> A modified version of ReiLua with embedded main.lua, embedded assets, splash screens, and asset loading system
This is an enhanced version of ReiLua featuring:
ReiLua brings the power and simplicity of Raylib to the beginner-friendly Lua language in a straightforward manner. It is a loose binding to Raylib - some functions are excluded and some are added. The concept of pointing to a "main.lua" file and accessing functions "init", "update", and "draw" is borrowed from the Löve game framework.
Note: ReiLua is lovingly handcrafted and will likely contain bugs and documentation errors, so it would be much appreciated if you would report any such findings. Reilua means "fair" in Finnish.This enhanced version is built upon:
ReiLua is WIP and some planned raylib functionality is still missing, but it already has over 1000 functions. Current Raylib version is 5.5.
List of some MISSING features that are planned to be included:
Development Mode (Fast Iteration):
# 1. Create your game files
GameFolder/
├── main.lua
├── assets/
│ ├── player.png
│ └── music.wav
# 2. Run ReiLua pointing to your game folder
ReiLua.exe GameFolder/
# Or from your game folder
cd GameFolder
path/to/ReiLua.exe
# Skip splash screens during development
ReiLua.exe --no-logo
# Enable console for debugging
ReiLua.exe --log --no-logo
Release Mode (Single Executable):
# See "Building for Release" section below
Create a main.lua file:
local textColor = RL.BLACK
local textPos = { 192, 200 }
local textSize = 20
local text = "Congrats! You created your first window!"
function RL.init()
RL.SetWindowTitle( "First window" )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
end
function RL.update( delta )
if RL.IsKeyPressed( RL.KEY_ENTER ) then
local winSize = RL.GetScreenSize()
local measuredSize = RL.MeasureTextEx( RL.GetFontDefault(), text, textSize, 2 )
textColor = RL.BLUE
textPos = { winSize[1] / 2 - measuredSize[1] / 2, winSize[2] / 2 - measuredSize[2] / 2 }
end
if RL.IsKeyPressed( RL.KEY_SPACE ) then
textColor = RL.RED
textPos = { 192, 200 }
end
end
function RL.draw()
RL.ClearBackground( RL.RAYWHITE )
RL.DrawText( text, textPos, textSize, textColor )
end
Run it:
ReiLua.exe --no-logo
ReiLua looks for a 'main.lua' or 'main' file as the entry point. There are seven Lua functions that the framework will call:
RL.init() - Called once at startup for initializationRL.update(delta) - Called every frame before draw, receives delta timeRL.draw() - Called every frame for renderingRL.event(event) - Called when events occurRL.log(logLevel, message) - Called for loggingRL.exit() - Called when the application is closingRL.config() - ⚠️ Deprecated in this versionAll functionality can be found in "API.md".
This version includes customizable splash screens that display at startup:
Screen 1: Custom text - Bold text on Raylib red background (customizable) Screen 2: "Made using" - Displays Raylib and ReiLua logos side-by-sideEach screen fades in (0.8s), displays (2.5s), and fades out (0.8s) for a total of ~8 seconds.
Skip During Development:
ReiLua.exe --no-logo
Customize:
src/splash.clogo/ foldersrc/splash.cSee SPLASH_SCREENS.md for full documentation.
Beautiful loading screen with progress tracking:
function RL.init()
-- List your assets
local assets = {
"assets/player.png",
"assets/enemy.png",
"assets/background.png",
"assets/music.wav",
}
-- Start loading with progress
RL.BeginAssetLoading(#assets)
-- Load each asset
for i, path in ipairs(assets) do
RL.UpdateAssetLoading(path)
-- Your loading code
if path:match("%.png$") then
textures[i] = RL.LoadTexture(path)
elseif path:match("%.wav$") then
sounds[i] = RL.LoadSound(path)
end
end
-- Finish loading
RL.EndAssetLoading()
end
Features:
See ASSET_LOADING.md for full documentation.
Bundle all your Lua code into the executable for easy distribution:
# Copy Lua files to build directory
cd build
copy ..\your_game\*.lua .
