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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; Why can't you just code the levels yourself?...

  
  1. #4261
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    Why can't you just code the levels yourself?



  2. #4262
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    I need help with creating multiple lines...just for an effect. its basically 10-20 lines dashing horizontally simultaneuosly. my problem is trying to accomplish this without a large clunky repetitive script. i pretty much ripped what i have from Shine's starfield example because it has what i'm trying make, basically. it makes about 200 "stars" (white dots) with just 48 lines of code. its complexity loses me and i tried my best to get what i want out of it, but failed.

    Code:
    size = 200
    zMax = 5
    speed = 0.1
    
    width = 480
    height = 272
    
    starfield = {}
    math.randomseed(os.time())
    
    function createStar(i)
    	starfield[i] = {}
    	starfield[i].x = math.random(2*width) - width
    	starfield[i].y = math.random(2*height) - height
    	starfield[i].z = zMax
    end
    
    for i = 1, size do
    	createStar(i)
    	starfield[i].z = math.random(zMax)
    end
    
    white = Color.new(255, 255, 255)
    black = Color.new(0, 0, 0)
    
    while true do
    	screen:clear(black)
    	for i = 1, size do
    		starfield[i].z = starfield[i].z - speed
    
    		if starfield[i].z < speed then 
    			createStar(i) 
    		end
    
    		x = width / 2 + starfield[i].x / starfield[i].z
    		y = height / 2 + starfield[i].y / starfield[i].z
    
    		if x < 0 or y < 0 or x >= width or y >= height then
    			createStar(i)
    		else
    			screen:pixel(x, y, white)
    		end
    	end
    	screen:print(272, 264, "Starfield for PSP by Shine", white)
    	screen.waitVblankStart()
    	screen.flip()
    	if Controls.read():start() then break end
    end
    now here's mine:

    Code:
    Line = {}
    
    b = 1
    c = 100
    b2 = 11
    
    function createLines(a)
    	Line[a] = {}
    	Line[a].x = b
    	Line[a].y = c
    	Line[a].x2 = b2
    	Line[a].y2 = c
    end
    
    while true do
    	screen:clear(black)
    
    	pad = Controls.read()
    
    	if pad:start() then
    		break
    	end
    
    	screen:blit(0, 0, mbg)
    	screen:print(100, 260, "Press Start to exit", white)
    
    	for a = 1, 20 do
    		b = b + 1
    		b2 = b2 + 1
    
    		if b2 == 479 then
    			b = 1
    			b2 = 11
    		end
    		createLines(a)
    		screen:drawLine(Line[a].x, Line[a].y, Line[a].x2, Line[a].y, white)
    	end
    
    	screen.flip()
    	screen.waitVblankStart()
    end
    my script just makes one line that goes way faster than its supposed to. does anyone get how to make it so the code makes 20 lines instead of one fast one?
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  3. #4263
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    Code:
    line = {}
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(255,0,0))
    for i = 1,20 do
    line[i] = {x = 10, y = 13*i, img = lineimg }
    end
    while true do
    for i = 1,20 do
    screen:blit(line[i].x,line[i].y,line[i].img)
    line[i].x = line[i].x + 2
    if line[i].x > 479 then line[i].x = 1 end
    end
    screen.waitVblankStart()
    screen.flip()
    end
    That SHOULD make 20 lines that move across the screen from left to right and reset when they reach the edge of the screen.

  4. #4264
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    sweet! it does! i didnt want for them to be lined up vertically, but i'll fix that myself. but...can you explain that script to me, so i dont get this problem again...?

    these two line in particular confuse me, as i havent used those functions ever before:

    Code:
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(255,0,0))
    EDIT - nvrmind, i pretty much figured it out after a little research and thinking. thanks for the help! :)
    Geändert von EminentJonFrost (11-25-2006 um 11:03 AM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  5. #4265
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    well, first he "made" the line with Image.createEmpty(size)
    then he cleared the line with white color

  6. #4266
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    Those lines are saying to the luaplayer:
    1. Create an empty image that is 1 pixel wide and 12 pixels high.
    2. Now clear it to the color 255,0,0 AKA red.
    -= Double Post =-
    For example:
    bg = Image.createEmpty(480,272 )
    bg:clear(255,255,0)
    screen:blit(0,0,bg)
    screen.flip
    while true do
    screen.waitVblankStart()
    end

    Thatll create an empty image the size of the screen., clear it to yellow, and blit it.
    Geändert von -TacticalPaper- (11-25-2006 um 11:04 AM Uhr) Grund: Automerged Doublepost

  7. #4267
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    i just figured that part out. lol

    the only thing i have trouble with now is trying to spread the lines out..

