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|
#!/bin/bash
# ReiLua-Enhanced Project Setup Script
# Creates a new game project with custom metadata
set -e
echo "╔════════════════════════════════════════════════════════════════════╗"
echo "║ ║"
echo "║ ReiLua-Enhanced - Project Setup Wizard ║"
echo "║ ║"
echo "╚════════════════════════════════════════════════════════════════════╝"
echo ""
# Get script directory (ReiLua-Enhanced root)
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
cd "$SCRIPT_DIR"
# Function to validate alphanumeric input
validate_alphanumeric() {
if [[ ! "$1" =~ ^[a-zA-Z0-9]+$ ]]; then
return 1
fi
return 0
}
# Get project information
echo "Please provide your project information:"
echo "=========================================="
echo ""
# Project Name
while true; do
read -p "Project Name (alphanumeric only, e.g., MyAwesomeGame): " PROJECT_NAME
if validate_alphanumeric "$PROJECT_NAME"; then
break
else
echo "❌ Invalid! Use only letters and numbers (no spaces or symbols)."
fi
done
# Executable Name
read -p "Executable Name (default: $PROJECT_NAME): " EXECUTABLE_NAME
EXECUTABLE_NAME=${EXECUTABLE_NAME:-$PROJECT_NAME}
# Author Name
read -p "Author Name: " AUTHOR_NAME
if [ -z "$AUTHOR_NAME" ]; then
AUTHOR_NAME="Unknown Author"
fi
# Author Email
read -p "Author Email: " AUTHOR_EMAIL
if [ -z "$AUTHOR_EMAIL" ]; then
AUTHOR_EMAIL="author@example.com"
fi
# Description
read -p "Project Description: " DESCRIPTION
if [ -z "$DESCRIPTION" ]; then
DESCRIPTION="A game made with ReiLua"
fi
# Company/Organization (for bundle identifier)
read -p "Company/Organization (for bundle ID, default: reilua): " COMPANY
COMPANY=${COMPANY:-reilua}
# Convert to lowercase and remove spaces for bundle ID
BUNDLE_ID=$(echo "${COMPANY}.${PROJECT_NAME}" | tr '[:upper:]' '[:lower:]' | tr -d ' ')
# Version
read -p "Version (default: 1.0.0): " VERSION
VERSION=${VERSION:-1.0.0}
echo ""
echo "=========================================="
echo "Project Summary:"
echo "=========================================="
echo "Project Name: $PROJECT_NAME"
echo "Executable: $EXECUTABLE_NAME"
echo "Author: $AUTHOR_NAME"
echo "Email: $AUTHOR_EMAIL"
echo "Description: $DESCRIPTION"
echo "Bundle ID: $BUNDLE_ID"
echo "Version: $VERSION"
echo "=========================================="
echo ""
read -p "Create project with these settings? (Y/n): " -n 1 -r
echo ""
if [[ ! $REPLY =~ ^[Yy]$ ]] && [[ ! -z $REPLY ]]; then
echo "Setup cancelled."
exit 0
fi
# Create project directory
PROJECTS_ROOT="$SCRIPT_DIR/../projects"
mkdir -p "$PROJECTS_ROOT"
PROJECT_DIR="$PROJECTS_ROOT/${PROJECT_NAME}"
if [ -d "$PROJECT_DIR" ]; then
echo ""
echo "❌ ERROR: Directory 'projects/$PROJECT_NAME' already exists!"
read -p "Delete it and continue? (y/N): " -n 1 -r
echo ""
if [[ $REPLY =~ ^[Yy]$ ]]; then
rm -rf "$PROJECT_DIR"
else
echo "Setup cancelled."
exit 1
fi
fi
echo ""
echo "Creating project directory: projects/$PROJECT_NAME"
mkdir -p "$PROJECT_DIR"
# Copy ReiLua structure
echo "Copying ReiLua-Enhanced files..."
