- 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
158 lines
3.5 KiB
Markdown
158 lines
3.5 KiB
Markdown
# Lua game package format
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A game package is a manifest plus Lua scripts and optional assets.
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Typical structure:
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```text
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assets/games/<gameId>/
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manifest.json
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scripts/
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main.lua
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state.lua
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ui.lua
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runtime_defs.lua
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assets/
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image.png
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audio/
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click.wav
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```
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## Manifest modules
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Lua modules must be declared in `manifest.json`.
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```json
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{
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"id": "template",
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"version": "0.1.0",
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"entry": "main",
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"modules": {
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"main": "scripts/main.lua",
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"state": "scripts/state.lua",
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"ui": "scripts/ui.lua",
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"runtime_ui": "runtime:runtime_ui.lua",
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"runtime_widgets": "runtime:runtime_widgets.lua",
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"runtime_commands": "runtime:runtime_commands.lua",
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"layout": "runtime:layout.lua"
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}
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}
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```
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Lua imports by module name:
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```lua
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local ui = runtime.import("ui")
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local widgets = runtime.import("runtime_widgets")
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```
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Do not use `require`, `package`, `dofile`, `loadfile`, or `os`.
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## Path rules
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Package-local module paths:
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```text
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scripts/*.lua
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```
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Runtime shared module paths:
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```text
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runtime:*.lua
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```
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`runtime:` paths must not contain `/`, `..`, or an empty filename.
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## Base packages
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A game manifest can declare a `base` field to indicate it depends on a framework package:
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```json
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{
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"gameId": "ludo",
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"base": "_framework",
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"modules": { ... }
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}
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```
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The `base` field is metadata. Actual loading is controlled by `RuntimeOptions.basePackages`:
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```dart
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LuaGameWidget(
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gameId: 'ludo',
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runtimeOptions: const RuntimeOptions(
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basePackages: ['_framework'],
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),
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)
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```
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Loading order:
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1. Base packages are loaded first, in `basePackages` order.
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2. The game package is loaded last.
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3. All modules are merged into a flat map.
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4. Later packages override earlier packages on name collision.
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5. The entry script always comes from the last (game) package.
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This means a game can override any framework module by declaring a module with the same name in its own manifest.
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## Multi-package module resolution
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When Lua code calls `runtime.import("xxx")`:
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1. Look up `xxx` in the merged module map (game modules first, then framework).
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2. If not found, throw `FormatException: Lua module is not declared in manifest.modules`.
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Framework modules are transparent to game code:
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```lua
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local app = runtime.import("app") -- resolved from framework
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local state = runtime.import("state") -- resolved from game
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```
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## Entry module
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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.
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## Runtime helper modules
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Shared helpers are provided by the runtime package:
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```text
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assets/runtime/lua/runtime_ui.lua
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assets/runtime/lua/runtime_widgets.lua
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assets/runtime/lua/runtime_commands.lua
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assets/runtime/lua/layout.lua
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```
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Use helpers for authoring convenience, but remember helpers must normalize into supported Runtime protocol nodes/commands before Dart validation.
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## Generated Lua definitions
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`runtime_defs.lua` files are generated from common definitions. After changing helper APIs, run:
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```bash
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dart run tool/generate_lua_runtime_defs.dart
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```
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Check without rewriting:
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```bash
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dart run tool/generate_lua_runtime_defs.dart --check
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```
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## Package validation
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A host repository can validate a game package with:
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```bash
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dart run tool/check_runtime_package.dart assets/games/template packages/flame_lua_runtime/assets/runtime/lua
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```
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Within this package repo, example game packages live under:
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```text
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example/assets/games/
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```
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