# Build with embedding
cmake .. -DEMBED_MAIN=ON
cmake --build . --config Release
Result: Single executable with all Lua code embedded!
Package images, sounds, fonts, and other assets into your executable:
# Create assets folder and copy files
cd build
mkdir assets
copy ..\your_game\assets\* assets\
# Build with embedding
cmake .. -DEMBED_ASSETS=ON
cmake --build . --config Release
Your Lua code doesn't change! Use the same paths:
-- Works in both development and release
playerImg = RL.LoadTexture("assets/player.png")
music = RL.LoadSound("assets/music.wav")
See EMBEDDING.md for full documentation.
By default, ReiLua runs without a console window for a clean user experience. Enable it for debugging:
# Show console for debugging
ReiLua.exe --log
# Combine with other options
ReiLua.exe --log --no-logo
ReiLua.exe --log path/to/game
This shows:
One-command builds for development and release:
Development Build (Fast Iteration):
# Windows
scripts\build_dev.bat
# Linux/Unix
chmod +x scripts/build_dev.sh
scripts/build_dev.sh
Release Build (Distribution):
# Prepare files first
cd build
copy ..\your_game\*.lua .
mkdir assets
copy ..\your_game\assets\* assets\
# Build release
cd ..
# Windows
scripts\build_release.bat
# Linux/Unix
scripts/build_release.sh
See BUILD_SCRIPTS.md for full documentation.
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)
# Run game in current directory
ReiLua.exe
# Run game in specific folder
ReiLua.exe path/to/game/
# Development mode (no splash, with console)
ReiLua.exe --log --no-logo
# Interpreter mode (run single script)
ReiLua.exe -i script.lua
# Show help
ReiLua.exe --help
# Show version
ReiLua.exe --version
Some objects allocate memory that needs to be freed when no longer needed. By default, objects like Textures are unloaded by the Lua garbage collector. However, it's generally recommended to handle this manually in more complex projects:
RL.SetGCUnload()
ReiLua can run single Lua files using interpreter mode:
ReiLua -i hello.lua
The given file will be called with dofile.
Generate API.md and ReiLua_API.lua from the build folder:
ReiLua -i ../tools/docgen.lua
Tip: Use tools/ReiLua_API.lua in your project folder to provide annotations when using "Lua Language Server".
You'll need to statically link Raylib and Lua to create the executable. This simplifies distribution, especially on Linux where different distros use different library versions.
# Download Raylib source
# Run w64devkit.exe and navigate to raylib/src
cd raylib/src
mingw32-make
# Copy libraylib.a to ReiLua/lib folder
copy libraylib.a path\to\ReiLua\lib\
Download Lua source from https://github.com/lua/lua
Modify Lua's makefile:
# Change this:
MYCFLAGS= $(LOCAL) -std=c99 -DLUA_USE_LINUX -DLUA_USE_READLINE
# To this:
MYCFLAGS= $(LOCAL) -std=c99
# Comment out or remove:
MYLIBS= -ldl -lreadline
Build:
# In w64devkit, navigate to Lua folder
mingw32-make
# Copy liblua.a to ReiLua/lib folder
copy liblua.a path\to\ReiLua\lib\
Quick Method (Recommended):
cd ReiLua
scripts\build_dev.bat
Manual Method:
cd ReiLua\build
cmake -G "MinGW Makefiles" ..
mingw32-make
cd build
ReiLua.exe ..\examples\snake\
If you see a low-res snake racing off the window, success! Press Enter to reset.
sudo apt install build-essential cmake
Compile Raylib and Lua by following their instructions. They will compile to libraylib.a and liblua.a by default.
Move both .a files to the ReiLua/lib folder.
Quick Method (Recommended):
cd ReiLua
chmod +x scripts/build_dev.sh
scripts/build_dev.sh
Manual Method:
cd ReiLua/build
cmake ..
make
./ReiLua ../examples/snake/
Not tested, but should work similarly to Linux.