# Create directory structure first
mkdir -p "$PROJECT_DIR"/{src,include,lib,scripts/macos,fonts,logo,cmake,game}
# Copy files using find to preserve structure, excluding unnecessary files
(cd "$SCRIPT_DIR/.." && \
find . -type f \
! -path './build/*' \
! -path './deps/*' \
! -path './.git/*' \
! -path './projects/*' \
! -path './docs/*' \
! -path './docs_md/*' \
! -path './examples/*' \
! -path './template/*' \
! -path './tools/*' \
! -name '*.app' \
! -name '*.dmg' \
! -name '*.zip' \
! -name '*.o' \
! -name '*.md' \
! -name 'changelog' \
! -name 'devnotes' \
! -name 'logo.png' \
! -name 'LICENSE' \
! -name 'zed.sample.settings.json' \
! -name 'create_project.sh' \
-exec sh -c 'mkdir -p "$0/$(dirname "{}")" && cp "{}" "$0/{}"' "$PROJECT_DIR" \;)
echo "✓ Files copied (essentials only: src, lib, scripts, assets)"
echo ""
echo "Setting up project files..."
# Get absolute paths for lua and raylib (sibling to ReiLua-Enhanced)
LUA_PATH="$(cd "$SCRIPT_DIR/.." && pwd)/lua"
RAYLIB_PATH="$(cd "$SCRIPT_DIR/.." && pwd)/raylib"
# Update build_static_libs.sh with correct paths
if [ -f "$PROJECT_DIR/scripts/macos/build_static_libs.sh" ]; then
cat > "$PROJECT_DIR/scripts/macos/build_static_libs.sh" << 'EOFSCRIPT'
#!/bin/bash
# Build static raylib and lua libraries for macOS
set -e
echo "========================================"
echo "Building Static Libraries for macOS"
echo "========================================"
echo ""
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
PROJECT_ROOT="$SCRIPT_DIR/../.."
cd "$PROJECT_ROOT"
# Look for lua and raylib as siblings to this project
LUA_SRC="$(cd "$PROJECT_ROOT/.." && pwd)/lua"
RAYLIB_SRC="$(cd "$PROJECT_ROOT/.." && pwd)/raylib"
if [ ! -d "$LUA_SRC" ]; then
echo "ERROR: Lua source not found at: $LUA_SRC"
echo ""
echo "Expected: ../lua relative to project"
exit 1
fi
if [ ! -d "$RAYLIB_SRC" ]; then
echo "ERROR: Raylib source not found at: $RAYLIB_SRC"
echo ""
echo "Expected: ../raylib relative to project"
exit 1
fi
echo "Using sources:"
echo " Lua: $LUA_SRC"
echo " Raylib: $RAYLIB_SRC"
echo ""
mkdir -p "$PROJECT_ROOT/lib/macos"
# Build Lua
echo "========================================"
echo "Building Lua 5.4 (static)"
echo "========================================"
cd "$LUA_SRC"
make clean || true
CFLAGS="-O2 -Wall -DLUA_USE_MACOSX -DLUA_USE_DLOPEN"
OBJS=""
