The Defold engine has the Lua language embedded for scripting. Lua is a lightweight dynamic language that is powerful, fast, and easy to embed. It is widely used as a videogame scripting language. Lua programs are written in a simple procedural syntax. The language is dynamically typed and is run by a bytecode interpreter. It features automatic memory management with incremental garbage collection.
This manual will give a quick introduction to the basics of Lua programming in general and what you need to consider when working with Lua in Defold. If you have some experience with Python, Perl, Ruby, Javascript or a similar dynamic language you will get going pretty quickly. If you are totally new to programming you might want to start with a Lua book aimed at beginners. There are plenty to choose from.
We aim to keep Defold the same across all platforms, but we currently have a few minor discrepancies in Lua language version between platforms:
Platform | Lua version | JIT Enabled |
---|---|---|
Windows | LuaJIT 2.1.0-beta3 | Yes |
macOS | LuaJIT 2.1.0-beta3 | Yes |
Linux | LuaJIT 2.1.0-beta3 | Yes |
Android | LuaJIT 2.1.0-beta3 | Yes |
iOS | LuaJIT 2.1.0-beta3 | No* |
Nintendo Switch | LuaJIT 2.1.0-beta3 | No* |
HTML5 | Lua 5.1.4 | N/A |
*=JIT compiled code is not allowed
LuaJIT is a highly optimized version of Lua, suitable for use in games and other performance critical software. LuaJIT is fully upwards-compatible with Lua 5.1. It supports all standard Lua library functions and the full set of Lua/C API functions.
LuaJIT also adds a number of language extensions and some features from Lua 5.2.
To guarantee that your game works across all supported platforms we strongly recommend that you ONLY use language features from Lua 5.1.
Defold includes all of the Lua 5.1 standard libraries as well as a socket and a bit operation library:
assert()
, error()
, print()
, ipairs()
, require()
etc)All libraries are documented in the reference API documentation.
Programs have simple, easy to read syntax. Statements are written one on each line and there is no need to mark the end of a statement. You can optionally use semicolons ;
to separate statements. Blocks of code are keyword delimited, ending with the end
keyword. Comments can be either block or until the end of the line:
--[[
Here is a block of comments that can run
over several lines in the source file.
--]]
a = 10
b = 20 ; c = 30 -- two statements on one line
if my_variable == 3 then
call_some_function(true) -- Here is a line comment
else
call_another_function(false)
end
Lua is dynamically typed which means that variables do not have types, but values do. Unlike in typed languages, you can assign any value to any variable as you like. There are eight basic types in Lua:
nil
nil
. It usually represents the absence of a useful value, for example unassigned variables.
print(my_var) -- will print 'nil' since 'my_var' is not yet assigned a value
true
or false
. Conditions that are false
or nil
are made false. Any other value makes it true.
flag = true
if flag then
print("flag is true")
else
print("flag is false")
end
if my_var then
print("my_var is not nil nor false!")
end
if not my_var then
print("my_var is either nil or false!")
end
print(10) --> prints '10'
print(10.0) --> '10'
print(10.000000000001) --> '10.000000000001'
a = 5 -- integer
b = 7/3 -- float
print(a - b) --> '2.6666666666667'
\0
). Lua makes no assumptions about the contents of a string so you can store any data you like in them. String literals are written in single or double quotes. Lua converts between numbers and strings at runtime. Strings can be concatenated with the ..
operator.
Strings can contain the following C-style escape sequences:
Sequence | Character |
---|---|
\a |
bell |
\b |
back space |
\f |
form feed |
\n |
newline |
\r |
carriage return |
\t |
horizontal tab |
\v |
vertical tab |
\\ |
backslash |
\" |
double quote |
\' |
single quote |
\[ |
left square bracket |
\] |
right square bracket |
\ddd |
character denoted by its numeric value where ddd is a sequence of up to three decimal digits |
my_string = "hello"
another_string = 'world'
print(my_string .. another_string) --> "helloworld"
print("10.2" + 1) --> 11.2
print(my_string + 1) -- error, can't convert "hello"
print(my_string .. 1) --> "hello1"
print("one\nstring") --> one
--> string
print("\097bc") --> "abc"
multi_line_string = [[
Here is a chunk of text that runs over several lines. This is all
put into the string and is sometimes very handy.
]]
function name(param1, param2) ... end
) for convenience.