Works best when Raylib is compiled using PLATFORM=DRM. See Raylib build instructions for Raspberry Pi.
Compile ReiLua with:
cmake .. -DDRM=ON
Note: DRM should be launched from CLI, not in X.
Compile Raylib for web following its instructions: https://github.com/raysan5/raylib/wiki/Working-for-Web-(HTML5)
Modify Lua's makefile:
# Change:
MYCFLAGS= $(LOCAL) -std=c99 -DLUA_USE_LINUX -DLUA_USE_READLINE
# To:
MYCFLAGS= $(LOCAL) -std=c99
# Change:
MYLIBS= -ldl -lreadline
# To:
MYLIBS= -ldl
# Change:
CC= gcc
# To:
CC= emcc
# Change:
CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common -march=native
# To:
CFLAGS= -Wall -O2 $(MYCFLAGS) -fno-stack-protector -fno-common
# Change:
AR= ar rc
# To:
AR= emar
# Change:
$(AR) $@ $?
# To:
$(AR) rcs $@ $?
Build with make if emsdk environmental variables are correct.
Put libraylib.a and liblua.a into ReiLua/lib/web/.
cd ReiLua/build
mkdir resources
# Copy main.lua to resources/
# Copy assets to resources/
Structure:
ReiLua/
└── build/
└── resources/
├── main.lua
└── assets/
cd build
cmake .. -DCMAKE_TOOLCHAIN_FILE=/emsdk/upstream/emscripten/cmake/Modules/Platform/Emscripten.cmake -DPLATFORM=Web
make
python -m http.server 8080
Access in browser: localhost:8080/ReiLua.html
MyGame/
├── main.lua
├── player.lua
├── enemy.lua
├── assets/
│ ├── player.png
│ ├── enemy.png
│ └── music.wav
cd ReiLua/build
# Copy all Lua files
copy ..\MyGame\*.lua .
# Copy assets
mkdir assets
copy ..\MyGame\assets\* assets\
# Or: xcopy /E /I ..\MyGame\assets assets
cd ..
scripts\build_release.bat
# Or: scripts/build_release.sh on Linux
cd build
ReiLua.exe --log
Verify:
mkdir Distribution
copy ReiLua.exe Distribution\YourGameName.exe
Your game is now a single executable ready for distribution!
Edit CMakeLists.txt:
project( YourGameName ) # Change from "ReiLua"
Replace icon.ico with your own icon file, then rebuild.
Edit resources.rc:
VALUE "CompanyName", "Your Studio Name"
VALUE "FileDescription", "Your Game Description"
VALUE "ProductName", "Your Game Name"
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
Edit src/splash.c:
const char* text = "YOUR STUDIO NAME"; // Change this
Replace logos:
# Replace these files before building
logo/raylib_logo.png
logo/reilua_logo.png
Zed is a modern, high-performance code editor. Here's how to set it up for ReiLua development:
Download from: https://zed.dev/
1. Open Zed 2. Press Cmd+Shift+P (Mac) or Ctrl+Shift+P (Windows/Linux) 3. Type "install language server" and select Lua 4. Zed will automatically install the Lua Language Server
Create .zed/settings.json in your project root:
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua": {
"runtime": {
"version": "Lua 5.4"
},
"diagnostics": {
"globals": ["RL"]
},
"workspace": {
"library": ["ReiLua_API.lua"]
}
}
}
}
},
"languages": {
"Lua": {
"format_on_save": "on",
"formatter": "language_server"
}
}
}
Copy tools/ReiLua_API.lua to your project folder. This provides autocomplete and documentation for all ReiLua functions.
copy path\to\ReiLua\tools\ReiLua_API.lua your_game\
Useful Zed shortcuts for Lua development:
Ctrl+P / Cmd+P - Quick file searchCtrl+Shift+F / Cmd+Shift+F - Search in filesCtrl+. / Cmd+. - Code actionsF12 - Go to definitionShift+F12 - Find referencesCtrl+Space - Trigger autocompleteInstall useful extensions: 1. Press Ctrl+Shift+X / Cmd+Shift+X 2. Search and install:
Create a workspace for ReiLua projects:
1. Open your game folder in Zed 2. File → Add Folder to Workspace 3. Add the ReiLua source folder (for reference) 4. File → Save Workspace As...
