Methods: Difference between revisions

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m Text replacement - "</code>" to "</SyntaxHighlight>"
m Text replacement - "<code lua>" to "<SyntaxHighlight code="lua">"
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These two lines of code are equivalent, calling the {{type|function}} <var>a</var> with the parameter <var>b</var>.
These two lines of code are equivalent, calling the {{type|function}} <var>a</var> with the parameter <var>b</var>.


<code lua>
<SyntaxHighlight code="lua">
b.a(b)  
b.a(b)  
b:a()
b:a()
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{{code|=Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)}}
{{code|=Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)}}


However, that would call <code lua>Checkbox.ChangeState(x, y)</SyntaxHighlight> when the event fired. We need to call <code lua>Checkbox.ChangeState(Checkbox)</SyntaxHighlight>.
However, that would call <SyntaxHighlight code="lua">Checkbox.ChangeState(x, y)</SyntaxHighlight> when the event fired. We need to call <SyntaxHighlight code="lua">Checkbox.ChangeState(Checkbox)</SyntaxHighlight>.


When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example,
When you call a {{type|function}} as a method, you automatically pass an argument as the TABLE ITSELF. For example,

Revision as of 03:41, 27 April 2023

Methods are unique functions which belong to a particular object or can be custom made. They are a major focus of Roblox Lua. Some common examples of methods include 'Destroy()', 'Clone()', and 'FindFirstChild()'. You can find a full list of methods here.

A method acts like a function stored within an object. The method itself is accessed in the same way a function in a table is accessed. However, a special property of methods changes how they are called.

These two lines of code are equivalent, calling the function a with the parameter b.

b.a(b) 
b:a()

The second is briefer and more concise. Methods can increase typing speed, because there is less need to retype variable names.

Making your own

Making your own methods can

  • Make your code look cool
  • Make your tables more dynamic
This tutorial-like section assumes you have a good knowledge of table terminology and understand functions.

First, we need a table to apply the method to. I'm going to make a checkbox. It doesn't actually do anything, but it's an application example. Feel free to make this work.

Checkbox = {
	Checked = false;
	CheckedImage = "Image";
	UncheckedImage = "Image";
	ImageButton = ...;
	ChangeState = function(self)
		self.Checked = not self.Checked
	end
}
Checkbox.ImageButton.MouseButton1Down:connect(function()
	Checkbox:ChangeState()
end)

You might think you could type

Checkbox.ImageButton.MouseButton1Down:connect(Checkbox.ChangeState)

However, that would call

Checkbox.ChangeState(x, y)

when the event fired. We need to call

Checkbox.ChangeState(Checkbox)

.

When you call a function as a method, you automatically pass an argument as the TABLE ITSELF. For example,

function ReturnTable(Num)
	return {
		Num = Num;
		PrintNum = function(self) 
			print(self.Num) 
		end
	}
end
Tabl = ReturnTable(5)
Tabl:PrintNum()

That will output 5 because we passed in the table, so the function will receive the table it's located in. Because we called it as a method, it passed "Tabl" as an argument. You can do it with a dot, but it looks kind of stupid:

Tabl.PrintNum(Tabl)