-- Assign 'my_plus' to function
my_plus = function(p, q)
return p + q
end
print(my_plus(4, 5)) --> 9
-- Convenient syntax to assign function to variable 'my_mult'
function my_mult(p, q)
return p * q
end
print(my_mult(4, 5)) --> 20
-- Takes a function as parameter 'func'
function operate(func, p, q)
return func(p, q) -- Calls the provided function with parameters 'p' and 'q'
end
print(operate(my_plus, 4, 5)) --> 9
print(operate(my_mult, 4, 5)) --> 20
-- Create an adder function and return it
function create_adder(n)
return function(a)
return a + n
end
end
adder = create_adder(2)
print(adder(3)) --> 5
print(adder(10)) --> 12
1
, not 0
.
-- Initialize a table as a sequence
weekdays = {"Sunday", "Monday", "Tuesday", "Wednesday",
"Thursday", "Friday", "Saturday"}
print(weekdays[1]) --> "Sunday"
print(weekdays[5]) --> "Thursday"
-- Initialize a table as a record with sequence values
moons = { Earth = { "Moon" },
Uranus = { "Puck", "Miranda", "Ariel", "Umbriel", "Titania", "Oberon" } }
print(moons.Uranus[3]) --> "Ariel"
-- Build a table from an empty constructor {}
a = 1
t = {}
t[1] = "first"
t[a + 1] = "second"
t.x = 1 -- same as t["x"] = 1
-- Iterate over the table key, value pairs
for key, value in pairs(t) do
print(key, value)
end
--> 1 first
--> 2 second
--> x 1
u = t -- u now refers to the same table as t
u[1] = "changed"
for key, value in pairs(t) do -- still iterating over t!
print(key, value)
end
--> 1 changed
--> 2 second
--> x 1
+
, -
, *
, /
, the unary -
(negation) and exponential ^
.
a = -1
print(a * 2 + 3 / 4^5) --> -1.9970703125
Lua provides automatic conversions between numbers and strings at run time. Any numeric operation applied to a string tries to convert the string to a number:
print("10" + 1) --> 11
<
(less than), >
(greater than), <=
(less or equal), >=
(greater or equal), ==
(equal), ~=
(not equal). There operators always return true
or false
. Values of different types are considered different. If the types are the same, they are compared according to their value. Lua compares tables, userdata, and functions by reference. Two such values are considered equal only if they refer to the same object.
a = 5
b = 6
if a <= b then
print("a is less than or equal to b")
end
print("A" < "a") --> true
print("aa" < "ab") --> true
print(10 == "10") --> false
print(tostring(10) == "10") --> true
and
, or
, and not
. and
returns its first argument if it is false
, otherwise it returns its second argument. or
returns its first argument if it is not false
, otherwise it returns its second argument.
print(true or false) --> true
print(true and false) --> false
print(not false) --> true
if a == 5 and b == 6 then
print("a is 5 and b is 6")
end
..
operator. Numbers are converted to strings when concatenated.
print("donkey" .. "kong") --> "donkeykong"
print(1 .. 2) --> "12"
#
. The length of a string is its number of bytes. The length of a table is its sequence length, the number of indices that are numbered from 1
and upwards where the value is not nil
. Note: If the sequence has nil
value “holes” in it, the length can be any index preceding a nil
value.
s = "donkey"
print(#s) --> 6
t = { "a", "b", "c", "d" }
print(#t) --> 4
u = { a = 1, b = 2, c = 3 }
print(#u) --> 0
v = { "a", "b", nil }
print(#v) --> 2
Lua provides the usual set of flow control constructs.
then
part if the condition is true, otherwise execute the (optional) else
part. Instead of nesting if
statements you can use elseif
. This replaces a switch-statement that Lua does not have.
a = 5
b = 4
if a < b then
print("a is smaller than b")
end
if a == '1' then
print("a is 1")
elseif a == '2' then
print("a is 2")
elseif a == '3' then
print("a is 3")
else
print("I have no idea what a is...")
end
weekdays = {"Sunday", "Monday", "Tuesday", "Wednesday",
"Thursday", "Friday", "Saturday"}
-- Print each weekday
i = 1
while weekdays[i] do
print(weekdays[i])
i = i + 1
end
weekdays = {"Sunday", "Monday", "Tuesday", "Wednesday",
"Thursday", "Friday", "Saturday"}
-- Print each weekday
i = 0
repeat
i = i + 1
print(weekdays[i])
until weekdays[i] == "Saturday"
for
loop: numeric and generic. The numeric for
takes 2 or 3 numeric values whereas the generic for
iterates over all values returned by an iterator function.