This lets you easily reference ReiLua source while developing your game.
For debugging Lua code with Zed:
1. Use print() statements liberally 2. Run ReiLua with --log flag to see output 3. Use RL.TraceLog() for more detailed logging:
RL.TraceLog(RL.LOG_INFO, "Player position: " .. x .. ", " .. y)
RL.TraceLog(RL.LOG_WARNING, "Low health!")
RL.TraceLog(RL.LOG_ERROR, "Failed to load asset!")
Run ReiLua directly from Zed's terminal:
1. Press ` Ctrl+ ` / Cmd+ ` to open terminal 2. Run your game:
path\to\ReiLua.exe --log --no-logo
1. Use Multiple Cursors: Alt+Click to add cursors, great for batch edits 2. Split Views: Ctrl+\ to split editor for side-by-side editing 3. Symbol Search: Ctrl+T / Cmd+T to search for functions 4. Zen Mode: Ctrl+K Z for distraction-free coding 5. Live Grep: Ctrl+Shift+F to search across all files
Game doesn't start:
to see error messages existsAssets not loading:
to see loading errorsSplash screens don't show:
flagLua files not embedded:
directory before building exists was usedAssets not embedded:
folder was usedBuild fails:
and liblua.a are in lib/ folder1. Check documentation files listed above 2. Review the examples in examples/ folder 3. Use --log` flag to see detailed error messages 4. Check your file paths and directory structure
Contributions are welcome! This is an enhanced version with additional features. When contributing:
1. Test thoroughly with both development and release builds 2. Update documentation if adding features 3. Follow existing code style 4. Test on multiple platforms if possible
ReiLua is licensed under the zlib/libpng license. See LICENSE file for details.
---
Happy Game Development!
When you're ready to ship your game, you can embed all Lua files and asset files directly into the executable.
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:
cd build
cmake ..
cmake --build .
Benefits:
--log flagRelease Build (Single Executable)
For distribution, embed everything into one file.
Setup:
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:
# Configure with embedding
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
# Build release
cmake --build . --config Release
Result:
Distribution/
└── YourGame.exe (Everything embedded!)
Benefits:
1. Copy your Lua files to the build directory:
copy main.lua build\main.lua
copy player.lua build\player.lua
2. Build with EMBED_MAIN option:
cd build
cmake .. -DEMBED_MAIN=ON
cmake --build . --config Release
ReiLua supports several 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)
By default, ReiLua runs without a console window for a clean user experience. To enable console output for debugging:
# 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:
Here's a complete step-by-step guide to prepare your game for release:
Ensure your project has this structure:
MyGame/
├── main.lua
├── player.lua
├── enemy.lua
├── player.png
├── enemy.png
├── music.wav
└── icon.ico (optional)
Change executable icon:
# Replace ReiLua's icon with yours
copy MyGame\icon.ico ReiLua\icon.ico
Edit executable properties: Open ReiLua\resources.rc and modify:
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:
project( YourGameName ) # Change from "ReiLua"
See CUSTOMIZATION.md for full details.
assets/ prefix, so use the same paths in both development and release:
-- 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!
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
# Configure with embedding enabled
cmake .. -DEMBED_MAIN=ON -DEMBED_ASSETS=ON
# Build in release mode
cmake --build . --config Release
# Test with console to verify everything loaded
YourGameName.exe --log
# Test production mode (no console)
YourGameName.exe
Check console output for:
# 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!
| 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 |
Problem: "No .lua files found in build directory"
# Solution: Copy Lua files to build directory
copy ..\*.lua .