    EDIT - yes! i figured that out too...i just changed the number where the "X" is. i also changed the 'y' axis value.

    Code:
    for i = 1,20 do
    	line[i] = {x = 25*i, y = 100, img = lineimg }
    end
    EDIT2 - hmm...i learned alot just now. i also didnt know that you could change "screen:clear()" to "whatever you want to specifically clear:clear()". lol

    much appreciation for the help TacticalPaper and myschoo! :)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  8. #4268
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    random = Math.random(1,3)
    line = {}
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(2 55,0,0))
    for i = 1,20 do
    line[i] = {x = 10, y = 13*i, img = lineimg }
    end
    while true do
    for i = 1,20 do
    screen:blit(line[i].x,line[i].y,line[i].img)
    line[i].x = line[i].x + i*random
    if line[i].x > 479 then line[i].x = 1 end
    end
    screen.waitVblankStart()
    screen.flip()
    end
    -= Double Post =-
    Thatll make them all move at different rates. If you want them all to move at the same rate but be space out, i can do that too.
    Geändert von -TacticalPaper- (11-25-2006 um 11:12 AM Uhr) Grund: Automerged Doublepost

  9. #4269
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    Zitat Zitat von -TacticalPaper-
    random = Math.random(1,3)
    line = {}
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(2 55,0,0))
    for i = 1,20 do
    line[i] = {x = 10, y = 13*i, img = lineimg }
    end
    while true do
    for i = 1,20 do
    screen:blit(line[i].x,line[i].y,line[i].img)
    line[i].x = line[i].x + i*random
    if line[i].x > 479 then line[i].x = 1 end
    end
    screen.waitVblankStart()
    screen.flip()
    end
    -= Double Post =-
    Thatll make them all move at different rates. If you want them all to move at the same rate but be space out, i can do that too.
    nice...it could look like a mini race. lol
    i'll use that!

    edit - dont worry about the spacing. i took care of that. thanks though
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  10. #4270
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    Zitat Zitat von -TacticalPaper-
    random = Math.random(1,3)
    line = {}
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(2 55,0,0))
    for i = 1,20 do
    line[i] = {x = 10, y = 13*i, img = lineimg }
    end
    while true do
    for i = 1,20 do
    screen:blit(line[i].x,line[i].y,line[i].img)
    line[i].x = line[i].x + i*random
    if line[i].x > 479 then line[i].x = 1 end
    end
    screen.waitVblankStart()
    screen.flip()
    end
    -= Double Post =-
    Thatll make them all move at different rates. If you want them all to move at the same rate but be space out, i can do that too.
    this is great but i need it so it wont stay on that place....



    this came out from 3 simple lines... how do i change it so i will only SEE those 3 lines and not like this? thx

  11. #4271
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    Were can I download lua for windows, so I can try out my code?

  12. #4272
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    Geändert von EminentJonFrost (11-25-2006 um 12:52 PM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  13. #4273
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    1. Myschoo, sorry, I forgot to add in screen:clear. Here:
    random = Math.random(1,3)
    line = {}
    lineimg = Image.createEmpty(1,12)
    lineimg:clear(Color.new(2 55,0,0))
    for i = 1,20 do
    line[i] = {x = 10, y = 13*i, img = lineimg }
    end
    while true do
    screen:clear()
    for i = 1,20 do
    screen:blit(line[i].x,line[i].y,line[i].img)
    line[i].x = line[i].x + i*random
    if line[i].x > 479 then line[i].x = 1 end
    end
    screen.waitVblankStart()
    screen.flip()
    end

    Ninjax:http://www.luaplayer.org/luaplayerwindows-0.20.zip

  14. #4274
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    Erm, yeah. I downloaded that, and when I try to start my script it just starts some snake game...

