Lua Programming Help Thread
This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Zitat von JaSo PsP how do i make an image move using the arrow keys? my image is called "smiley" ...
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08-16-2006, 09:37 AM #3211Your Fate is Grim...

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Zitat von JaSo PsP
Code:smiley = Image.load("smiley.png") x = 0 y = 0 while true do screen:clear() screen:blit(x, y, smiley) if pad:right() then x = x + 1 end if pad:left() then x = x - 1 end if pad:down() then y = y + 1 end if pad:right() then y = y - 1 end screen.waitVblankStart() screen:flip() end
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08-16-2006, 09:49 AM #3212QJ Gamer Green
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thanx
Zitat von Grimfate126
ps: u forgot:
plus u got the directions all wrong, up doesnt work and right make it go diagonallyCode:pad = Controls.read()
Geändert von JaSo PsP (08-16-2006 um 10:09 AM Uhr)
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08-16-2006, 10:00 AM #3213Developer

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I'm still having trouble with those two problem.. can someone send me a PM and take a look at my full script please? I dont want to give out everything in this thread. These are the last two problems i need to fix before i release and id like to get it out soon.
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08-16-2006, 10:25 AM #3214QJ Gamer Green
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what am i doing wrong here?:
Code:if x = 272 then x = x + 0 end if y = 480 then y = y + 0 end
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08-16-2006, 10:58 AM #3215QJ Gamer Blue
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if x == 272 then
x = x + 0
end
if y == 480 then
y = y + 0
end
You forgot the second equals sign.
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08-16-2006, 10:58 AM #3216Your Fate is Grim...

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do u want it so that if the x hits 480 that it wont go any further?? if so: do this:
Zitat von JaSo PsP
Code:if x > 480 then x = 480 end if y > 272 then y = 242 end if x < 0 then x = 0 end if y < 0 then y = 0 end
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08-16-2006, 11:27 AM #3217QJ Gamer Bronze
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This is simpler then adding more if's
Code:smiley = Image.load("smiley.png") x = 0 y = 0 while true do screen:clear() screen:blit(x, y, smiley) if pad:right() and x<272 then x = x + 1 end if pad:left() and x>0then x = x - 1 end if pad:down() and x<272 then y = y + 1 end if pad:right() and x>0 then y = y - 1 end screen.waitVblankStart() screen:flip() end<<Put A message Here>>
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08-16-2006, 11:40 AM #3218QJ Gamer Green
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k thanx
Zitat von Grimfate126
theres a problem, i go thru the wall on the right and at the bottom. i found out the answer, i gotta add the dimensions of the smiley face.
-= Double Post =-
Yes! i now have boundries in my first game, now how can i make it detect a collision?Geändert von JaSo PsP (08-16-2006 um 11:40 AM Uhr) Grund: Automerged Doublepost
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08-16-2006, 08:03 PM #3219I think I ripped my pants
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http://evilmana.com/tutorials/lua_tutorial_12.php
Zitat von JaSo PsP
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08-16-2006, 08:14 PM #3220words are stones in my <3

