Files
flutter_lua_runtime/docs/lua-package-format.md
gem 8ddc3be3a7 feat: multi-package loading with base framework support
- Add RuntimeOptions.basePackages for loading framework packages before game package
- Add ScriptEngine.loadPackages() for multi-package module merging
- LuaDardoScriptEngine merges modules from all packages, game overrides framework
- PackageActivationController loads base packages first, then game package
- GamePackageManifest parses optional 'base' field
- Update docs: README, quick-start, lua-package-format, architecture
- Update all test mocks with loadPackages() implementation
2026-06-10 00:04:00 +08:00

3.5 KiB

Lua game package format

A game package is a manifest plus Lua scripts and optional assets.

Typical structure:

assets/games/<gameId>/
  manifest.json
  scripts/
    main.lua
    state.lua
    ui.lua
    runtime_defs.lua
  assets/
    image.png
  audio/
    click.wav

Manifest modules

Lua modules must be declared in manifest.json.

{
  "id": "template",
  "version": "0.1.0",
  "entry": "main",
  "modules": {
    "main": "scripts/main.lua",
    "state": "scripts/state.lua",
    "ui": "scripts/ui.lua",
    "runtime_ui": "runtime:runtime_ui.lua",
    "runtime_widgets": "runtime:runtime_widgets.lua",
    "runtime_commands": "runtime:runtime_commands.lua",
    "layout": "runtime:layout.lua"
  }
}

Lua imports by module name:

local ui = runtime.import("ui")
local widgets = runtime.import("runtime_widgets")

Do not use require, package, dofile, loadfile, or os.

Path rules

Package-local module paths:

scripts/*.lua

Runtime shared module paths:

runtime:*.lua

runtime: paths must not contain /, .., or an empty filename.

Base packages

A game manifest can declare a base field to indicate it depends on a framework package:

{
  "gameId": "ludo",
  "base": "_framework",
  "modules": { ... }
}

The base field is metadata. Actual loading is controlled by RuntimeOptions.basePackages:

LuaGameWidget(
  gameId: 'ludo',
  runtimeOptions: const RuntimeOptions(
    basePackages: ['_framework'],
  ),
)

Loading order:

  1. Base packages are loaded first, in basePackages order.
  2. The game package is loaded last.
  3. All modules are merged into a flat map.
  4. Later packages override earlier packages on name collision.
  5. The entry script always comes from the last (game) package.

This means a game can override any framework module by declaring a module with the same name in its own manifest.

Multi-package module resolution

When Lua code calls runtime.import("xxx"):

  1. Look up xxx in the merged module map (game modules first, then framework).
  2. If not found, throw FormatException: Lua module is not declared in manifest.modules.

Framework modules are transparent to game code:

local app = runtime.import("app")       -- resolved from framework
local state = runtime.import("state")   -- resolved from game

Entry module

The manifest entry module should expose lifecycle/event functions expected by the script engine. Keep game-specific state in Lua modules and return runtime diffs/commands through the approved protocol.

Runtime helper modules

Shared helpers are provided by the runtime package:

assets/runtime/lua/runtime_ui.lua
assets/runtime/lua/runtime_widgets.lua
assets/runtime/lua/runtime_commands.lua
assets/runtime/lua/layout.lua

Use helpers for authoring convenience, but remember helpers must normalize into supported Runtime protocol nodes/commands before Dart validation.

Generated Lua definitions

runtime_defs.lua files are generated from common definitions. After changing helper APIs, run:

dart run tool/generate_lua_runtime_defs.dart

Check without rewriting:

dart run tool/generate_lua_runtime_defs.dart --check

Package validation

A host repository can validate a game package with:

dart run tool/check_runtime_package.dart assets/games/template packages/flame_lua_runtime/assets/runtime/lua

Within this package repo, example game packages live under:

example/assets/games/