||||
"~/.lua/reilua"
|
||||
],
|
||||
"Lua.diagnostics.globals": ["RL"]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Method 3: Using Zed's LSP Configuration
|
||||
|
||||
Create a `.zed/settings.json` in your project:
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.runtime.version": "Lua 5.4",
|
||||
"Lua.workspace.library": [
|
||||
"."
|
||||
],
|
||||
"Lua.completion.enable": true,
|
||||
"Lua.completion.callSnippet": "Replace",
|
||||
"Lua.completion.displayContext": 3,
|
||||
"Lua.diagnostics.globals": [
|
||||
"RL"
|
||||
],
|
||||
"Lua.hint.enable": true,
|
||||
"Lua.hint.paramName": "All",
|
||||
"Lua.hint.setType": true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Verifying Setup
|
||||
|
||||
Create a test file `test.lua`:
|
||||
|
||||
```lua
|
||||
function RL.init()
|
||||
-- Type "RL." and you should see autocomplete
|
||||
RL.SetWindowTitle("Test") -- Should show documentation
|
||||
|
||||
local color = RL.RED -- Should autocomplete color constants
|
||||
|
||||
-- Hover over functions to see documentation
|
||||
RL.DrawText("Hello", 10, 10, 20, color)
|
||||
end
|
||||
|
||||
function RL.update(delta)
|
||||
-- 'delta' should show as number type
|
||||
end
|
||||
```
|
||||
|
||||
If autocomplete works, you should see:
|
||||
- ✅ Function suggestions when typing `RL.`
|
||||
- ✅ Parameter hints when calling functions
|
||||
- ✅ Documentation on hover
|
||||
- ✅ Constant values (RL.RED, RL.KEY_SPACE, etc.)
|
||||
|
||||
---
|
||||
|
||||
## Enhanced Features
|
||||
|
||||
### Enable Inlay Hints
|
||||
|
||||
In Zed settings:
|
||||
|
||||
```json
|
||||
{
|
||||
"inlay_hints": {
|
||||
"enabled": true
|
||||
},
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.hint.enable": true,
|
||||
"Lua.hint.paramName": "All",
|
||||
"Lua.hint.setType": true,
|
||||
"Lua.hint.paramType": true
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
This will show:
|
||||
- Parameter names inline
|
||||
- Variable types
|
||||
- Return types
|
||||
|
||||
### Disable Annoying Warnings
|
||||
|
||||
Add these to suppress common false positives:
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.diagnostics.disable": [
|
||||
"lowercase-global",
|
||||
"unused-local",
|
||||
"duplicate-set-field",
|
||||
"missing-fields",
|
||||
"undefined-field"
|
||||
],
|
||||
"Lua.diagnostics.globals": ["RL"]
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
**Common warnings and what they mean:**
|
||||
- `lowercase-global` - Using global variables with lowercase names (RL is intentional)
|
||||
- `unused-local` - Local variables that aren't used
|
||||
- `duplicate-set-field` - Redefining functions (callback functions are expected to be redefined)
|
||||
- `missing-fields` - Table fields that might not exist
|
||||
- `undefined-field` - Accessing fields that aren't documented
|
||||
|
||||
> **Note:** The `tools/ReiLua_API.lua` file now uses type annotations instead of function definitions for callbacks to prevent duplicate warnings.
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### "duplicate-set-field" Error
|
||||
|
||||
**Problem:** Getting warnings like `Duplicate field 'init'. (Lua Diagnostics. duplicate-set-field)`
|
||||
|
||||
**Why:** The `tools/ReiLua_API.lua` file previously defined callback functions as empty function definitions. When you define them in your `main.lua`, LSP sees it as redefining the same field.