Problem: "No files found in assets folder"
# Solution: Create assets folder and copy files
mkdir assets
copy ..\*.png assets\
Problem: Game crashes on startup
# Solution: Run with --log to see error messages
YourGameName.exe --log
Problem: Assets not loading
build/assets/ before building--log to see loading errors.lua files in the build directory root are embedded when using EMBED_MAIN=ONEMBED_ASSETS=ONmain.lua must exist and is always the entry pointassets/images/player.png → Load with LoadImage("player.png")Want to add your own icon and version info to the executable? See CUSTOMIZATION.md for details on:
ReiLua includes a built-in asset loading system with a loading screen UI that shows progress while assets are being loaded.
Initialize asset loading progress tracking and show the loading screen.
Parameters:
totalAssets (integer) - Total number of assets to loadExample:
RL.BeginAssetLoading(10) -- We're loading 10 assets
---
Update the loading progress and display current asset being loaded.
Parameters:
assetName (string) - Name of the asset currently being loadedExample:
RL.UpdateAssetLoading("player.png")
Call this after each asset is loaded to update the progress bar.
---
Finish asset loading and hide the loading screen.
Example:
RL.EndAssetLoading()
function RL.init()
-- List of assets to load
local assetsToLoad = {
"assets/player.png",
"assets/enemy.png",
"assets/background.png",
"assets/music.wav",
}
-- Begin loading
RL.BeginAssetLoading(#assetsToLoad)
-- Load each asset
for i, path in ipairs(assetsToLoad) do
RL.UpdateAssetLoading(path) -- Update progress
-- Load the actual asset
if path:match("%.png$") or path:match("%.jpg$") then
textures[i] = RL.LoadTexture(path)
elseif path:match("%.wav$") or path:match("%.ogg$") then
sounds[i] = RL.LoadSound(path)
end
end
-- Done!
RL.EndAssetLoading()
end
local assets = {}
local assetsToLoad = {
{type="texture", name="player", path="assets/player.png"},
{type="texture", name="enemy", path="assets/enemy.png"},
{type="texture", name="background", path="assets/background.png"},
{type="sound", name="music", path="assets/music.wav"},
{type="sound", name="shoot", path="assets/shoot.wav"},
{type="font", name="title", path="assets/title.ttf"},
}
function RL.init()
RL.SetWindowTitle("My Game")
-- Start loading with progress
RL.BeginAssetLoading(#assetsToLoad)
-- Load all assets
for i, asset in ipairs(assetsToLoad) do
-- Show current asset name on loading screen
RL.UpdateAssetLoading(asset.name)
-- Load based on type
if asset.type == "texture" then
assets[asset.name] = RL.LoadTexture(asset.path)
elseif asset.type == "sound" then
assets[asset.name] = RL.LoadSound(asset.path)
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)
end
if assets.player then
RL.DrawTexture(assets.player, {100, 100}, RL.WHITE)
end
end
The loading screen features a clean 1-bit pixel art style:
Design:
Elements:
Background:
Color Palette:
Style Inspiration:
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.
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
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()
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()
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()
Use the loading system when:
You can skip it when:
The loading system makes your game feel polished with just a few lines of code!
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.
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:
The logo images are always embedded into the executable in both development and release builds. This means:
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.
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:
# 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.
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
src/splash.c - Splash screen implementationinclude/splash.h - Header filescripts/embed_logo.py - Python script to embed logo imageslogo/raylib_logo.png - Raylib logo (embedded)logo/reilua_logo.png - ReiLua logo (embedded)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!
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:
const char* text = "YOUR STUDIO NAME";
4. Rebuild the project
Note: Use ALL CAPS for the Squid Game-style aesthetic.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
To adjust how long each screen displays:
1. Open src/splash.c 2. Modify these constants at the top:
#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
If you don't want any splash screens:
1. Open src/main.c 2. Find this block:
/* 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
Here's what a typical game startup looks like with everything enabled:
ReiLua.exe MyGame/
User Experience: 1. Splash Screen 1 (4.1 seconds)
2. Splash Screen 2 (4.1 seconds)
3. Asset Loading (varies)
4. Game Start
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
--no-logo flaglogo/ folder before buildingcmake .. && make clean && makescripts/embed_logo.py has correct pathslogo/ folder exists with both PNG files# 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!