for file in lapi lcode lctype ldebug ldo ldump lfunc lgc llex lmem lobject lopcodes lparser lstate lstring ltable ltm lundump lvm lzio lauxlib lbaselib ldblib liolib lmathlib loslib ltablib lstrlib lutf8lib loadlib lcorolib linit; do
cc $CFLAGS -c ${file}.c -o ${file}.o
OBJS="$OBJS ${file}.o"
done
ar rcs liblua.a $OBJS
cp liblua.a "$PROJECT_ROOT/lib/macos/"
LUASIZE=$(du -h "$PROJECT_ROOT/lib/macos/liblua.a" | cut -f1)
echo "✓ Lua: $LUASIZE"
# Build Raylib
echo ""
echo "========================================"
echo "Building Raylib 5.5 (static)"
echo "========================================"
cd "$RAYLIB_SRC"
rm -rf build_static
mkdir -p build_static && cd build_static
cmake .. -DCMAKE_BUILD_TYPE=Release -DBUILD_SHARED_LIBS=OFF -DBUILD_EXAMPLES=OFF -DUSE_EXTERNAL_GLFW=OFF -DCUSTOMIZE_BUILD=ON
make -j$(sysctl -n hw.ncpu)
cp raylib/libraylib.a "$PROJECT_ROOT/lib/macos/"
RAYLIBSIZE=$(du -h "$PROJECT_ROOT/lib/macos/libraylib.a" | cut -f1)
echo "✓ Raylib: $RAYLIBSIZE"
echo ""
echo "Static libraries ready in lib/macos/"
EOFSCRIPT
chmod +x "$PROJECT_DIR/scripts/macos/build_static_libs.sh"
fi
# Create custom resources.rc for Windows
cat > "$PROJECT_DIR/resources.rc" << EOFRC
IDI_ICON1 ICON "icon.ico"
1 VERSIONINFO
FILEVERSION ${VERSION//./,},0
PRODUCTVERSION ${VERSION//./,},0
FILEFLAGSMASK 0x3fL
FILEFLAGS 0x0L
FILEOS 0x40004L
FILETYPE 0x1L
FILESUBTYPE 0x0L
BEGIN
BLOCK "StringFileInfo"
BEGIN
BLOCK "040904b0"
BEGIN
VALUE "CompanyName", "$AUTHOR_NAME"
VALUE "FileDescription", "$DESCRIPTION"
VALUE "FileVersion", "$VERSION"
VALUE "InternalName", "$EXECUTABLE_NAME"
VALUE "LegalCopyright", "Copyright (C) $AUTHOR_NAME, $(date +%Y)"
VALUE "OriginalFilename", "${EXECUTABLE_NAME}.exe"
VALUE "ProductName", "$PROJECT_NAME"
VALUE "ProductVersion", "$VERSION"
END
END
BLOCK "VarFileInfo"
BEGIN
VALUE "Translation", 0x409, 1200
END
END
EOFRC
# Create updated create_app_bundle.sh for macOS
cat > "$PROJECT_DIR/scripts/macos/create_app_bundle.sh" << 'EOFBUNDLE'
#!/bin/bash
# Create macOS App Bundle with Icon and Metadata
set -e
SCRIPT_DIR="$( cd "$( dirname "${BASH_SOURCE[0]}" )" && pwd )"
PROJECT_ROOT="$SCRIPT_DIR/../.."
cd "$PROJECT_ROOT"
# Read project metadata
PROJECT_NAME="__PROJECT_NAME__"
EXECUTABLE_NAME="__EXECUTABLE_NAME__"
BUNDLE_ID="__BUNDLE_ID__"
VERSION="__VERSION__"
AUTHOR_NAME="__AUTHOR_NAME__"
DESCRIPTION="__DESCRIPTION__"
if [ ! -f "build/ReiLua" ]; then
echo "ERROR: ReiLua executable not found! Build first."
exit 1
fi
APP_NAME="${1:-$EXECUTABLE_NAME}"
APP_BUNDLE="${APP_NAME}.app"
echo "Creating $APP_BUNDLE..."
