Converting AESLua to use Corona SDK's BitOp plugin?

Hello all! Working to implement AES encryption for my game save data. However, I’m just trying to get it to compile, and get the following error on build:

\gamefolder\aeslua\gf.lua:7: attempt to index global 'aeslua' (a nil value) message stack traceback: ?: in function \<?:218\> [C]: ? \gamefolder\aeslua\gf.lua:7: in main chunk [C]: in function 'require' ?: in function 'require' \gamefolder\aeslua\aes.lua:3: in main chunk [C]: in function 'require' ?: in function 'require' \gamefolder\aeslua\ciphermode.lua:1: in main chunk [C]: in function 'require' ?: in function 'require' \gamefolder\aeslua.lua:4: in main chunk [C]: in function 'require' ?: in function 'require' \gamefolder\options.lua:4: in main chunk [C]: in function 'require' ?: in function 'require' \gamefolder\main.lua:49: in main chunk

I have the AES Lua files from: https://github.com/bighil/aeslua

I added the bitop plugin to my build settings.

I replaced the **require(“bit”) **string with local bit = require “plugin.bit”  at the top of the files: aes.lua, gf.lua, and util.lua.

In my options.lua, here are the top three lines:

module(..., package.seeall) require("aeslua") local aes = aeslua.aes;

Any tips would be appreciated!

Nevermind! Easier way is to just use the openssl plugin to encrypt and decrypt the data.

http://coronalabs.com/blog/2013/06/11/tutorial-using-the-openssl-plugin/

Nevermind! Easier way is to just use the openssl plugin to encrypt and decrypt the data.

http://coronalabs.com/blog/2013/06/11/tutorial-using-the-openssl-plugin/