lua学习笔记

lua是一门轻量级的脚本语言…好像比较适合写游戏?在 太阳神三国杀 中见过很多lua脚本。 由于splash 的渲染脚本需要用lua来写,因此来学习一波。

直接上语法…看到了python和pascal的影子orz

-- Two dashes start a one-line comment.
1--[[
2     Adding two ['s and ]'s makes it a
3     multi-line comment.
4--]]
1----------------------------------------------------
2-- 1. Variables and flow control.
3----------------------------------------------------
1num = 42  -- All numbers are doubles.
2-- Don't freak out, 64-bit doubles have 52 bits for
3-- storing exact int values; machine precision is
4-- not a problem for ints that need < 52 bits.
1s = 'walternate'  -- Immutable strings like Python.
2t = "double-quotes are also fine"
3u = [[ Double brackets
4       start and end
5       multi-line strings.]]
6t = nil  -- Undefines t; Lua has garbage collection.
1-- Blocks are denoted with keywords like do/end:
2while num < 50 do
3  num = num + 1  -- No ++ or += type operators.
4end
1-- If clauses:
2if num > 40 then
3  print('over 40')
4elseif s ~= 'walternate' then  -- ~= is not equals.
5  -- Equality check is == like Python; ok for strs.
6  io.write('not over 40\n')  -- Defaults to stdout.
7else
8  -- Variables are global by default.
9  thisIsGlobal = 5  -- Camel case is common.
  -- How to make a variable local:
  local line = io.read()  -- Reads next stdin line.
1  -- String concatenation uses the .. operator:
2  print('Winter is coming, ' .. line)
3end
1-- Undefined variables return nil.
2-- This is not an error:
3foo = anUnknownVariable  -- Now foo = nil.
aBoolValue = false

-- Only nil and false are falsy; 0 and '' are true!
if not aBoolValue then print('twas false') end
1-- 'or' and 'and' are short-circuited.
2-- This is similar to the a?b:c operator in C/js:
3ans = aBoolValue and 'yes' or 'no'  --> 'no'
1karlSum = 0
2for i = 1, 100 do  -- The range includes both ends.
3  karlSum = karlSum + i
4end
1-- Use "100, 1, -1" as the range to count down:
2fredSum = 0
3for j = 100, 1, -1 do fredSum = fredSum + j end
-- In general, the range is begin, end[, step].
1-- Another loop construct:
2repeat
3  print('the way of the future')
4  num = num - 1
5until num == 0
1----------------------------------------------------
2-- 2. Functions.
3----------------------------------------------------
1function fib(n)
2  if n < 2 then return 1 end
3  return fib(n - 2) + fib(n - 1)
4end
 1-- Closures and anonymous functions are ok:
 2function adder(x)
 3  -- The returned function is created when adder is
 4  -- called, and remembers the value of x:
 5  return function (y) return x + y end
 6end
 7a1 = adder(9)
 8a2 = adder(36)
 9print(a1(16))  --> 25
10print(a2(64))  --> 100
1-- Returns, func calls, and assignments all work
2-- with lists that may be mismatched in length.
3-- Unmatched receivers are nil;
4-- unmatched senders are discarded.
x, y, z = 1, 2, 3, 4
-- Now x = 1, y = 2, z = 3, and 4 is thrown away.
1function bar(a, b, c)
2  print(a, b, c)
3  return 4, 8, 15, 16, 23, 42
4end
x, y = bar('zaphod')  --> prints "zaphod  nil nil"
-- Now x = 4, y = 8, values 15..42 are discarded.
1-- Functions are first-class, may be local/global.
2-- These are the same:
3function f(x) return x * x end
4f = function (x) return x * x end
1-- And so are these:
2local function g(x) return math.sin(x) end
3local g; g  = function (x) return math.sin(x) end
4-- the 'local g' decl makes g-self-references ok.
-- Trig funcs work in radians, by the way.