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I also wrote a simple collision detection program, bounding boxes.
Search QJ's dev forum for collision.
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08-16-2006, 09:22 PM #3221QJ Gamer Blue
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I dont understand, I want my jump sprites to show when I jump, but they wont show! There was no error, but my jump sprites dont show!
Background = Image.load("sunshine_bg.p ng")
green=Color.new(255,0,0)
rgreen=Color.new(0,255,0)
white = Color.new(255,255,255)
MarioScore = 0
LuigiScore = 0
Music.playFile("mus1.it")
player1 = Image.load("mario_left.pn g")
player2 = Image.load("mario_right.p ng")
playerjumpleft = Image.load("mario_jump_le ft.png")
playerjumpright = Image.load("mario_jump_ri ght.png")
luigijumpleft = Image.load("luigi_jump_le ft.png")
luigijumpright = Image.load("luigi_jump_ri ght.png")
luigi1 = Image.load("luigi_left.pn g")
luigi2 = Image.load("luigi_right.p ng")
playerimage = player2
luigiimage = luigi1
math.randomseed(os.time() )
keyimage = Image.load("key.png")
displayTime = math.random(20,500)
counter = 0
screen:blit(0,0,Backgroun d)
screen:blit(0,0,playerima ge)
screen:blit(0,0,luigiimag e)
ground = Image.createEmpty(480,14)
ground:clear(green)
player = {}
player.gravity = 230
player.y = 230
player.x = 50
player.jumpspeed = 10
player.jumpstate = "ground"
luigi = {}
luigi.gravity = 230
luigi.y = 230
luigi.x = 50
luigi.jumpspeed = 10
luigi.jumpstate = "ground"
key = {}
key.x = math.random(1,3)
key.y = math.random (1,3)
while true do
pad = Controls.read()
counter = counter + 1
if counter >= displayTime then
key.x = math.random(1,3)
key.y = math.random (1,3)
if key.x == 1 then
key.x = 224
end
if key.x == 1 then
key.y = 182
end
if key.x == 2 then
key.x = 60
end
if key.x == 2 then
key.y = 132
end
if key.x == 3 then
key.x = 404
end
if key.y == 3 then
key.y = 154
end
displayTime = math.random(500,2000)
counter = 0
end
if player.x > 480 then
Mario.x = 480
end
if player.x < 0 then
Mario.x = 0
end
if luigi.x > 480 then
luigi.x = 480
end
if luigi.x < 0 then
luigi.x = 0
end
if pad:left() then
playerimage = player1
player.x = player.x - 2
end
if pad:right() then
playerimage = player2
player.x = player.x + 2
end
if pad:up() and player.jumpstate == "ground" then player.jumpstate = "jumping" end
if player.jumpstate == "jumping" then
player.jumpspeed = player.jumpspeed - 0.5
player.gravity = player.gravity - player.jumpspeed
end
if player.gravity < 0 then
player.jumpstate = "falling"
end
if player.gravity < 230 and player.jumpstate == "falling" then
player.gravity = player.gravity + (player.jumpspeed + 3)
end
if player.gravity == 230 then
player.jumpspeed = 10
player.jumpstate = "ground"
end
if player.gravity > 230 then player.gravity = 230 end
player.y = player.gravity
if pad:square() then
luigiimage = luigi1
luigi.x = luigi.x - 2
end
if pad:circle() then
luigiimage = luigi2
luigi.x = luigi.x + 2
end
if pad:triangle() and luigi.jumpstate == "ground" then luigi.jumpstate = "jumping" end
if luigi.jumpstate == "jumping" then
luigi.jumpspeed = luigi.jumpspeed - 0.5
luigi.gravity = luigi.gravity - luigi.jumpspeed
end
if luigi.gravity < 0 then
luigi.jumpstate = "falling"
end
if luigi.gravity < 230 and luigi.jumpstate == "falling" then
luigi.gravity = luigi.gravity + (luigi.jumpspeed + 3)
end
if luigi.gravity == 230 then
luigi.jumpspeed = 10
luigi.jumpstate = "ground"
end
if luigi.gravity > 230 then luigi.gravity = 230 end
luigi.y = luigi.gravity
if pad:up() and player.jumpstate == "ground" and playerimage == player1 then
playerimage = playerjumpleft
end
if pad:up() and player.jumpstate == "ground" and playerimage == player2 then
playerimage = playerjumpright
end
if playerimage == playerjumpleft and player.jumpstate == "jumping" then
playerimage = player1
end
if playerimage == playerjumpright and player.jumpstate == "jumping" then
playerimage = player2
end
if pad:triangle() and luigi.jumpstate == "ground" and luigiimage == luigi1 then
luigiimage = luigijumpleft
end
if pad:triangle() and luigi.jumpstate == "ground" and luigiimage == luigi2 then
luigiimage = luigijumpright
end
if luigiimage == luigijumpleft and luigi.jumpstate == "jumping" then
luigiimage = luigi1
end
if luigiimage == luigijumpright and luigi.jumpstate == "jumping" then
luigiimage = luigi2
end
screen:blit(0,0,Backgroun d)
screen:blit(key.x, key.y, keyimage)
screen:blit(player.x,play er.y,playerimage)
screen:blit(luigi.x,luigi .y,luigiimage)
screen:blit(0,262,ground)
screen
rint(30,20,"Mario's Score: "..MarioScore,green)
screen
rint(30,50,"Luigi's Score: "..LuigiScore,rgreen)
screen.waitVblankStart()
screen.flip()
end
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08-16-2006, 10:05 PM #3222QJ Gamer Silver