mkdir -p "$APP_BUNDLE/Contents/MacOS"
mkdir -p "$APP_BUNDLE/Contents/Resources"
cp build/ReiLua "$APP_BUNDLE/Contents/MacOS/$APP_NAME"
chmod +x "$APP_BUNDLE/Contents/MacOS/$APP_NAME"
# Convert icon
ICNS_FILE="$APP_BUNDLE/Contents/Resources/icon.icns"
if [ -f "icon.ico" ]; then
mkdir -p icon.iconset
sips -s format png icon.ico --out icon.iconset/icon_512x512.png -z 512 512 2>/dev/null || true
if [ -f "icon.iconset/icon_512x512.png" ]; then
sips -z 256 256 icon.iconset/icon_512x512.png --out icon.iconset/icon_256x256.png
sips -z 128 128 icon.iconset/icon_512x512.png --out icon.iconset/icon_128x128.png
sips -z 64 64 icon.iconset/icon_512x512.png --out icon.iconset/icon_64x64.png
sips -z 32 32 icon.iconset/icon_512x512.png --out icon.iconset/icon_32x32.png
sips -z 16 16 icon.iconset/icon_512x512.png --out icon.iconset/icon_16x16.png
cp icon.iconset/icon_512x512.png icon.iconset/icon_256x256@2x.png
cp icon.iconset/icon_256x256.png icon.iconset/icon_128x128@2x.png
cp icon.iconset/icon_128x128.png icon.iconset/icon_64x64@2x.png
cp icon.iconset/icon_64x64.png icon.iconset/icon_32x32@2x.png
cp icon.iconset/icon_32x32.png icon.iconset/icon_16x16@2x.png
iconutil -c icns icon.iconset -o "$ICNS_FILE"
fi
rm -rf icon.iconset
fi
# Create Info.plist with project metadata
cat > "$APP_BUNDLE/Contents/Info.plist" << EOF
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE plist PUBLIC "-//Apple//DTD PLIST 1.0//EN" "http://www.apple.com/DTDs/PropertyList-1.0.dtd">
<plist version="1.0">
<dict>
<key>CFBundleExecutable</key>
<string>$APP_NAME</string>
<key>CFBundleIconFile</key>
<string>icon.icns</string>
<key>CFBundleIdentifier</key>
<string>$BUNDLE_ID</string>
<key>CFBundleName</key>
<string>$PROJECT_NAME</string>
<key>CFBundleDisplayName</key>
<string>$PROJECT_NAME</string>
<key>CFBundlePackageType</key>
<string>APPL</string>
<key>CFBundleShortVersionString</key>
<string>$VERSION</string>
<key>CFBundleVersion</key>
<string>$VERSION</string>
<key>NSHumanReadableCopyright</key>
<string>Copyright © $(date +%Y) $AUTHOR_NAME. All rights reserved.</string>
<key>LSMinimumSystemVersion</key>
<string>10.12</string>
<key>NSHighResolutionCapable</key>
<true/>
</dict>
</plist>
EOF
echo "✓ $APP_BUNDLE created!"
echo " open $APP_BUNDLE"
EOFBUNDLE
# Replace placeholders in create_app_bundle.sh
if [ -f "$PROJECT_DIR/scripts/macos/create_app_bundle.sh" ]; then
# Use direct sed replacement for macOS (creates backup with different approach)
if [[ "$OSTYPE" == "darwin"* ]]; then
# macOS sed
sed -i '' "s/__PROJECT_NAME__/$PROJECT_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i '' "s/__EXECUTABLE_NAME__/$EXECUTABLE_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i '' "s/__BUNDLE_ID__/$BUNDLE_ID/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i '' "s/__VERSION__/$VERSION/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i '' "s/__AUTHOR_NAME__/$AUTHOR_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i '' "s/__DESCRIPTION__/$DESCRIPTION/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
else
# Linux/Windows Git Bash
sed -i "s/__PROJECT_NAME__/$PROJECT_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i "s/__EXECUTABLE_NAME__/$EXECUTABLE_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i "s/__BUNDLE_ID__/$BUNDLE_ID/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i "s/__VERSION__/$VERSION/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i "s/__AUTHOR_NAME__/$AUTHOR_NAME/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
sed -i "s/__DESCRIPTION__/$DESCRIPTION/g" "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
fi
chmod +x "$PROJECT_DIR/scripts/macos/create_app_bundle.sh"
fi
# Create project metadata file
cat > "$PROJECT_DIR/project.info" << EOFINFO
# Project Information
PROJECT_NAME=$PROJECT_NAME
EXECUTABLE_NAME=$EXECUTABLE_NAME
AUTHOR_NAME=$AUTHOR_NAME
AUTHOR_EMAIL=$AUTHOR_EMAIL
DESCRIPTION=$DESCRIPTION
BUNDLE_ID=$BUNDLE_ID
VERSION=$VERSION
COMPANY=$COMPANY
CREATED=$(date +%Y-%m-%d)
EOFINFO
# Create README for the project
cat > "$PROJECT_DIR/README.md" << EOFREADME
# $PROJECT_NAME
$DESCRIPTION
## Project Information
- **Author:** $AUTHOR_NAME <$AUTHOR_EMAIL>
- **Version:** $VERSION
- **Created:** $(date +%Y-%m-%d)
- **Built with:** ReiLua-Enhanced
## Project Structure
\`\`\`
$PROJECT_NAME/
├── game/ # Your game files (edit here!)
