copy lua book chapters as starting point for ruby book
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87
book/src/ruby/builtin_types.md
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87
book/src/ruby/builtin_types.md
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# Builtin types
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bevy_scriptum provides following types that can be used in Lua:
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- ```Vec3```
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- ```BevyEntity```
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## Vec3
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### Constructor
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`Vec3(x: number, y: number, z: number)`
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### Properties
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- `x: number`
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- `y: number`
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- `z: number`
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### Example Lua usage
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```
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my_vec = Vec3(1, 2, 3)
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set_translation(entity, my_vec)
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```
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### Example Rust usage
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("set_translation"), set_translation);
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})
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.run();
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}
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fn set_translation(
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In((entity, translation)): In<(BevyEntity, BevyVec3)>,
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mut entities: Query<&mut Transform>,
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) {
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let mut transform = entities.get_mut(entity.0).unwrap();
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transform.translation = translation.0;
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}
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```
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## BevyEntity
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### Constructor
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None - instances can only be acquired by using built-in `entity` global variable.
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### Properties
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- `index: integer`
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### Example Lua usage
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```lua
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print(entity.index)
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pass_to_rust(entity)
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```
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### Example Rust usage
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("pass_to_rust"), |In((entity,)): In<(BevyEntity,)>| {
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println!("pass_to_rust called with entity: {:?}", entity);
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});
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})
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.run();
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}
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```
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13
book/src/ruby/builtin_variables.md
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13
book/src/ruby/builtin_variables.md
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# Builtin variables
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## entity
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A variable called `entity` is automatically available to all scripts - it represents bevy entity that the `Script` component is attached to.
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It exposes `index` property that returns bevy entity index.
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It is useful for accessing entity's components from scripts.
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It can be used in the following way:
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```lua
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print("Current entity index: " .. entity.index)
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```
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`entity` variable is currently not available within promise callbacks.
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121
book/src/ruby/calling_rust_from_script.md
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121
book/src/ruby/calling_rust_from_script.md
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@ -0,0 +1,121 @@
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# Calling Rust from Lua
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To call a rust function from Lua first you need to register a function
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within Rust using builder pattern.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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// `runtime` is a builder that you can use to register functions
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})
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.run();
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}
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```
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For example to register a function called `my_rust_func` you can do the following:
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("my_rust_func"), || {
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println!("my_rust_func has been called");
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});
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})
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.run();
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}
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```
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After you do that the function will be available to Lua code in your spawned scripts.
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```lua
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my_rust_func()
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```
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Registered functions can also take parameters. A parameter can be any type
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that implements `FromLua`.
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Since a registered callback function is a Bevy system, the parameters are passed
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to it as `In` struct with tuple, which has to be the first parameter of the closure.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("func_with_params"), |args: In<(String, i64)>| {
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println!("my_rust_func has been called with string {} and i64 {}", args.0.0, args.0.1);
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});
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})
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.run();
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}
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```
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To make it look nicer you can destructure the `In` struct.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("func_with_params"), |In((a, b)): In<(String, i64)>| {
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println!("my_rust_func has been called with string {} and i64 {}", a, b);
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});
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})
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.run();
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}
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```
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The above function can be called from Lua
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```lua
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func_with_params("abc", 123)
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```
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## Return value via promise
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Any registered rust function that returns a value will retrurn a promise when
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called within a script. By calling `:and_then` on the promise you can register
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a callback that will receive the value returned from Rust function.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(String::from("returns_value"), || {
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123
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});
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})
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.run();
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}
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```
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```lua
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returns_value():and_then(function (value)
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print(value) -- 123
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end)
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```
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67
book/src/ruby/calling_script_from_rust.md
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67
book/src/ruby/calling_script_from_rust.md
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# Calling Lua from Rust
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To call a function defined in Lua
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```lua
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function on_update()
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end
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```
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We need to acquire `LuaRuntime` resource within a bevy system.
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Then we will be able to call `call_fn` on it, providing the name
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of the function to call, `LuaScriptData` that has been automatically
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attached to entity after an entity with script attached has been spawned
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and its script evaluated, the entity and optionally some arguments.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn call_lua_on_update_from_rust(
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mut scripted_entities: Query<(Entity, &mut LuaScriptData)>,
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scripting_runtime: ResMut<LuaRuntime>,
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) {
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for (entity, mut script_data) in &mut scripted_entities {
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// calling function named `on_update` defined in lua script
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scripting_runtime
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.call_fn("on_update", &mut script_data, entity, ())
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.unwrap();
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}
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}
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fn main() {}
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```
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We can also pass some arguments by providing a tuple or `Vec` as the last
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`call_fn` argument.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn call_lua_on_update_from_rust(
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mut scripted_entities: Query<(Entity, &mut LuaScriptData)>,
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scripting_runtime: ResMut<LuaRuntime>,
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) {
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for (entity, mut script_data) in &mut scripted_entities {
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scripting_runtime
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.call_fn("on_update", &mut script_data, entity, (123, String::from("hello")))
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.unwrap();
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}
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}
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fn main() {}
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```
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They will be passed to `on_update` Lua function
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```lua
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function on_update(a, b)
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print(a) -- 123
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print(b) -- hello
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end
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```
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Any type that implements `IntoLua` can be passed as an argument withing the
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tuple in `call_fn`.
