I trying to write some game, based on Love2d framework, compiled from moonscript. Every time when I make a mistake in my code, my application throws error and this error refers to compiled lua-code, but not a moonscript, so I have no idea where exactly this error happens. Tell me please, what a solution in this situation? Thanks.
Moonscript does support source-mapping/error-rewriting, but it is only supported when running in the moon
interpreter: https://moonscript.org/reference/command_line.html#error_rewriting
I think it could be enabled in another lua environment but I am not completely sure what would be involved.
It would definetely require moonscript to hold on to the source-map tables that are created during compilation, so you couldn't use moonc
; instead use the moonscript
module to just-in-time compile require'd modules:
main.lua
-- attempt to require moonscript,
-- for development
pcall(require, 'moonscript')
-- load the main file
require 'init'
init.moon
love.draw = ->
print "test"
with this code and moonscript properly installed you can just run the project using love .
as normal. The require 'moonscript'
call will change require
to compile moonscript modules on-the-fly. The performance penalty is negligible and after all modules have been loaded there is no difference.