Cross-Platform, Modern, And updated LuaJIT bindings for raylib library.
Cross-Platform, Modern, Handwritten, Updated LuaJIT bindings for raylib library.
NOTE: You need to build shared lib of physac and raygui.
Link raylib.lua
(Via require or dofile), Then start coding!
local rl = require("raylib")
local screenWidth = 800
local screenHeight = 450
rl.InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window")
rl.SetTargetFPS(60)
while not rl.WindowShouldClose() do
rl.BeginDrawing()
rl.ClearBackground(rl.RAYWHITE)
rl.DrawText("Congrats! You created your first window!", 190, 200, 20, rl.LIGHTGRAY)
rl.EndDrawing()
end
rl.CloseWindow()
For examples that binded see here
All contained functions and variables called from
rl
namespace/table.
And i didn't copy-pasted from any gist, Even that gist made by Alexander Matz, All bindings were written by me.
See compatibility.md
for info about this.
I finally did autocompletion for raylib Lua/LuaJIT bindings to use in ZeroBrane Studio,See here about that and how to use it.
raylua is also available as package for cherry, And it's easy to install and setup!
cherry new D:\cherry-raylua-game
cherry add Rabios/raylua D:\cherry-raylua-game
Then edit main file of package in directory D:\cherry-raylua-game
and require raylib
with writing game code!
raylua is also available as a package for LPM. To setup, install, and run it just use this command:
lpm install raylua
and to run:
lpm jitrun main.lua
Replace main.lua with your main file.
If you use PUC-RIO Lua (Not LuaJIT), You have to install luaffi rock with luarocks!
Using luarocks install --server=https://luarocks.org/dev luaffi
command.
However, I don't guarantee that it works same as LuaJIT FFI.
I did custom version using TSnake41's raylib-lua, Currently works only on 64-bit versions of Microsoft Windows and 64-bit versions of LuaJIT.
To get it see tsnake41-raylib-lua folder.
See LICENSE.txt
for bindings license and LICENSES.txt
for third party licenses.