-- Print the numbers 1 to 10
for i = 1, 10 do
print(i)
end
-- Print the numbers 1 to 10 and increment with 2 each time
for i = 1, 10, 2 do
print(i)
end
-- Print the numbers 10 to 1
for i=10, 1, -1 do
print(i)
end
t = { "a", "b", "c", "d" }
-- Iterate over the sequence and print the values
for i, v in ipairs(t) do
print(v)
end
break
statement to break out of an inner block of a for
, while
or repeat
loop. Use return
to return a value from a function or to finish execution of a function and return to the caller. break
or return
can appear only as the last statement of a block.
a = 1
while true do
a = a + 1
if a >= 100 then
break
end
end
function my_add(a, b)
return a + b
end
print(my_add(10, 12)) --> 22
All variables that you declare are by default global, meaning that they are available through all parts of the Lua runtime context. You can explicitly declare variables local
, meaning that the variable will only exist within the current scope.
Each Lua source file defines a separate scope. Local declarations on the topmost level in a file means the variable is local to the Lua script file. Each function creates another nested scope and each control structure block creates additional scopes. You can explicitly create scope with the do
and end
keywords. Lua is lexically scoped, meaning that a scope has full access to local variables from the enclosing scope. Note that the local variables must be declared prior to their use.
function my_func(a, b)
-- 'a' and 'b' are local to this function and available through its scope
do
local x = 1
end
print(x) --> nil. 'x' is not available outside the do-end scope
print(foo) --> nil. 'foo' is declared after 'my_func'
print(foo_global) --> "value 2"
end
local foo = "value 1"
foo_global = "value 2"
print(foo) --> "value 1". 'foo' is avalable in the topmost scope after declaration.
Note that if you declare functions local
in a script file (which is generally a good idea) you need to watch out how you order the code. You can use forward declarations if you have functions that mutually call each other.
local func2 -- Forward declare 'func2'
local function func1(a)
print("func1")
func2(a)
end
function func2(a) -- or func2 = function(a)
print("func2")
if a < 10 then
func1(a + 1)
end
end
function init(self)
func1(1)
end
If you write a function enclosed in another function, it too has full access to local variables from the enclosing function. This is a very powerful construct.
function create_counter(x)
-- 'x' is a local variable in 'create_counter'
return function()
x = x + 1
return x
end
end
count1 = create_counter(10)
count2 = create_counter(20)
print(count1()) --> 11
print(count2()) --> 21
print(count1()) --> 12
Local variables declared in a block will shadow variables from a surrounding block with the same name.
my_global = "global"
print(my_global) -->"global"
local v = "local"
print(v) --> "local"
local function test(v)
print(v)
end
function init(self)
v = "apple"
print(v) --> "apple"
test("banana") --> "banana"
end
Functions execute from beginning to end and there is no way to stop them midway through. Coroutines allow you to do that, which can be very convenient in some cases. Suppose we want to create a very specific frame-by-frame animation where we move a game object from y position 0
to some very specific y positions from frame 1 to frame 5. We could solve that with a counter in the update()
function (see below) and a list of the positions. However, with a coroutine we get a very clean implementation that is easy to extend and work with. All state is contained within the coroutine itself.
When a coroutine yields it returns control back to the caller but remembers its execution point so it can continue from there later on.
-- This is our coroutine
local function sequence(self)
coroutine.yield(120)
coroutine.yield(320)
coroutine.yield(510)
coroutine.yield(240)
return 440 -- return the final value
end
function init(self)
self.co = coroutine.create(sequence) -- Create the coroutine. 'self.co' is a thread object
go.set_position(vmath.vector3(100, 0, 0)) -- Set initial position
end
function update(self, dt)
local status, y_pos = coroutine.resume(self.co, self) -- Continue execution of coroutine.
if status then
-- If the coroutine is still not terminated/dead, use its yielded return value as a new position
go.set_position(vmath.vector3(100, y_pos, 0))
end
end
All variables that you declare are by default global, meaning that they are available through all parts of the Lua runtime context. Defold has a setting shared_state setting in game.project that controls this context. If the option is set, all scripts, GUI scripts and the render script are evaluated in the same Lua context and global variables are visible everywhere. If the option is not set, the engine executes scripts, GUI scripts and the render script in separate contexts.
Defold allows you to use the same script file in several separate game object components. Any locally declared variables are shared between components that runs the same script file.
