I like the tutorial, however personally I prefer Java’s approach to OOP.
I wonder if someone would make a thing comparing it to other languages?
I like the tutorial, however personally I prefer Java’s approach to OOP.
I wonder if someone would make a thing comparing it to other languages?
Hey there!
While Java has a class-based object oriented programming style, where classes can extend and implement others, LUA (unfortunately) does not. Using metatables in LUA is unfortunately as close as we can get to Java’s class-based style, since LUA does not have a built-in class framework.
Hope this helps!
Thank you so much! I do have one question, can something like a static variable or instance variables be made?
Yep! You can create static variables by just setting defining the variable. You can do this by (in the case of using a ModuleScript) writing code on the lines of this.
local Class = {}
Class.__index = Class
Class.staticVariable = "Hey there! This is a static variable" -- A static variable that can be accessed from anywhere, and doesn't change when you make an instantiated class unless you manually change it with "Class.staticVariable = ..."
function Class.new()
local self = setmetatable({}, Class)
self.classVariable = "Hey there! This is a class variable" -- A variable that only the instantiated version can access.
return self
end
Hope this helps!
Is it possible to make a default constructor? For example in Java you would have
public class Car {
String carModel;
//Default Constructor
public Car(){
carModel = "";
}
//Constructor
public Car(model){
carModel = model;
}
}
Is it also possible to make objects send to multiple scripts or in a value?
Lua doesn’t have any function overloading, so there is usually only 1 constructor.
You can write one function to use different combinations of variables though.
How would I go about putting multiples of different objects from the same module scripts in tables? From what I have tried it overwrites the previous object.
ModuleScript:
local slot = {}
slot.__index = slot
function slot.new(index)
local newSlot = {}
setmetatable(newSlot,slot)
slot.Index = index
return newSlot
end
function slot:getName()
return self.Index
end
return slot
Main:
local mod = require(game.ServerScriptService.Slot)
local obj1 = mod.new("Name")
local obj2 = mod.new("Name2")
local array = {obj1,obj2}
print(array[1]:getName())
The output says “Name2” instead of “Name1”
You are storing the new(index) into the slot module, not the slot object that gets created.
do
newSlot.Index = index
How would I have classes inherit metamethods such as __tostring
or __add
?
Since the metamethod invocation uses rawget
, it doesnt seem to look up the chain of classes to find the base implementation.
i dont know too much about OOP and I am trying to learn. My question is: how would a car table became a real car on roblox? I would have to call Car.new() and latter create the car with the info on table? That does not make sense. Can I make the Car.new() return an actual car object?
In the constructor (Car.new) you would create the car model and then usually you’d have a property like car.Model or car.Instance that you assign the Model to.
Now when you want to interact with the model you just access the property.
In other cases where you don’t need the extra functionality you can return the model directly instead.
This comes with the disadvantage that now you can’t use methods like car:Accelerate()*
This would be a easier way,
local Car = {}
Car.__index = Car
function Car.new(position, driver, model)
local self = setmetatable({
Position = position,
Driver = driver,
Model = model,
}, Car)
return self
end
return Car
It may be easier for you, but your code looks a bit more messy than the OP’s code.
Messier? It looks more readable than just doing plain old newcar.VAR = var,
For you it does, for others it there is a chance it’s not.
Personally I prefer this version:
function Car.new(position, driver, model)
local self = setmetatable({}, Car)
self.Position = position
self.Driver = driver
self.Model = model
return self
end
This is the least ambiguous version IMO albeit admittedly it does look redudant compared to yours.
Alternate way of formatting
----------------------------------------------------
-- Define Class Attributes
----------------------------------------------------
Car = {
Position = nil;
Driver = nil;
Model = nil;
Speed = nil
}
----------------------------------------------------
-- Define Class Methods
----------------------------------------------------
function Car:Boost()
self.Speed = self.Speed + 5
end
----------------------------------------------------
-- Define Class Constructor
----------------------------------------------------
function Car.new(tbl)
local newcar = tbl or {}
setmetatable(newcar, Car)
Car.__index = Car
return newcar
end
If I have this:
local PlayerModule = {}
PlayerModule.__index = PlayerModule
-- Constructer function to create a new character
function PlayerModule.new(character)
local newCharacter = {}
setmetatable(newCharacter, PlayerModule)
newCharacter.Name = character.Name
newCharacter.Stamina = 100
newCharacter.BonusHealth = 0
table.insert(characters, newCharacter)
return newCharacter
end
return PlayerModule
How would I get the newCharacter that I created without doing .new() every time. I thought of making a table and inserting the newCharacter into that table to get it that way. Am I missing something about OOP here?
So my solution is now this:
local PlayerModule = {}
PlayerModule.__index = PlayerModule
local characters = {}
-- Constructer function to create a new character
function PlayerModule.new(character)
local newCharacter = {}
setmetatable(newCharacter, PlayerModule)
newCharacter.Name = character.Name
newCharacter.Stamina = 100
newCharacter.BonusHealth = 0
table.insert(characters, newCharacter)
return newCharacter
end
-- get the character
function PlayerModule:GetCharacter(name)
for i, v in pairs(characters) do
if v.Name == name then
return v
end
end
end
return PlayerModule
I’m not sure if this is the correct way to do it.