Coding/Learn/lua/lua functions basics
Lua Programming & Game Scripting Complete Course
01.Introduction to Lua & Embeddable Design
02.Syntax Rules, Comments & Identifiers
03.The 8 Basic Types & Dynamic Typing
04.Numbers & Arithmetic Operators
05.Strings, Concatenation (..) & Length (#)
06.Booleans, Nil & Truth Values
07.Conditional Branching: if, then, elseif & else
08.Relational Operators & Inequality (~=)
09.Logical Operators & Short-Circuit Evaluation
10.Goto & Labels (::label::)
11.Variable Scoping: local vs global & do ... end Blocks
12.Multiple Assignment & Variable Swapping
13.While Loops (while ... do ... end)
14.Repeat-Until Loops (Post-Condition)
15.Numeric for Loops (start, stop, step)
16.Generic for & ipairs() Array Iteration
17.Generic for & pairs() Dictionary Iteration
18.Loop Termination with break
19.Functions: Definition, Parameters & Calls
20.Multiple Return Values & Unpacking
21.Variadic Functions & Variable Arguments (...)
22.First-Class Functions & Callbacks
23.Closures & Upvalues (Private State)
24.Proper Tail Call Optimization (TCO)
25.Tables: The Universal Data Structure
26.Tables as 1-Based Arrays & Length (#)
27.Tables as Dictionaries (Key-Value Maps)
28.The table Library: insert, remove, concat & unpack
29.Nested Tables & Multi-Dimensional Matrices
30.Custom Sorting with table.sort
31.Metatables & get/setmetatable
32.Arithmetic Metamethods (__add, __sub, __mul)
33.Relational Metamethods (__eq, __lt, __le)
34.The __index & __newindex Metamethods
35.Custom Stringification & Callable Tables (__tostring, __call)
36.Metatable Protection (__metatable)
37.Prototype-Based OOP & Class Tables
38.Colon Syntax (:) & The self Parameter
39.Constructors & Instance Creation (Class:new)
40.Class Inheritance & Method Overriding
41.Data Encapsulation & Private Members
42.Multiple Inheritance & Method Search
43.The string Library: sub, byte, rep & Case
44.Formatted Strings: string.format()
45.Pattern Matching Classes & Magic Characters
46.Pattern Search: string.find, match & gmatch
47.Global Substitution: string.gsub
48.Modules, Packages & the require() System
49.Coroutines & Cooperative Multitasking
50.Error Handling: error, assert & Protected Calls (pcall)
51.File I/O: io.open, io.read & io.write
52.Capstone: 2D Game Loop & Entity Component System (ECS)
53.Comprehensive Lua Mastery Assessment Quiz
54.Production Capstone: Custom Configuration & Command DSL
55.Systems & Game Scripting Certified Specialist Exam
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LearnFunctions: Definition, Parameters & Calls
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Lesson 19 of 55
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Functions: Definition, Parameters & Calls

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In Plain English

In Lua, functions are defined with `function name(args) ... end` or `local name = function(args) ... end`. Lua passes arguments positionally, assigning missing arguments to `nil`.

Deep Dive: How It Works

Function Syntax: `function add(a, b) return a + b end`.

Flexible Parameter Counts: Passing fewer arguments binds missing parameters to `nil`; extra arguments are quietly ignored.

Local Functions: `local function helper() ... end` creates a function scoped to the local file/chunk.

PointCore Rules to Remember

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Local Functions Preferred: Use `local function` to avoid polluting the global environment.
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Nil for Missing Args: Unsupplied arguments default to `nil`.

Live Interactive Example

Hit Run Code to see it live
Defining and Calling Functions
Python 3.12
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Output Console
Click "Run Code" to view the rendered output.
How it works: greet used default value idiom for missing title argument.

Your Turn: Micro Challenge

No pressure! Edit the starter code below and test your solution with instant feedback.

Micro Exercise

Create Rectangle Area Function

  • PointDefine `local function area(w, h) return w * h end`.
  • PointPrint `"Area: " .. area(5, 8)`.
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Sandbox Output
Click "Run & Check" to test your solution.

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