│ ├── main.lua # Game entry point
│ └── assets/ # Game assets
├── build/ # Build output (auto-generated)
├── scripts/ # Build scripts
├── src/ # ReiLua C source
├── include/ # Headers
└── lib/ # Static libraries
\`\`\`
**Important:** All your game development happens in the \`game/\` folder!
## Development Workflow
### 1. Edit Your Game
All your game files go in the \`game/\` folder:
\`\`\`
game/
├── main.lua # Your game code
├── player.lua # Game modules
├── enemy.lua
└── assets/
├── sprites/
│ ├── player.png
│ └── enemy.png
└── sounds/
└── music.wav
\`\`\`
### 2. Build for Development
\`\`\`bash
./scripts/build_dev.sh
\`\`\`
### 3. Run Your Game
From project root, ReiLua will automatically load from \`game/\` folder:
\`\`\`bash
./build/ReiLua --no-logo --log
\`\`\`
The engine checks paths in this order:
1. \`game/main.lua\` (if game folder exists)
2. \`main.lua\` (current directory)
3. Embedded files (release builds)
### 4. Release Build
Release build automatically copies from \`game/\` folder:
\`\`\`bash
./scripts/build_release.sh
\`\`\`
This will:
- Copy all \`.lua\` files from \`game/\` to \`build/\`
- Copy \`game/assets/\` to \`build/assets/\`
- Embed everything into the executable
## Game Development
Edit \`game/main.lua\`:
\`\`\`lua
function RL.init()
-- Load your assets
player = RL.LoadTexture("assets/sprites/player.png")
end
function RL.update(delta)
-- Update game logic
end
function RL.draw()
-- Draw your game
RL.ClearBackground(RL.RAYWHITE)
RL.DrawTexture(player, 100, 100, RL.WHITE)
end
\`\`\`
## Distribution
### Windows
\`\`\`bash
# After build_release.sh
# The executable is: build/${EXECUTABLE_NAME}.exe
\`\`\`
### macOS
\`\`\`bash
# Create app bundle
./scripts/macos/create_app_bundle.sh
# Create DMG for distribution
hdiutil create -volname '$PROJECT_NAME' \\
-srcfolder '${EXECUTABLE_NAME}.app' \\
-ov -format UDZO ${EXECUTABLE_NAME}.dmg
\`\`\`
### Linux
\`\`\`bash
# After build_release.sh
# The executable is: build/ReiLua (rename to ${EXECUTABLE_NAME})
\`\`\`
## Why the game/ Folder?
The \`game/\` folder keeps your work organized and safe:
- **Separation:** Your game files stay separate from build artifacts
- **Safety:** Rebuilding won't delete your game files
- **Clarity:** Anyone can see where the game code lives
- **Automation:** Release builds auto-copy from game/ folder
## Editor Setup
This project includes configurations for:
- **Lua Language Server** (\`.luarc.json\`) - Autocomplete and type checking
- **Zed Editor** (\`.zed/settings.json\`) - LSP configuration
- **Zed Tasks** (\`.zed/tasks.json\`) - Build and run commands
Open the project in Zed and use \`Cmd+Shift+P\` → "Run Task" to build and run.