-- Calls with one string param don't need parens:
print 'hello'  -- Works fine.
1----------------------------------------------------
2-- 3. Tables.
3----------------------------------------------------
1-- Tables = Lua's only compound data structure;
2--          they are associative arrays.
3-- Similar to php arrays or js objects, they are
4-- hash-lookup dicts that can also be used as lists.
-- Using tables as dictionaries / maps:

-- Dict literals have string keys by default:
t = {key1 = 'value1', key2 = false}
1-- String keys can use js-like dot notation:
2print(t.key1)  -- Prints 'value1'.
3t.newKey = {}  -- Adds a new key/value pair.
4t.key2 = nil   -- Removes key2 from the table.
1-- Literal notation for any (non-nil) value as key:
2u = {['@!#'] = 'qbert', [{}] = 1729, [6.28] = 'tau'}
3print(u[6.28])  -- prints "tau"
1-- Key matching is basically by value for numbers
2-- and strings, but by identity for tables.
3a = u['@!#']  -- Now a = 'qbert'.
4b = u[{}]     -- We might expect 1729, but it's nil:
5-- b = nil since the lookup fails. It fails
6-- because the key we used is not the same object
7-- as the one used to store the original value. So
8-- strings & numbers are more portable keys.
1-- A one-table-param function call needs no parens:
2function h(x) print(x.key1) end
3h{key1 = 'Sonmi~451'}  -- Prints 'Sonmi~451'.
1for key, val in pairs(u) do  -- Table iteration.
2  print(key, val)
3end
-- _G is a special table of all globals.
print(_G['_G'] == _G)  -- Prints 'true'.

-- Using tables as lists / arrays:
1-- List literals implicitly set up int keys:
2v = {'value1', 'value2', 1.21, 'gigawatts'}
3for i = 1, #v do  -- #v is the size of v for lists.
4  print(v[i])  -- Indices start at 1 !! SO CRAZY!
5end
6-- A 'list' is not a real type. v is just a table
7-- with consecutive integer keys, treated as a list.
1----------------------------------------------------
2-- 3.1 Metatables and metamethods.
3----------------------------------------------------
1-- A table can have a metatable that gives the table
2-- operator-overloadish behavior. Later we'll see
3-- how metatables support js-prototypey behavior.
f1 = {a = 1, b = 2}  -- Represents the fraction a/b.
f2 = {a = 2, b = 3}

-- This would fail:
-- s = f1 + f2
1metafraction = {}
2function metafraction.__add(f1, f2)
3  sum = {}
4  sum.b = f1.b * f2.b
5  sum.a = f1.a * f2.b + f2.a * f1.b
6  return sum
7end
setmetatable(f1, metafraction)
setmetatable(f2, metafraction)

s = f1 + f2  -- call __add(f1, f2) on f1's metatable
1-- f1, f2 have no key for their metatable, unlike
2-- prototypes in js, so you must retrieve it as in
3-- getmetatable(f1). The metatable is a normal table
4-- with keys that Lua knows about, like __add.
1-- But the next line fails since s has no metatable:
2-- t = s + s
3-- Class-like patterns given below would fix this.
1-- An __index on a metatable overloads dot lookups:
2defaultFavs = {animal = 'gru', food = 'donuts'}
3myFavs = {food = 'pizza'}
4setmetatable(myFavs, {__index = defaultFavs})
5eatenBy = myFavs.animal  -- works! thanks, metatable
-- Direct table lookups that fail will retry using
-- the metatable's __index value, and this recurses.

-- An __index value can also be a function(tbl, key)
-- for more customized lookups.

-- Values of __index,add, .. are called metamethods.
-- Full list. Here a is a table with the metamethod.
 1-- __add(a, b)                     for a + b
 2-- __sub(a, b)                     for a - b
 3-- __mul(a, b)                     for a * b
 4-- __div(a, b)                     for a / b
 5-- __mod(a, b)                     for a % b
 6-- __pow(a, b)                     for a ^ b
 7-- __unm(a)                        for -a
 8-- __concat(a, b)                  for a .. b
 9-- __len(a)                        for #a
10-- __eq(a, b)                      for a == b
11-- __lt(a, b)                      for a < b
12-- __le(a, b)                      for a <= b
13-- __index(a, b)  <fn or a table>  for a.b
14-- __newindex(a, b, c)             for a.b = c
15-- __call(a, ...)                  for a(...)
1----------------------------------------------------
2-- 3.2 Class-like tables and inheritance.
3----------------------------------------------------
-- Classes aren't built in; there are different ways
-- to make them using tables and metatables.

-- Explanation for this example is below it.

