The programming language of Retro Gadgets is Lua.
To start programming a Gadget you need at least one CPU. When you drag a CPU to the board a new Lua source code file is created and bound to the CPU. Now you can start to write your first code!
- Add a CPU to your Gadget’s board
- Grab the MultiTool handle on the left side of the screen
- Go to Gadget > Assets
- Look for the source code file for the CPU. It should be named something like “CPU0.lua”
- Select the file
- Press the edit button on the left side of the multitool screen.
- Now you’re ready to code!
Here is the suggested basic structure of your source code
-- Basic source file template -- INIT AREA: Anything you put here will be executed first log("Hello world!") -- END OF INIT AREA -- This function will be called each time tick. function update() -- Place here code to be executed each time tick end
Here are some basic blocks of code:
Light up a led
-- the basic space "gdt." gives you access to the gadget's components -- "led0" is the name of the LED. typing "gdt." the autocomplete will -- help you suggest the names of all available components gdt.led0.State = true
Check the status of a button
-- "buttonname" is the actual name of the button component if gdt.buttonname.ButtonState == true then log("button pressed") end
To check a button continuously you have to place the check inside the update function:
function update() if gdt.buttonname.ButtonState == true then log("button pressed") end end
And, if you want to light up a led while the button is pressed
function update() gdt.ledname.State = gdt.buttonname.ButtonState end