ReiLua includes automated build scripts for easy development and release builds.
scripts\build_dev.batscripts/build_dev.shscripts\build_release.batscripts/build_release.shFast iteration during game development with external Lua files and assets.
Windows:
scripts\build_dev.bat
Linux/Unix:
chmod +x scripts/build_dev.sh
scripts/build_dev.sh
scripts\build_dev.bat clean or scripts/build_dev.sh cleanbuild/ReiLua.execd your_game && path/to/build/ReiLua.exepath/to/build/ReiLua.exe --logCreate a single-file executable for distribution with all code and assets embedded.
Before running the release build, prepare your files:
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/
Windows:
scripts\build_release.bat
Linux/Unix:
chmod +x scripts/build_release.sh
scripts/build_release.sh
build/ directorybuild/assets/ folderbuild/ReiLua.exeThe release build automatically configures:
EMBED_MAIN=ON - Embeds all Lua filesEMBED_ASSETS=ON - Embeds all assets (if assets folder exists)CMAKE_BUILD_TYPE=Release - Optimized build1. Replace icon.ico with your own icon file 2. Keep the same filename or update resources.rc 3. Rebuild
Edit resources.rc to customize:
VALUE "CompanyName", "Your Studio Name"
VALUE "FileDescription", "Your Game Description"
VALUE "ProductName", "Your Game Name"
VALUE "LegalCopyright", "Copyright (C) Your Name, 2025"
Edit CMakeLists.txt:
project( YourGameName ) # Line 6
After building, the executable will be named YourGameName.exe.
# 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
# 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
CMakeLists.txt exists in parent directorybuild/ directory before release buildmain.lua exists (required entry point)scripts\build_dev.bat cleanchmod +x build_*.shThis guide explains how to customize the ReiLua executable with your own branding.
You can customize:
The easiest customization - change "ReiLua.exe" to "YourGame.exe".
1. Open CMakeLists.txt 2. Find line 6 (near the top):
project( ReiLua )
3. Change to your game name:
project( MyAwesomeGame )
4. Rebuild:
cd build
cmake ..
cmake --build . --config Release
Result: Executable is now named MyAwesomeGame.exe
Replace the default icon with your game's icon.
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:
IDI_ICON1 ICON "your_icon.ico"
4. Rebuild the project
Tip: Many online tools can convert PNG to ICO:When users right-click your .exe and select "Properties", they see file information. Customize this to show your game details.
1. Open resources.rc 2. Find the VERSIONINFO section 3. Modify these values:
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
1,0,0,0 for version 1.0.0.02,3,1,5 for version 2.3.1.54. Rebuild the project
Change the text and logos that appear when your game starts.
1. Open src/splash.c 2. Find the splash drawing function (around line 150) 3. Change this line:
const char* text = "YOUR STUDIO NAME";
Style Tips:
1. Create or find your logos:
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:
4. Rebuild the project - logos are automatically embedded
1. Open src/splash.c 2. Modify these constants at the top:
#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:
1. Open src/splash.c 2. Find color definitions:
// 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:
(Color){ 255, 255, 255, 255 }(Color){ 0, 120, 215, 255 }(Color){ 32, 32, 32, 255 }(Color){ R, G, B, 255 }Change the appearance of the asset loading screen.
1. Open src/lua_core.c 2. Find the drawLoadingScreen() function 3. Modify colors and style:
// 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
// In drawLoadingScreen() function
const char* loadingText = "LOADING"; // Change to "LOADING GAME", etc.
int barWidth = 200; // Default 200px, change as needed
int barHeight = 16; // Default 16px, change as needed
int borderThick = 2; // Border thickness
Here's a complete example of rebranding ReiLua as "Space Quest":
project( SpaceQuest )
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"
Replace with your space-themed icon
const char* text = "COSMIC GAMES STUDIO";
logo/raylib_logo.png → Your game logo (space ship, planet, etc.)
logo/reilua_logo.png → Studio logo (keep ReiLua logo for credit)
cd build
cmake ..
cmake --build . --config Release
Result: SpaceQuest.exe with all your custom branding!