-- 'my_global_value' will be available from all scripts, gui_scripts, render script and modules (Lua files)
my_global_value = "global scope"
-- this value will be shared through all component instances that use this particular script file
local script_value = "script scope"
function init(self, dt)
-- This value will be available on this script component instance
self.foo = "self scope"
-- this value will be available inside init() and after it's declaration
local local_foo = "local scope"
print(local_foo)
end
function update(self, dt)
print(self.foo)
print(my_global_value)
print(script_value)
print(local_foo) -- will print nil, since local_foo is only visible in init()
end
In a high performance game that is intended to run at a smooth 60 FPS small performance mistakes can have a large impact on the experience. There are some simple general things to consider and some things that might not seem problematic.
Beginning with the simple things. It is generally a good idea to write code that is straightforward and that does not contain unnecessary loops. Sometimes you do need to iterate over lists of things, but be careful if the list of things is sufficiently large. This example runs in slightly over 1 millisecond on a pretty decent laptop, which can make all the difference if each frame is only 16 milliseconds long (at 60 FPS) and with the engine, render script, physics simulation and so forth eating up a chunk of that.
local t = socket.gettime()
local table = {}
for i=1,2000 do
table[i] = vmath.vector3(i, i, i)
end
print((socket.gettime() - t) * 1000)
-- DEBUG:SCRIPT: 0.40388
Use the value returned from socket.gettime()
(seconds since system epoch) to benchmark suspect code.
Lua’s garbage collection runs automatically in the background by default and reclaims memory that the Lua runtime has allocated. Collecting lots of garbage can be a time consuming task so it is good to keep down the number of objects that needs to be garbage collected:
local v = 42
)local s = "some_string"
will create a new object and assign s
to it. The local s
itself will not generate garbage, but the string object will. Using the same string multiple times adds no additional memory cost.{ ... }
) a new table is created.function () ... end
, not calling a defined function)function(v, ...) end
) create a table for the ellipsis each time the function is called (in Lua prior to version 5.2, or if not using LuaJIT).dofile()
and dostring()
There are many cases where you can avoid creating new objects and instead reuse the ones you already have. For example. The following is common at the end of each update()
:
-- Reset velocity
self.velocity = vmath.vector3()
It’s easy to forget that each call to vmath.vector3()
creates a new object. Let’s find out how much memory one vector3
uses:
print(collectgarbage("count") * 1024) -- 88634
local v = vmath.vector3()
print(collectgarbage("count") * 1024) -- 88704. 70 bytes in total has been allocated
70 bytes has been added between the calls to collectgarbage()
, but this includes allocations for more than the vector3
object. Each printing of the result from collectgarbage()
builds a string which in itself adds 22 bytes of garbage:
print(collectgarbage("count") * 1024) -- 88611
print(collectgarbage("count") * 1024) -- 88633. 22 bytes allocated
So a vector3
weighs in at 70-22=48 bytes. That is not much, but if you create one each frame in a 60 FPS game it’s suddenly 2.8 kB of garbage per second. With 360 script components that each create one vector3
every frame we’re looking at 1 MB of garbage generated per second. The numbers can add upp very quickly. When the Lua runtime collects garbage it may eat up many precious milliseconds—especially on mobile platforms.
One way to avoid allocations is to create a vector3
and then keep working with the same object. For instance, to reset a vector3
we can use the following construct:
-- Instead of doing self.velocity = vmath.vector3() which creates a new object
-- we zero an existing velocity vector object's components
self.velocity.x = 0
self.velocity.y = 0
self.velocity.z = 0
The default garbage collecting scheme may not be optimal for some time critical applications. If you see stutter in your game or app, you might want to tune how Lua collects garbage through the collectgarbage()
Lua function. You can, for instance, run the collector for a short time every frame with a low step
value. To get an idea how much memory your game or app is eating, you can print the current amount of garbage bytes with:
print(collectgarbage("count") * 1024)
A common implementation design consideration is how to structure code for shared behaviors. Several approaches are possible.
Also, even if it is possible to have module code directly modify the internals of a game object (by passing self
to a module function) we strongly discourage you from doing so since you will create very tight coupling.
go.property()
URL that points to the target game object.
The benefit with this setup is that you can drop a behavior game object into a collection containing the target object. Zero additional code is needed.
In situations where you need to manage large quantities of game objects, this design is not preferable since the behavior object is duplicated for each instance and each object will cost memory.
Did you spot an error or do you have a suggestion? Please let us know on GitHub!
GITHUB