## License
Add your license information here.
---
Built with [ReiLua-Enhanced](https://github.com/nullstare/ReiLua)
EOFREADME
# Create example main.lua
cat > "$PROJECT_DIR/game/main.lua" << EOFLUA
-- $PROJECT_NAME
-- $DESCRIPTION
-- Author: $AUTHOR_NAME
function RL.init()
RL.SetWindowTitle( "$PROJECT_NAME" )
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
print("$PROJECT_NAME initialized!")
print("Version: $VERSION")
print("Author: $AUTHOR_NAME")
end
function RL.update( delta )
-- Game logic goes here
-- delta is time since last frame in seconds
if RL.IsKeyPressed( RL.KEY_ESCAPE ) then
RL.CloseWindow()
end
end
function RL.draw()
RL.ClearBackground( RL.RAYWHITE )
RL.DrawText( "$PROJECT_NAME", { 10, 10 }, 40, RL.BLACK )
RL.DrawText( "Press ESC to exit", { 10, 60 }, 20, RL.DARKGRAY )
end
EOFLUA
# Create assets directory in game folder
mkdir -p "$PROJECT_DIR/game/assets"
cat > "$PROJECT_DIR/game/assets/.gitkeep" << EOFKEEP
# Game assets folder
# Place your game assets here:
# - Images (.png, .jpg)
# - Sounds (.wav, .ogg, .mp3)
# - Fonts (.ttf)
# - Other resources
EOFKEEP
# Copy ReiLua API definitions for LSP to game folder
echo "Setting up game folder for development..."
if [ -f "$SCRIPT_DIR/../tools/ReiLua_API.lua" ]; then
cp "$SCRIPT_DIR/../tools/ReiLua_API.lua" "$PROJECT_DIR/game/"
echo " ✓ game/ReiLua_API.lua"
fi
# Create .luarc.json for Lua Language Server in game folder
cat > "$PROJECT_DIR/game/.luarc.json" << EOFLUARC
{
"runtime.version": "Lua 5.4",
"completion.enable": true,
"completion.callSnippet": "Replace",
"completion.displayContext": 3,
"diagnostics.globals": ["RL"],
"diagnostics.disable": [
"lowercase-global",
"unused-local",
"duplicate-set-field",
"missing-fields",
"undefined-field"
],
"workspace.checkThirdParty": false,
"workspace.library": ["ReiLua_API.lua"],
"hint.enable": true,
"hint.paramName": "All",
"hint.setType": true,
"hint.paramType": true
}
EOFLUARC
echo " ✓ game/.luarc.json"
# Create Zed editor configuration in project root
echo "Setting up Zed editor configuration..."
mkdir -p "$PROJECT_DIR/.zed"
mkdir -p "$PROJECT_DIR/scripts/run"
# Create run scripts for tasks (cross-platform)
cat > "$PROJECT_DIR/scripts/run/run_dev.sh" << 'EOFRUNDEV'
#!/bin/bash
cd "$(dirname "$0")/../.."
if [[ "$OSTYPE" == "msys" || "$OSTYPE" == "win32" ]]; then
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/${EXE}.exe --no-logo --log
else
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/$EXE --no-logo --log
fi
EOFRUNDEV
chmod +x "$PROJECT_DIR/scripts/run/run_dev.sh"
cat > "$PROJECT_DIR/scripts/run/run_no_splash.sh" << 'EOFRUNNOSPLASH'
#!/bin/bash
cd "$(dirname "$0")/../.."
if [[ "$OSTYPE" == "msys" || "$OSTYPE" == "win32" ]]; then
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/${EXE}.exe --no-logo
else
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/$EXE --no-logo
fi
EOFRUNNOSPLASH
chmod +x "$PROJECT_DIR/scripts/run/run_no_splash.sh"
cat > "$PROJECT_DIR/scripts/run/run_release.sh" << 'EOFRUNRELEASE'
#!/bin/bash
cd "$(dirname "$0")/../.."