If you want to completely remove ReiLua references:
1. Open src/splash.c 2. Find drawMadeWithSplash() function 3. Comment out or modify the function to only show your logo
1. Open src/main.c 2. Find the splash screen loop 3. Modify to only call your custom splash
After making any customizations:
# 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:
Before releasing your game:
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
Icon doesn't change:
IconCache.dbProperties don't update:
resources.rc syntax is correctSplash screens don't show changes:
scripts/embed_logo.py ran successfullylogo/ folderExecutable name unchanged:
CMakeLists.txt project name---
Now your ReiLua executable is fully branded and ready to represent your game!
This guide explains how to set up autocomplete, type hints, and documentation for ReiLua in Zed Editor.
---
Zed uses the Lua Language Server (LuaLS) for Lua support. ReiLua includes tools/ReiLua_API.lua with LuaLS annotations.
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
Create a .luarc.json file in your project root:
{
"runtime.version": "Lua 5.4",
"workspace.library": [
"${3rd}/luassert/library",
"${3rd}/busted/library"
],
"completion.enable": true,
"diagnostics.globals": [
"RL"
],
"workspace.checkThirdParty": false
}
Copy tools/ReiLua_API.lua to your game project folder:
# From ReiLua directory
cp tools/ReiLua_API.lua /path/to/your/game/project/
Or on Windows:
Copy-Item tools/ReiLua_API.lua "C:\path\to\your\game\project\"
For better organization, create a library directory:
your-game/
├── main.lua
├── .luarc.json
└── .lua/
└── tools/ReiLua_API.lua
Update .luarc.json:
{
"runtime.version": "Lua 5.4",
"workspace.library": [".lua"],
"completion.enable": true,
"diagnostics.globals": ["RL"],
"workspace.checkThirdParty": false
}
---
To make ReiLua API available for all projects:
1. Create directory: %USERPROFILE%\.luarocks\lib\lua\5.4\ 2. Copy tools/ReiLua_API.lua to this directory 3. Add to global LuaLS config:
%APPDATA%\Zed\settings.json or via Zed settings
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua.workspace.library": [
"C:\\Users\\YourName\\.luarocks\\lib\\lua\\5.4"
],
"Lua.diagnostics.globals": ["RL"]
}
}
}
}
1. Create directory: ~/.lua/reilua/ 2. Copy tools/ReiLua_API.lua to this directory 3. Update Zed settings:
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua.workspace.library": [
"~/.lua/reilua"
],
"Lua.diagnostics.globals": ["RL"]
}
}
}
}
---
Create a .zed/settings.json in your project: > Note There is a sample zed settings json file in the repo root (zed.sample.settings.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
}
}
}
}
---
Create a test file test.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:
RL.---
In Zed settings:
{
"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:
Add these to suppress common false positives:
{
"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 usedduplicate-set-field - Redefining functions (callback functions are expected to be redefined)missing-fields - Table fields that might not existundefined-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.
---
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:
-- 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:
{
"diagnostics.disable": ["duplicate-set-field"]
}
3. Restart Zed to reload the configuration
Benefits of the new approach:
---
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
If the language server is slow:
{
"lsp": {
"lua-language-server": {
"settings": {
"Lua.workspace.maxPreload": 2000,
"Lua.workspace.preloadFileSize": 1000
}
}
}
}
Ensure hover is enabled:
{
"hover_popover_enabled": true
}
---
You can extend tools/ReiLua_API.lua with your own game types:
---@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 = {}
---
Ctrl+Space (Windows/Linux) or Cmd+Space (macOS)Ctrl+K Ctrl+IF12 or Cmd+ClickShift+F12F2---
---
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/
---
Save this as .luarc.json in your project:
{
"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:
{
"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!