Hmm...
Since Im not realky familiar with LuaRocks, how do i make Moonscript work just using Lua standalone interpreter (Lua.exe) ?
MoonScript & love
- Roland_Yonaba
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- Frozen City
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Re: MoonScript & love
Looks very cool. I have never used LOVE or MoonScript before but am really excited to give it a try. Any advice for a newbie on installation/getting started resources for using MoonScript and LOVE (preferably together)? And yes, I vote you make a Windows build.
- Roland_Yonaba
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Re: MoonScript & love
+1!Frozen City wrote:Looks very cool. I have never used LOVE or MoonScript before but am really excited to give it a try. Any advice for a newbie on installation/getting started resources for using MoonScript and LOVE (preferably together)? And yes, I vote you make a Windows build.
Re: MoonScript & love
Awesome! I've been trying to get this to work since I saw the announcement for Moonscript on Reddit. I'll post the source of a test-game in Moonscript soon.
Thank you
Thank you
- Frozen City
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Re: MoonScript & love
Cool t.w(). I'd be interested in seeing that.
Re: MoonScript & love
Perhaps instead of a Love fork, you could just make a wrapper that makes it more fluent with Moonscript. You program a wrapper library in moonscript, and create moonscript class objects for everything, then it compiles to lua code which can then be run on Love2D. I'm not sure if that was already the plan, but it would be a really cool idea.
- bartbes
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Re: MoonScript & love
Personally, I'd like it if moonscript was Class Commons compatible.
Re: MoonScript & love
Sorry for bringing back an old topic.
I've been creating windows builds of moonscript here:
http://moonscript.org/bin/
Grab the latest one: http://moonscript.org/bin/moonscript-0.2.0-dev-3.zip
moon.exe runs moon files all by themselves, and moonc.exe will compile moon to lua. Run them with the -h flag to see how to use them.
I recently added a watch flag to the windows binary. This makes it really easy to use moonscript with your existing installation of LOVE.
For example, a little mini tutorial:
If anyone is interested in a better tutorial, I don't mind writing one. Just speak up.
Additionally, I have a more experimental way of running LOVE with moonscript:
In here I have some builds of love with moonscript baked in: http://leafo.net/love/
Once again, grab the latest: http://leafo.net/love/build-2.zip
This time, you can just write .moon files, and run the provided love.exe and it will detect moon files and automatically compile them. It still works with lua files as well, it just uses the file extension to detect what to do.
The only reason I didn't recommend this method over the previous is that I have been running into strange issues with compilation depending on the input. I'll have to look into it. (This binary also has enet, lpeg, and cjson built in, so you don't need any extra dlls, if that is of any use).
I appreciate any feedback, I'll pay closer attention to this topic!
And one extra bonus, I created an online compiler to experiment with moonscript: http://moonscript.org/compiler/
I've been creating windows builds of moonscript here:
http://moonscript.org/bin/
Grab the latest one: http://moonscript.org/bin/moonscript-0.2.0-dev-3.zip
moon.exe runs moon files all by themselves, and moonc.exe will compile moon to lua. Run them with the -h flag to see how to use them.
I recently added a watch flag to the windows binary. This makes it really easy to use moonscript with your existing installation of LOVE.
For example, a little mini tutorial:
- Create a new LOVE project
- Create some .moon files as you would .lua files. Here's a main.moon to get you started:
Code: Select all
love.draw = -> love.graphics.print 'Hello World!', 400, 300
- Enter that directory from the command line
- Run:
Code: Select all
moonc.exe -w .
- Save your main.moon again, and notice how it will automatically compile.
If anyone is interested in a better tutorial, I don't mind writing one. Just speak up.
Additionally, I have a more experimental way of running LOVE with moonscript:
In here I have some builds of love with moonscript baked in: http://leafo.net/love/
Once again, grab the latest: http://leafo.net/love/build-2.zip
This time, you can just write .moon files, and run the provided love.exe and it will detect moon files and automatically compile them. It still works with lua files as well, it just uses the file extension to detect what to do.
The only reason I didn't recommend this method over the previous is that I have been running into strange issues with compilation depending on the input. I'll have to look into it. (This binary also has enet, lpeg, and cjson built in, so you don't need any extra dlls, if that is of any use).
I appreciate any feedback, I'll pay closer attention to this topic!
And one extra bonus, I created an online compiler to experiment with moonscript: http://moonscript.org/compiler/
- Roland_Yonaba
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Re: MoonScript & love
Awesome job...
I'll have a look at the new windows build. Thanks so much!
I'll have a look at the new windows build. Thanks so much!
Re: MoonScript & love
It's probably very inappropriate of me to bump a two year old topic, but what is the scene in integrating Moonscript with Love2d?
Lua is not an acronym.
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