Dog = {}                                   -- 1.
1function Dog:new()                         -- 2.
2  newObj = {sound = 'woof'}                -- 3.
3  self.__index = self                      -- 4.
4  return setmetatable(newObj, self)        -- 5.
5end
1function Dog:makeSound()                   -- 6.
2  print('I say ' .. self.sound)
3end
mrDog = Dog:new()                          -- 7.
mrDog:makeSound()  -- 'I say woof'         -- 8.
 1-- 1. Dog acts like a class; it's really a table.
 2-- 2. function tablename:fn(...) is the same as
 3--    function tablename.fn(self, ...)
 4--    The : just adds a first arg called self.
 5--    Read 7 & 8 below for how self gets its value.
 6-- 3. newObj will be an instance of class Dog.
 7-- 4. self = the class being instantiated. Often
 8--    self = Dog, but inheritance can change it.
 9--    newObj gets self's functions when we set both
10--    newObj's metatable and self's __index to self.
11-- 5. Reminder: setmetatable returns its first arg.
12-- 6. The : works as in 2, but this time we expect
13--    self to be an instance instead of a class.
14-- 7. Same as Dog.new(Dog), so self = Dog in new().
15-- 8. Same as mrDog.makeSound(mrDog); self = mrDog.
----------------------------------------------------

-- Inheritance example:

LoudDog = Dog:new()                           -- 1.
1function LoudDog:makeSound()
2  s = self.sound .. ' '                       -- 2.
3  print(s .. s .. s)
4end
seymour = LoudDog:new()                       -- 3.
seymour:makeSound()  -- 'woof woof woof'      -- 4.
 1-- 1. LoudDog gets Dog's methods and variables.
 2-- 2. self has a 'sound' key from new(), see 3.
 3-- 3. Same as LoudDog.new(LoudDog), and converted to
 4--    Dog.new(LoudDog) as LoudDog has no 'new' key,
 5--    but does have __index = Dog on its metatable.
 6--    Result: seymour's metatable is LoudDog, and
 7--    LoudDog.__index = LoudDog. So seymour.key will
 8--    = seymour.key, LoudDog.key, Dog.key, whichever
 9--    table is the first with the given key.
10-- 4. The 'makeSound' key is found in LoudDog; this
11--    is the same as LoudDog.makeSound(seymour).
1-- If needed, a subclass's new() is like the base's:
2function LoudDog:new()
3  newObj = {}
4  -- set up newObj
5  self.__index = self
6  return setmetatable(newObj, self)
7end
1----------------------------------------------------
2-- 4. Modules.
3----------------------------------------------------
1--[[ I'm commenting out this section so the rest of
2--   this script remains runnable.
3-- Suppose the file mod.lua looks like this:
4local M = {}
1local function sayMyName()
2  print('Hrunkner')
3end
1function M.sayHello()
2  print('Why hello there')
3  sayMyName()
4end
return M

-- Another file can use mod.lua's functionality:
local mod = require('mod')  -- Run the file mod.lua.
1-- require is the standard way to include modules.
2-- require acts like:     (if not cached; see below)
3local mod = (function ()
4  <contents of mod.lua>
5end)()
6-- It's like mod.lua is a function body, so that
7-- locals inside mod.lua are invisible outside it.
-- This works because mod here = M in mod.lua:
mod.sayHello()  -- Says hello to Hrunkner.

-- This is wrong; sayMyName only exists in mod.lua:
mod.sayMyName()  -- error

-- require's return values are cached so a file is
-- run at most once, even when require'd many times.
1-- Suppose mod2.lua contains "print('Hi!')".
2local a = require('mod2')  -- Prints Hi!
3local b = require('mod2')  -- Doesn't print; a=b.
1-- dofile is like require without caching:
2dofile('mod2.lua')  --> Hi!
3dofile('mod2.lua')  --> Hi! (runs it again)
-- loadfile loads a lua file but doesn't run it yet.
f = loadfile('mod2.lua')  -- Call f() to run it.
1-- loadstring is loadfile for strings.
2g = loadstring('print(343)')  -- Returns a function.
3g()  -- Prints out 343; nothing printed before now.
--]]
1----------------------------------------------------
2-- 5. References.
3----------------------------------------------------
--[[

I was excited to learn Lua so I could make games
with the Löve 2D game engine. That's the why.

I started with BlackBulletIV's Lua for programmers.
Next I read the official Programming in Lua book.
That's the how.

It might be helpful to check out the Lua short
reference on lua-users.org.

The main topics not covered are standard libraries:
 * string library
 * table library
 * math library
 * io library
 * os library

By the way, this entire file is valid Lua; save it
as learn.lua and run it with "lua learn.lua" !

This was first written for tylerneylon.com. It's
also available as a github gist. Tutorials for other
languages, in the same style as this one, are here:

http://learnxinyminutes.com/

Have fun with Lua!

--]]