Enables the AI to run, debug, and interact with Lua-based Solar2D projects by capturing print() output, injecting debug modules, and monitoring real-time console logs.
Click on "Install Server".
Wait a few minutes for the server to deploy. Once ready, it will show a "Started" state.
In the chat, type
@followed by the MCP server name and your instructions, e.g., "@Solar2D MCP Serverrun this project and show me the console logs"
That's it! The server will respond to your query, and you can continue using it as needed.
Here is a step-by-step guide with screenshots.
Solar2D MCP Server
A Model Context Protocol (MCP) server for working with Solar2D (Corona SDK) projects. This server enables AI assistants to run, debug, and interact with Solar2D games.
Works with any MCP-compatible client, including:
Claude Code CLI
Other AI assistants that support MCP
Custom integrations
Setup
Install dependencies:
pip install -e .Test the server:
python server.py
Configuration
Claude Desktop
Add this configuration to your Claude Desktop config file:
MacOS: ~/Library/Application Support/Claude/claude_desktop_config.json
Windows: %APPDATA%/Claude/claude_desktop_config.json
After adding the configuration, restart Claude Desktop.
Claude Code CLI
Add the server using the claude mcp add command:
Verify the server is connected:
You can also add it to a specific project using --scope project or create a .mcp.json file in your project root.
First-Time Setup
On first use, the server needs to know where your Solar2D Simulator is installed.
Auto-detection: The server automatically scans common installation paths
Confirmation: You'll be prompted to confirm or provide the simulator location
Remembered: Your choice is saved to
~/.config/solar2d-mcp/config.json
Example first-run flow:
Features
Tools
configure_solar2d- Configure the Solar2D simulator pathAuto-detects installed simulators
Persists configuration across sessions
Use
confirm=trueto accept detected pathOr provide custom path with
simulator_path="..."
run_solar2d_project- Run a Solar2D project in the simulatorAccepts project directory or main.lua path
Optional debug and console flags
Launches simulator in background
Injects logger that captures all print() output
read_solar2d_logs- Read console logs from running Solar2D SimulatorView all Lua print() statements from your game code
Configurable number of recent lines to display
Helps debug your Lua code in real-time
Automatic setup: Logger is auto-injected into main.lua on first run
Note: Only captures Lua print() output, not Solar2D system messages
list_running_projects- List all tracked Solar2D Simulator instancesShows PID, status, and log file location
Useful for managing multiple running projects
start_screenshot_recording- Start capturing screenshots from the simulatorCaptures at 10 fps (100ms interval)
Default recording duration: 60 seconds (max: 300 seconds / 5 minutes)
Can extend recording while already capturing
stop_screenshot_recording- Stop screenshot recording earlyget_simulator_screenshot- Get screenshot(s) for visual analysiswhich="latest"- Capture fresh screenshot now (default)which="last"- Get most recent from recording sessionwhich="all"- List all recorded screenshotswhich="5"- Get specific recorded screenshot by number
list_screenshots- List all available screenshots with file sizessimulate_tap- Tap/click on the simulator screenUses percentage-based bounding box (left, right, top, bottom)
Taps the center of the specified area
Example: button at 30-50% horizontal, 60-70% vertical
get_display_info- Get display coordinate system info
Resources
solar2d://info- Server information
Possible Plans
More complex ability to "play", based on "watching"
Swipe/drag gestures
Built-in Skills
Conventions & Good Practices
Common Patterns / Templates
Development
The server uses the Model Context Protocol (MCP) Python SDK.
Project Structure
Testing
Once configured, you can test the server with prompts like:
"Configure Solar2D" (first-time setup)
"Run my Solar2D project at /path/to/my-game"
"Launch the Solar2D simulator with debug enabled for my project"
"Show me the logs from my running Solar2D project"
"Read the last 100 lines of Solar2D logs"
"List all running Solar2D projects"
Capturing Lua print() Output
The MCP server automatically captures all your Lua print() statements!
Setup (One-time)
Run your project once through MCP:
The server creates a
_mcp_logger.luafile in your project directoryAutomatically injects
require("_mcp_logger")into yourmain.lua(if not already present)
The logger is inserted intelligently:
After
mobdebugif presentBefore other
requirestatements if no mobdebugAt the start of the file otherwise
Works with Manual Launches!
Once the logger is injected, it works forever - even when you launch Solar2D manually from your IDE or command line!
Log file location:
/tmp/corona_log_<project-name>.txt(predictable, based on project directory name)All Lua
print()output is captured automatically by_mcp_logger.luaYour prints still display normally in the console (Solar2D's output)
Log file is cleared on each launch -
_mcp_logger.luatruncates the file when Solar2D startsUse
read_solar2d_logstool to view logs anytime, regardless of how Solar2D was launchedThe MCP server only reads the log file -
_mcp_logger.luais responsible for all writing
Capturing Screenshots
The MCP server can capture screenshots from the running simulator for visual analysis!
How It Works
Auto-injected module: When you run a project,
_mcp_screenshot.luais created and injected intomain.luaControl file signaling: The MCP server writes to a control file to start/stop recording
Periodic capture: Screenshots are captured every 100ms (10 fps) while recording is active
JPEG compression: Images are saved as JPEG at content resolution for smaller file sizes
Screenshot Location
Screenshots are saved to: /tmp/solar2d_screenshots_<project-name>/
The directory is cleared when the simulator starts, but screenshots persist across recording sessions within the same run.
Recording Workflow
Extending Recordings
You can call start_screenshot_recording while already recording to extend the duration. Screenshots continue from where they left off (not reset).
Touch Interaction
The MCP server can simulate taps on the running simulator, allowing the AI to interact with your game!
How It Works
Auto-injected module:
_mcp_touch.luais created and injected intomain.luaHit testing: The module finds touchable objects at the tap location
Event dispatch: Synthetic touch events are sent to the target object
Percentage-Based Coordinates
Taps use a bounding box with percentage coordinates (0-100):
left,right: Horizontal bounds (0=left edge, 100=right edge)top,bottom: Vertical bounds (0=top edge, 100=bottom edge)
The tool taps the center of the bounding box. This makes it easy for the AI to estimate positions visually from screenshots.