love.filesystem.load
Available since LÖVE 0.5.0 |
This function is not supported in earlier versions. |
Loads a Lua file (but does not run it).
This is equivalent to loadfile except it operates on LÖVE filesystem paths.
Function
Synopsis
chunk, errormsg = love.filesystem.load( name, mode )
Arguments
string name
- The name (and path) of the file.
LoadMode mode ("bt")
- Controls to only allow precompiled chunk, plain text, or both.
Returns
function chunk
- The loaded chunk.
string errormsg (nil)
- The error message if file could not be opened.
Examples
It is important to note that love.filesystem.load does not invoke the code, it just creates a function (a 'chunk') that will contain the contents of the file inside it. In order to execute the chunk, you have to put () behind it.
Also, it is worth noting that loaded files can return values. For example, the following file:
return 1+1, "foo"
Will return 2 and "foo", when called like this:
local chunk = love.filesystem.load("someFolder/myFile.lua") -- load the chunk
local result1, result2 = chunk() -- execute the chunk
print("Results: "..tostring(result1)..", "..tostring(result2)) -- prints 'Results: 2, foo'
This raises an error if there's a syntax error in the loaded file. If you want your game to continue if the file isn't valid (for example if you expect it to be written by users), you can protect the loading and calling of the file with pcall:
-- success, valueOrErrormsg = runFile( name )
local function runFile(name)
local ok, chunk, err = pcall(love.filesystem.load, name) -- load the chunk safely
if not ok then return false, "Failed loading code: "..chunk end
if not chunk then return false, "Failed reading file: "..err end
local ok, value = pcall(chunk) -- execute the chunk safely
if not ok then return false, "Failed calling chunk: "..tostring(value) end
return true, value -- success!
end
print(runFile("goodFile.lua"))
print(runFile("fileWithRuntimeError.lua"))
print(runFile("fileWithSyntaxError.lua"))
print(runFile("nonexistentFile.lua"))
See Also
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