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66
book/src/ruby/hello_world.md
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66
book/src/ruby/hello_world.md
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# Hello World
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After you are done installing the required crates, you can start developing
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your first game or application using bevy_scriptum.
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To start using the library you need to first import some structs and traits
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with Rust `use` statements.
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For convenience there is a main "prelude" module provided called
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`bevy_scriptum::prelude` and a prelude for each runtime you have enabled as
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a create feature.
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You can now start exposing functions to the scripting language. For example, you can expose a function that prints a message to the console:
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(
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String::from("my_print"),
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|In((x,)): In<(String,)>| {
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println!("my_print: '{}'", x);
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},
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);
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})
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.run();
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}
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```
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Then you can create a script file in `assets` directory called `script.lua` that calls this function:
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```lua
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my_print("Hello world!")
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```
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And spawn an entity with attached `Script` component with a handle to a script source file:
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(
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String::from("my_print"),
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|In((x,)): In<(String,)>| {
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println!("my_print: '{}'", x);
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},
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);
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})
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.add_systems(Startup,|mut commands: Commands, asset_server: Res<AssetServer>| {
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commands.spawn(Script::<LuaScript>::new(asset_server.load("script.lua")));
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})
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.run();
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}
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```
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You should then see `my_print: 'Hello world!'` printed in your console.
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12
book/src/ruby/installation.md
Normal file
12
book/src/ruby/installation.md
Normal file
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# Installation
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Add the following to your `Cargo.toml`:
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```toml
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[dependencies]
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bevy = "0.16"
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bevy_scriptum = { version = "0.8", features = ["lua"] }
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```
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If you need a different version of bevy you need to use a matching bevy_scriptum
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version according to the [bevy support matrix](../bevy_support_matrix.md)
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75
book/src/ruby/interacting_with_bevy.md
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75
book/src/ruby/interacting_with_bevy.md
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@ -0,0 +1,75 @@
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# Interacting with bevy in callbacks
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Every registered function is also just a regular Bevy system.
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That allows you to do anything you would do in a Bevy system.
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You could for example create a callback system function that prints names
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of all entities with `Player` component.
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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#[derive(Component)]
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struct Player;
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_scripting::<LuaRuntime>(|runtime| {
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runtime.add_function(
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String::from("print_player_names"),
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|players: Query<&Name, With<Player>>| {
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for player in &players {
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println!("player name: {}", player);
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}
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},
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);
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})
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.run();
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}
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```
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In script:
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|
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```lua
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print_player_names()
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```
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You can use functions that interact with Bevy entities and resources and
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take arguments at the same time. It could be used for example to mutate a
|
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component.
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|
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```rust
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use bevy::prelude::*;
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use bevy_scriptum::prelude::*;
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use bevy_scriptum::runtimes::lua::prelude::*;
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#[derive(Component)]
|
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struct Player {
|
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health: i32
|
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}
|
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|
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fn main() {
|
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App::new()
|
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.add_plugins(DefaultPlugins)
|
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.add_scripting::<LuaRuntime>(|runtime| {
|
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runtime.add_function(
|
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String::from("hurt_player"),
|
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|In((hit_value,)): In<(i32,)>, mut players: Query<&mut Player>| {
|
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let mut player = players.single_mut();
|
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player.health -= hit_value;
|
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},
|
||||
);
|
||||
})
|
||||
.run();
|
||||
}
|
||||
```
|
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|
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And it could be called in script like:
|
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|
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```lua
|
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hurt_player(5)
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```
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3
book/src/ruby/lua.md
Normal file
3
book/src/ruby/lua.md
Normal file
|
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@ -0,0 +1,3 @@
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# Lua
|
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|
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This chapter demonstrates how to work with bevy_scriptum when using Lua language runtime.
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40
book/src/ruby/spawning_scripts.md
Normal file
40
book/src/ruby/spawning_scripts.md
Normal file
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@ -0,0 +1,40 @@
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# Spawning scripts
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|
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To spawn a Lua script you will need to get a handle to a script asset using
|
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bevy's `AssetServer`.
|
||||
|
||||
```rust
|
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use bevy::prelude::*;
|
||||
use bevy_scriptum::prelude::*;
|
||||
use bevy_scriptum::runtimes::lua::prelude::*;
|
||||
|
||||
fn my_spawner(mut commands: Commands, assets_server: Res<AssetServer>) {
|
||||
commands.spawn(Script::<LuaScript>::new(
|
||||
assets_server.load("my_script.lua"),
|
||||
));
|
||||
}
|
||||
|
||||
fn main() {}
|
||||
```
|
||||
|
||||
After they scripts have been evaled by bevy_scriptum, the entities that they've
|
||||
been attached to will get the `Script::<LuaScript>` component stripped and instead
|
||||
```LuaScriptData``` component will be attached.
|
||||
|
||||
So to query scipted entities you could do something like:
|
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|
||||
```rust
|
||||
use bevy::prelude::*;
|
||||
use bevy_scriptum::prelude::*;
|
||||
use bevy_scriptum::runtimes::lua::prelude::*;
|
||||
|
||||
fn my_system(
|
||||
mut scripted_entities: Query<(Entity, &mut LuaScriptData)>,
|
||||
) {
|
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for (entity, mut script_data) in &mut scripted_entities {
|
||||
// do something with scripted entities
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {}
|
||||
```
|
||||
Loading…
Reference in a new issue