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Major documentation facelift, should be usable now
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README.md
123
README.md
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<a href="https://travis-ci.org/LPGhatguy/Rojo">
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<img src="https://api.travis-ci.org/LPGhatguy/Rojo.svg?branch=master" alt="Travis-CI Build Status" />
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</a>
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<a href="#">
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<img src="https://img.shields.io/badge/docs-soon-red.svg" alt="Documentation" />
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</a>
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</div>
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<div> </div>
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**EARLY DEVELOPMENT, USE WITH CARE**
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Rojo is a flexible multi-tool designed for creating robust Roblox projects. It's in early development, but is still useful for many projects.
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Rojo is a flexible multi-tool designed for creating robust Roblox projects.
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It's designed for power users who want to use the **best tools available** for building games, libraries, and plugins.
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It's designed for power users who want to use the best tools available for building games, libraries, and plugins.
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## Features
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It has a number of desirable features *right now*:
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Rojo has a number of desirable features *right now*:
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* Work from the filesystem, in your favorite editor
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* Work on scripts from the filesystem, in your favorite editor
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* Version your place, library, or plugin using Git or another VCS
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Soon, Rojo will be able to:
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* Sync Roblox objects (including models) bi-directionally between the filesystem and Roblox Studio
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* Create installation scripts for libraries to be used in standalone places
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* Similar to [rbxpacker](https://github.com/LPGhatguy/rbxpacker), another one of my projects
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* Add strongly-versioned dependencies to your project
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## Installation
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Rojo has two components:
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* The binary, written in Rust
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* The command line tool, written in Rust
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* The [Roblox Studio plugin](https://www.roblox.com/library/1211549683/Rojo-v0-0-0), written in Lua
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To install the binary, there are two options:
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* Cargo, which requires you to have Rust installed
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* Pre-built binaries from the [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases)
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### Cargo (Recommended)
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Make sure you have [Rust 1.21 or newer](https://www.rust-lang.org/) installed.
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Install Rojo using:
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```sh
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cargo install rojo
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# Installed!
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rojo help
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```
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### Pre-Built (Windows only)
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Download the latest binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases). Put it somewhere you can access it from a terminal!
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To install the command line tool, there are two options:
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* Cargo, if you have Rust installed
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* Use `cargo install rojo` -- Rojo will be available with the `rojo` command
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* Download a pre-built Windows binary from [the GitHub releases page](https://github.com/LPGhatguy/rojo/releases)
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## Usage
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For more help, use `rojo help`.
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Rojo will create an empty project in the directory.
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The default project looks like this:
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```json
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{
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"name": "my-new-project",
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"servePort": 8000,
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"partitions": {}
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}
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```
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### Start Dev Server
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To create a server that allows the Rojo Dev Plugin to access your project, use:
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```sh
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rojo serve
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```
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The tool will tell you whether it found an existing project. You should then be able to connect and use the project from within Roblox Studio!
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### Migrating an Existing Roblox Project
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Coming soon!
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**Coming soon!**
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### Syncing into Roblox
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In order to sync code into Roblox, you'll need to add one or more "partitions" to your configuration. A partition tells Rojo how to map directories to Roblox objects.
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Each entry in the partitions table has a unique name, a filesystem path, and the full name of the Roblox object to sync into.
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For example, if you want to map your `src` directory to an object named `My Cool Game` in `ReplicatedStorage`, you could use this configuration:
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```json
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{
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"name": "rojo",
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"servePort": 8000,
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"partitions": {
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"game": {
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"path": "src",
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"target": "ReplicatedStorage.My Cool Game"
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}
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}
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}
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```
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The `path` parameter is relative to the project file.
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The `target` starts at `game` and crawls down the tree. If any objects don't exist along the way, they'll be created as `Folder` instances.
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Run `rojo serve` in the directory containing this project, then press the "Sync In" or "Toggle Polling" buttons in the Roblox Studio plugin to move code into your game.
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### Sync Details
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The structure of files and folders on the filesystem are preserved when syncing into game.
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Creation of Roblox instances follows a simple set of rules. The first rule that matches the file name is chosen:
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| File Name | Instance Type | Notes |
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| -------------- | -------------- | ----------------------------------------- |
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| `*.server.lua` | `Script` | `Source` will contain the file's contents |
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| `*.client.lua` | `LocalScript` | `Source` will contain the file's contents |
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| `*.lua` | `ModuleScript` | `Source` will contain the file's contents |
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| `*` | `StringValue` | `Value` will contain the file's contents |
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Any folders on the filesystem will turn into `Folder` objects unless they contain a file named `init` with any extension. Following the convention of Lua, those objects will instead be whatever the `init` file would turn into.
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For example, this file tree:
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* my-game
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* init.lua
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* foo.lua
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Will turn into this tree in Roblox:
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* `my-game` (`ModuleScript` with source from `my-game/init.lua`)
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* `foo` (`ModuleScript` with source from `my-game/foo.lua`)
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## Inspiration
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There are lots of other tools that sync scripts into Roblox, or otherwise work to improve the development flow outside of Roblox Studio.
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Here are a few, if you're looking for alternatives or supplements to Rojo:
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* [rbxmk by Anaminus](https://github.com/anaminus/rbxmk)
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* [RbxRefresh by Osyris](https://github.com/osyrisrblx/RbxRefresh)
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* [RbxSync by evaera](https://github.com/evaera/RbxSync)
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* [CodeSync](https://github.com/MemoryPenguin/CodeSync) and [rbx-exteditor](https://github.com/MemoryPenguin/rbx-exteditor) by [MemoryPenguin](https://github.com/MemoryPenguin)
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I also have a couple tools that Rojo intends to replace:
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* [rbxfs](https://github.com/LPGhatguy/rbxfs), which has been deprecated by Rojo
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* [rbxpacker](https://github.com/LPGhatguy/rbxpacker), which is still useful
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## License
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Rojo is available under the terms of the MIT license. See [LICENSE.md](LICENSE.md) for details.
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