I'm interested in Lua :-). Although I used axe.lua. I don't know what axe.luascript is?
The tutorial over at GameDev helped me understand how to use Lua in BlitzMax: http://www.gamedev.net/reference/programming/features/lua/
You can skip the first pages since it's about implementing it in C++ but the rest is almost the same as with BlitzMax.
Here's a small example:
test.bmx
test.lua
Very simple example but it does show how you can call your BlitzMax functions in a Lua script.
As for methods, I'm now sure. Native Lua doesn't support it if I'm correct. I must say I haven't done a lot with Lua yet but the way I figured is that you need to create Functions that can access the required object.
The tutorial over at GameDev helped me understand how to use Lua in BlitzMax: http://www.gamedev.net/reference/programming/features/lua/
You can skip the first pages since it's about implementing it in C++ but the rest is almost the same as with BlitzMax.
Here's a small example:
test.bmx
SuperStrict Import axe.lua Local LuaState:Byte Ptr = luaL_newstate() luaL_openlibs(LuaState) lua_pushstring(LuaState, "BMXString") lua_setglobal (LuaState, "luaglobal") lua_register(LuaState, "BMXName", BMXName) luaL_dofile(luaState, "test1.lua"); lua_close(LuaState) End Function BMXName:Int (LuaState:Byte Ptr) ' handling of parameters passed from Lua (if required) ' actual function body ' passing results back to Lua (if required) luaL_dostring(LuaState, "print('Ahum!')") Return 0 ' number of values returned to Lua End Function
test.lua
print("Test!"); print(luaglobal); -- Simple lua script -- comments indicated with a '--' a = 5; b = 10; c = a + b; print ("5+10=" .. c); BMXName();
Very simple example but it does show how you can call your BlitzMax functions in a Lua script.
As for methods, I'm now sure. Native Lua doesn't support it if I'm correct. I must say I haven't done a lot with Lua yet but the way I figured is that you need to create Functions that can access the required object.