  15. #4275
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    You need to delete the test.lua, and edit the Test cmd scxript to say:

    luaplayer yourscript.lua

  16. #4276
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    or start cmd direct it to the folder which holds luaplayer than do:
    luaplayer "file location"
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  17. #4277
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    Zitat Zitat von -TacticalPaper-
    You need to delete the test.lua, and edit the Test cmd scxript to say:

    luaplayer yourscript.lua
    Thats great but it still won't run, as soon as I launch it, it shuts down. Is something wrong with my code?:

    sprite = Image.load("ninja.png")

    playerX = 0
    playerY = 0

    while true do

    screen:clear()
    pad = Controls.read()

    screen:blit(playerX, playerY, sprite)

    if pad:down() then
    playerY = playerY + 1

    if pad:up() then
    playerY = playerY - 1
    end

    if pad:right() then
    playerX = playerX + 1
    end

    if pad:left() then
    playerX = playerX - 1
    end

    screen.waitVblankStart()
    screen:flip()
    end

  18. #4278
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    whats your (this is directed at everyone) method to stop the burst of speed that occurs when pressing a button? i merely put "screen.waitVblankStart(1 0)" to get around that, but that wont work so well with a game, as i just found out. the game slows to a crawl if i hold down a button when its coded like that. that way works fine otherwise (when the app isnt a game with things going on in real-time, so small delays dont seem like much at all).

    i know theres one popular method that uses two variables, "oldpad" and "pad". can someone run that by me quick?
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  19. #4279
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    It's not my code, this is what error I get (screen printed before it crashed):
    Geändert von Ninjax1 (11-25-2006 um 01:09 PM Uhr)

  20. #4280
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    snake.lua is not in the same folder as luaplayer.

  21. #4281
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    Zitat Zitat von head_54us
    snake.lua is not in the same folder as luaplayer.
    Snake is the gay little game I got with lua, but I deleted everything related to it. My lua file is index, and it's not recognizing it...:Argh:

  22. #4282
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    if pad:down() then
    playerY = playerY + 1

    should be:

    if pad:down() then
    playerY = playerY + 1
    end
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  23. #4283
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    ok im working on this game(cant discus it at the moment) but ive been trying hard and cant find a solution for my problem. I have a pic right, im tyring to get that pic go accross the screen(left to right, and right to left) at different y points(think like a grid...up and down)...but i need them to have collison(i have the function down, i just need to fill in some parts, when i get this part finished) If any one helps me they will be given the credit they diserve.

  24. #4284
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    simple whatever variable you blit it at say playerx then just increase it like:
    playerx = playerx + 1
    then if you want y checking just say:
    if playery == 20 then playerx = playerx + 1 end

    this is saying if the player's y is at 20 then increase his x by 1
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
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  25. #4285
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    Zitat Zitat von Ninjax1
    Snake is the gay little game I got with lua, but I deleted everything related to it. My lua file is index, and it's not recognizing it...:Argh:
    In that case, you have not edited the run.cmd batch file to run index.lua.

  26. #4286
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    Zitat Zitat von head_54us
    In that case, you have not edited the run.cmd batch file to run index.lua.
    What run cmd?

  27. #4287
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    I have a question... which is more efficient, setting up a function to move or just setting up an if statement

    for example:

    would this
    Code:
    if pad:up() then
    movement(player1, up)
    end
    
    function movement(player, direction)
    if direction==up then
    dy=1
    end
    end
    I would add more than that, that is just a very brief code that i wrote.

    compared to this:
    Code:
    if pad:up()
    p1.dy=1
    end
    the second one would be shorter for one player, but the one above it, the function movement can control more than one player, so i think it would be shorter in the long run, i think. can someone clear this up?
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    [/color][/size]
    [SIZE=1]a paper clip made by thekon[/SIZE]

  28. #4288
    QJ Gamer Green
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    its looks very much like the shorter one in the bottom is more efficient just from looking at it.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  29. #4289
    QJ Gamer Green
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    Zitat Zitat von -TacticalPaper-
    You need to delete the test.lua, and edit the Test cmd scxript to say:

    luaplayer yourscript.lua
    better:

    Code:
    luaplayer yourscript.lua
    pause
    this stops right after it finds the error ;)

  30. #4290
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    Hey sweet, now I dont have to run it 10 times to get enough glimpses at the error to know what it is! Thanks myschoo!


 

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