if [[ "$OSTYPE" == "msys" || "$OSTYPE" == "win32" ]]; then
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/${EXE}.exe
else
EXE=$(grep EXECUTABLE_NAME= project.info | cut -d= -f2)
./build/$EXE
fi
EOFRUNRELEASE
chmod +x "$PROJECT_DIR/scripts/run/run_release.sh"
cat > "$PROJECT_DIR/.zed/settings.json" << EOFZED
{
"inlay_hints": {
"enabled": true
},
"lsp": {
"lua-language-server": {
"settings": {
"Lua.runtime.version": "Lua 5.4",
"Lua.workspace.library": [
"game/ReiLua_API.lua"
],
"Lua.completion.enable": true,
"Lua.completion.callSnippet": "Replace",
"Lua.completion.displayContext": 3,
"Lua.diagnostics.globals": [
"RL"
],
"Lua.hint.enable": true,
"Lua.hint.paramName": "All",
"Lua.hint.setType": true,
"Lua.hint.paramType": true,
"Lua.diagnostics.disable": [
"lowercase-global",
"unused-local",
"duplicate-set-field",
"missing-fields",
"undefined-field"
]
}
}
}
}
EOFZED
cat > "$PROJECT_DIR/.zed/tasks.json" << EOFTASKS
[
{
"label": "Run Game (Dev)",
"command": "./scripts/run/run_dev.sh",
"args": [],
"use_new_terminal": true
},
{
"label": "Run Game (No Splash)",
"command": "./scripts/run/run_no_splash.sh",
"args": [],
"use_new_terminal": true
},
{
"label": "Run Game (Release)",
"command": "./scripts/run/run_release.sh",
"args": [],
"use_new_terminal": true
},
{
"label": "Build Dev",
"command": "./scripts/build_dev.sh",
"args": [],
"use_new_terminal": true
},
{
"label": "Build Release",
"command": "./scripts/build_release.sh",
"args": [],
"use_new_terminal": true
}
]
EOFTASKS
echo " ✓ .zed/settings.json"
echo " ✓ .zed/tasks.json"
echo ""
echo "╔════════════════════════════════════════════════════════════════════╗"
echo "║ ║"
echo "║ ✅ Project Setup Complete! ✅ ║"
echo "║ ║"
echo "╚════════════════════════════════════════════════════════════════════╝"
echo ""
echo "Project Details:"
echo " Name: $PROJECT_NAME"
echo " Location: projects/$PROJECT_NAME"
echo " Executable: $EXECUTABLE_NAME"
echo " Author: $AUTHOR_NAME"
echo ""
echo "Next Steps:"
echo " 1. cd projects/$PROJECT_NAME"
echo " 2. Edit game/main.lua (your game code)"
echo " 3. Add assets to game/assets/ folder"
echo " 4. Build: ./scripts/build_dev.sh"
echo " 5. Run: ./build/ReiLua"
echo ""
echo "Files Created:"
echo " ✓ game/main.lua - Game entry point"
echo " ✓ game/assets/ - Asset directory"
echo " ✓ game/ReiLua_API.lua - API definitions for LSP"
echo " ✓ game/.luarc.json - Lua Language Server config"
echo " ✓ .zed/settings.json - Zed editor config"
echo " ✓ .zed/tasks.json - Build and run tasks"
echo " ✓ project.info - Project metadata"
echo " ✓ README.md - Project documentation"
echo " ✓ resources.rc - Windows metadata (embedded in .exe)"
echo " ✓ scripts/macos/create_app_bundle.sh - macOS bundle with metadata"
echo ""
echo "Build Scripts Updated:"
echo " ✓ Lua path: ../lua (sibling directory)"
echo " ✓ Raylib path: ../raylib (sibling directory)"
echo ""
echo "All projects are in: projects/ folder"
echo "Happy game development! 🎮"
echo ""
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