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Right, here you say if the pad has triangle pressed and the jumpstate is "ground" then change jumpstate to "jumping".Code:if pad:triangle() and luigi.jumpstate == "ground" then luigi.jumpstate = "jumping" end
At this point in code, triangle has been pressed and the jumpstate is "jumping". A couple of lines down...
The image will never change to "luigijumpleft" since the jumpstate is now "jumping" rather then "ground". But.....Code:if pad:triangle() and luigi.jumpstate == "ground" and luigiimage == luigi1 then luigiimage = luigijumpleft end
Even then it still won't show since at this point of code in the loop, the luigiimage is now "luigijumpleft" and the jumpstate is still "jumping", the luigiimage is chnaged BACK to "luigi1" before it is blitted to the screen.Code:if luigiimage == luigijumpleft and luigi.jumpstate == "jumping" then luigiimage = luigi1 end
I would get rid of the last 2 bits of code. I would also prefer to have a variable that holds the players current direction rather then check the current image but using your current system, change the first bit of code to:
I let you deal with changing the sprite when the player lands as an exercise to see if you understand the fixes that I have done.Code:if pad:triangle() and luigi.jumpstate == "ground" then luigi.jumpstate = "jumping" if lugiimage == luigi1 then luigiimage = luigijumpleft else luigiimage = luigijumpright end end
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08-17-2006, 12:44 AM #3223QJ Gamer Green
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I need to make the object that i collided with dissappear, make the score go up by one and make the object reappear in a random position on the PSP screen. The variables for random x and random y are 'rx and 'ry'. The player is called 'smiley' the object is called 'sad' the dimensions for both of these are 38 x 38. so please can you help me! some code would be nice
Geändert von JaSo PsP (08-17-2006 um 01:04 AM Uhr)
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08-17-2006, 01:11 AM #3224QJ Gamer Silver

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Are you serious? Unless you have had a decent go at the code yourself, I don't think anyone is going to just give you the code like that. By doing so, you are not learning anything.
These should help you:
http://evilmana.com/tutorials/lua_tutorial_12.php - box collision detection
http://lua-users.org/wiki/MathLibraryTutorial - random numbers
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08-17-2006, 01:21 AM #3225QJ Gamer Green
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i will learn, im am currently a learner, if someone writes i will look throught it and understand. I just dunno where to put it all. Is it gonna be something like "if smiley.x + smileyWidth > sad.x then' rite?? i could make it all a function, but i dunno where to put the function. I dunno how to make an object delete then reappear somewhere else with the random variables, it appears first in the game when you start it as:
Code:screen:blit(rx,ry,sad) and the variables are: rx = math.random(0,442) ry = math.random(0,234)
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08-17-2006, 01:27 AM #3226QJ Gamer Silver

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I just posted two links in my previous post to help you with your problem. You are never going to learn unless you have a decent shot at it yorself. Learning how to program is about solving problems. I will not give any advice unless you have a decent shot at this yourself and post some code.
Hint: You are not deleting the object and making it reappear, you are moving it (aka changing the X and Y variable positions)
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08-17-2006, 01:29 AM #3227QJ Gamer Green
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look at all the stuff ive done so far, btw, ive tried the collision thing, i still dont know how to make the object delete:
Code:--Smiley --JaSo PsP red = Color.new(255,0,0) background = Image.load("cloud.png") smiley = Image.load("smile.png") sad = Image.load("sad.png") math.randomseed(os.time()) rx = math.random(0,442) ry = math.random(0,234) boost = 1000 x = 0 y = 5 function booster() boost = boost - 1 end while true do screen:clear() screen:blit(0,0,background) screen:print(0,263,"Press X for SPEED BOOST",red) screen:print(0,0,"Boost Left: "..boost ,red) screen:blit(x, y, smiley) screen:blit(rx, ry, sad) pad = Controls.read() if pad:right() then x = x + 1 end if pad:left() then x = x - 1 end if pad:down() then y = y + 1 end if pad:up() then y = y - 1 end if pad:right() and pad:cross() then x = x + 3 booster() end if pad:left() and pad:cross() then x = x - 3 booster() end if pad:down() and pad:cross() then y = y + 3 booster() end if pad:up() and pad:cross() then y = y - 3 booster() end if pad:start() then return end if x > 442 then x = 442 end if y > 234 then y = 234 end if x < -2 then x = -2 end if y < -2 then y = -2 end screen.waitVblankStart() screen:flip() end...Just Returned To The Scene...
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08-17-2006, 01:31 AM #3228QJ Gamer Silver

