register functions before initial lua eval
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		| @@ -277,6 +277,11 @@ void game_tick(void) { | ||||
|         /* pop package, package.searchers */ | ||||
|         lua_pop(state->L, 2); | ||||
|  | ||||
|         /* binding */ | ||||
|         lua_register(state->L, "sprite", b_sprite); | ||||
|         lua_register(state->L, "rectangle", b_rectangle); | ||||
|         lua_register(state->L, "text", b_text); | ||||
|  | ||||
|         /* now finally get to running the code */ | ||||
|         unsigned char *game_buf = NULL; | ||||
|         int64_t game_buf_size = file_to_bytes("/scripts/game.lua", &game_buf); | ||||
| @@ -287,11 +292,6 @@ void game_tick(void) { | ||||
|             } | ||||
|         } | ||||
|         /* from this point we have access to everything defined in lua */ | ||||
|  | ||||
|         /* binding */ | ||||
|         lua_register(state->L, "sprite", b_sprite); | ||||
|         lua_register(state->L, "rectangle", b_rectangle); | ||||
|         lua_register(state->L, "text", b_text); | ||||
|     } | ||||
|  | ||||
|     State *state = ctx.udata; | ||||
|   | ||||
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