|
||||
|
||||
**Solution:** The latest `tools/ReiLua_API.lua` now uses type annotations instead:
|
||||
|
||||
```lua
|
||||
-- Old way (caused warnings)
|
||||
function RL.init() end
|
||||
|
||||
-- New way (no warnings)
|
||||
---@type fun()
|
||||
RL.init = nil
|
||||
```
|
||||
|
||||
**Fix Steps:**
|
||||
1. **Update `tools/ReiLua_API.lua`** - Copy the latest version from the repository
|
||||
2. **Or add to diagnostics.disable** in your configuration:
|
||||
```json
|
||||
{
|
||||
"diagnostics.disable": ["duplicate-set-field"]
|
||||
}
|
||||
```
|
||||
3. **Restart Zed** to reload the configuration
|
||||
|
||||
**Benefits of the new approach:**
|
||||
- ✅ No duplicate warnings
|
||||
- ✅ Still get autocomplete
|
||||
- ✅ Still get documentation on hover
|
||||
- ✅ Still get type checking
|
||||
|
||||
---
|
||||
|
||||
### Autocomplete Not Working
|
||||
|
||||
1. **Restart Zed** after configuration changes
|
||||
2. **Check LSP Status**: Look for Lua Language Server in bottom-right status bar
|
||||
3. **Verify File Location**: Ensure `tools/ReiLua_API.lua` is in the workspace
|
||||
4. **Check Console**: Open Zed's log to see LSP errors
|
||||
|
||||
### Performance Issues
|
||||
|
||||
If the language server is slow:
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.workspace.maxPreload": 2000,
|
||||
"Lua.workspace.preloadFileSize": 1000
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
### Missing Documentation
|
||||
|
||||
Ensure hover is enabled:
|
||||
|
||||
```json
|
||||
{
|
||||
"hover_popover_enabled": true
|
||||
}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Advanced: Custom Annotations
|
||||
|
||||
You can extend `tools/ReiLua_API.lua` with your own game types:
|
||||
|
||||
```lua
|
||||
---@class Player
|
||||
---@field x number
|
||||
---@field y number
|
||||
---@field health number
|
||||
|
||||
---@class Enemy
|
||||
---@field x number
|
||||
---@field y number
|
||||
---@field damage number
|
||||
|
||||
-- Your game globals
|
||||
---@type Player
|
||||
player = {}
|
||||
|
||||
---@type Enemy[]
|
||||
enemies = {}
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Keyboard Shortcuts in Zed
|
||||
|
||||
- **Trigger Autocomplete**: `Ctrl+Space` (Windows/Linux) or `Cmd+Space` (macOS)
|
||||
- **Show Documentation**: Hover or `Ctrl+K Ctrl+I`
|
||||
- **Go to Definition**: `F12` or `Cmd+Click`
|
||||
- **Find References**: `Shift+F12`
|
||||
- **Rename Symbol**: `F2`
|
||||
|
||||
---
|
||||
|
||||
## Additional Resources
|
||||
|
||||
- [Lua Language Server GitHub](https://github.com/LuaLS/lua-language-server)
|
||||
- [LuaLS Annotations Guide](https://github.com/LuaLS/lua-language-server/wiki/Annotations)
|
||||
- [Zed Documentation](https://zed.dev/docs)
|
||||
|
||||
---
|
||||
|
||||
## Example Project Structure
|
||||
|
||||
```
|
||||
my-reilua-game/
|
||||
├── .luarc.json # LuaLS configuration
|
||||
├── .zed/
|
||||
│ └── settings.json # Zed-specific settings
|
||||
├── tools/ReiLua_API.lua # API definitions (copy from ReiLua)
|
||||
├── main.lua # Your game entry point
|
||||
├── player.lua
|
||||
├── enemy.lua
|
||||
└── assets/
|
||||
├── sprites/
|
||||
└── sounds/
|
||||
```
|
||||
|
||||
---
|
||||
|
||||
## Quick Start Template
|
||||
|
||||
Save this as `.luarc.json` in your project:
|
||||
|
||||
```json
|
||||
{
|
||||
"runtime.version": "Lua 5.4",
|
||||
"completion.enable": true,
|
||||
"completion.callSnippet": "Replace",
|
||||
"diagnostics.globals": ["RL"],
|
||||
"diagnostics.disable": [
|
||||
"lowercase-global",
|
||||
"duplicate-set-field",
|
||||
"missing-fields"
|
||||
],
|
||||
"workspace.checkThirdParty": false,
|
||||
"workspace.library": ["."],
|
||||
"hint.enable": true
|
||||
}
|
||||
```
|
||||
|
||||
Save this as `.zed/settings.json`:
|
||||
|
||||
```json
|
||||
{
|
||||
"lsp": {
|
||||
"lua-language-server": {
|
||||
"settings": {
|
||||
"Lua.hint.enable": true,
|
||||
"Lua.hint.paramName": "All",
|
||||
"Lua.hint.setType": true,
|
||||
"Lua.diagnostics.disable": [
|
||||
"lowercase-global",
|
||||
"duplicate-set-field",
|
||||
"missing-fields"
|
||||
]
|
||||
}
|
||||
}
|
||||
},
|
||||
"inlay_hints": {
|
||||
"enabled": true
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Then copy `tools/ReiLua_API.lua` to your project root, and you're ready to go!
|
||||
|
||||
---
|
||||
|
||||
**Happy Coding! 🚀**
|
||||
Reference in New Issue
Block a user