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Sorry, but I don't see any where in that code where you have tried to do any collision. I would at least like to see your attempt at it.
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08-17-2006, 01:33 AM #3229QJ Gamer Green
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ill see what i can do..
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08-17-2006, 01:46 AM #3230QJ Gamer Silver

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Spoiler for To save me posting it up later:
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08-17-2006, 01:57 AM #3231QJ Gamer Green
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Ive just been working alot on the boost and now i got it to stop the boost count at 0 when when you run out and stop moving fast when you run out:
-= Double Post =-Code:if pad:right() and pad:cross() then if boost < 1 then x = x + 0 else x = x + 3 booster() end end if pad:left() and pad:cross() then if boost < 1 then x = x - 0 else x = x - 3 booster() end end if pad:down() and pad:cross() then if boost < 1 then y = y + 0 else y = y + 3 booster() end end if pad:up() and pad:cross() then if boost < 1 then y = y - 0 else y = y - 3 booster() end end
thanx
Zitat von head_54us
-= Double Post =-
now i need to know where to find help to make a timer, then when the timer reaches 0 it saves the score as high score, then if the high score is bigger than the current one, it overwrites it. I sort of know how to do this but i just need some help on the time and will the hi score be saved in an external document?Geändert von JaSo PsP (08-17-2006 um 01:57 AM Uhr) Grund: Automerged Doublepost
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08-17-2006, 01:59 AM #3232words are stones in my <3

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Just search these forums for a thread called 'collision'.
Itll come up with my tutorial on using collision testing via bounding boxes. All you do is copy and paste my function into your code, Then call it supplying the 8 parameters needed.
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08-17-2006, 02:02 AM #3233QJ Gamer Silver

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Timers for LuaPlayer: http://wiki.ps2dev.org/psp:lua_playe...lisecond_timer
To write and read from an external file you have to use the Lua IO library.
edit:
Spoiler for Proper Box Collision function:
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08-17-2006, 02:05 AM #3234QJ Gamer Green
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i just made a timer out of my own head:
Zitat von head_54us
but this slows down everything so 1 thing happends every second.. how do i make the vblankStart only relevant to the timer?Code:function timer() screen.waitVblankStart(60) displayTime = displayTime - 1 end
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08-17-2006, 02:08 AM #3235QJ Gamer Silver

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screen.waitVblankStart(X) is an API call to say, wait for the screen to finish refreshing the screen X number of times before proceeding. To answer your question, you can't.
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08-17-2006, 02:08 AM #3236words are stones in my <3

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You cant. The vblank basically delays the current thread until a vertical sync, AKA the screen refreshing 'line' his the same spot twice, puesdo code of course.

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08-17-2006, 02:12 AM #3237QJ Gamer Green
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so is there any way of just making the timer count down every second?
Zitat von SG57
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08-17-2006, 02:12 AM #3238QJ Gamer Silver

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SG57, do you know if the string.gmatch function is implemented in the latest PSP version of Luaplyer. I currently only have access to the Windows version and it doesn't seem to have it.
Use the millisecond timer and every time you get the number of ms from the timer, divide by 1000 to get the number of seconds.
Zitat von JaSo PsP
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08-17-2006, 02:13 AM #3239is not posting very often

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BTW, thats why the maximum fps you get see on a screen is 60 correct?You cant. The vblank basically delays the current thread until a vertical sync, AKA the screen refreshing 'line' his the same spot twice, puesdo code of course.What did we think the world would look like in 2015?
http://forums.qj.net/501501-post26.html
Zitat von Abe
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08-17-2006, 02:14 AM #3240QJ Gamer Green
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the other collision worked and that site doesn't help, i want a time to count down and i didnt know what the variable was called for the actual number.
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