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; if you want your script to stop and show you the error instead of shutting off setup your cmd file ...
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12-08-2006, 09:27 AM #4561Banned for LIFE
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lua player windows pausing version
if you want your script to stop and show you the error instead of shutting off setup your cmd file like this
luaplayer test.lua
pause
save it like this and it will pause whenever there is an error
that was for savagefreak
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12-08-2006, 11:58 AM #4562
you need to already have directions set, so that at the start it will go these directions. then if you do have that, in your code you need:
Zitat von gameo
ect.Code:if direction == "up" then bally = bally - 2 end if direction2 == "right" then ballx = ballx + 2 end
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12-08-2006, 12:46 PM #4563QJ Gamer Silver
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how do i fix an error where it says table index is nil?
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12-08-2006, 03:29 PM #4564Banned for LIFE
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Post your script and im sure you'll get alot more response
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12-08-2006, 03:36 PM #4565lol

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Yea, We ned to see your sripct, It will make our job more easier
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12-08-2006, 03:38 PM #4566QJ Gamer Gold
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Zitat von emericaska8r
Would people PLEASE stop repeating things that have already been said?
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12-08-2006, 04:00 PM #4567QJ Gamer Green
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hay I got two questions
- How do I print a ttf font to screen
I written this code
but all it does is clear the screen.Code:blue = Color.new(0,51,102) font = Font.load("font.ttf") while true do screen:clear() screen:fontPrint(Font, 0, 0,"ScoreHigh",blue) screen:waitVblankStart() screen:flip() end
- And can someone tell me where i can find a tut on how to assign a table to a image.
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12-08-2006, 04:04 PM #4568QJ Gamer Gold
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Assigning a table to an image? Why not assign an image inside a table, like
table = { img1 = Image.load("img1.png"), img2 = Image.load("img2.png") }
while true do
screen:clear()
screen:blit(0,0,table.img 1)
screen:blit(200,200,table .img3)
screen.waitVblankStart()
screen.flip()
end
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12-08-2006, 04:07 PM #4569QJ Gamer Green
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lol i'm sorry i wasn't clear i meant like in shines snake game and many other games how they have diff. map pieces in one image
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12-08-2006, 04:33 PM #4570QJ Gamer Gold
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Ah.
screen:blit(x, y, sourceimg, [sourcex, sourcey, width, height])
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12-09-2006, 02:05 AM #4571QJ Gamer Bronze
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It's okey Tactical, because i still dont get a f*** damm thing about it.
Zitat von -TacticalPaper-
I guess you both explained well, but i just can't figure this (=_=) out!
Oh well, here is how it looks now, and it works without errors:
white = Color.new(255, 255, 255)
screen
rint(136, 136, "Loading LUA Pong...", white)
screen.flip()
background = Image.load("Background.pn g")
bat11 = Image.load("Bat1.png")
bat21 = Image.load("Bat2.png")
bat1 = { x = 20, y = 100 }
bat2 = { x = 460, y = 100 }
ball = { x = 240, y = 146 }
ball2 = Image.load("Ball.png")
screen.waitVblankStart(60 )
--assigning this to make the ball move HAHAHAHA that was funny anyways.
ballmoving = nil
while true do
screen:clear()
screen:blit(bat1.x, bat1.y, bat11, true)
screen:blit(bat2.x, bat2.y, bat21, true)
screen:blit(ball.x, ball.y, ball2, true)
pad = Controls.read()
--theres collision for bat1 now for bat 2
if ball.x == bat1.x and ball.y >= bat1.y and ball.x < (16*64) then
ballmoving = "true"
end
--theres paddle 2's collision
if ball.x == bat2.x and ball.y >= bat2.y and ball.x < (16*64) then
ballmoving = "false"
end
if ballmoving == "true" then
ball.x = ball.x + 2
end
if ballmoving == "false" then
ball.x = ball.x - 2
end
if pad:down() then
bat1.y = bat1.y +2
end
if pad:up() then
bat1.y = bat1.y -2
end
if pad:cross() then
bat2.y = bat2.y +2
end
if pad:triangle() then
bat2.y = bat2.y -2
end
if pad:start() then
break
end
screen
rint(136, 136, "Welcome to the world of PPP.", white)
screen.waitVblankStart()
screen.flip()
endMy PSP Projects:
___________________
None.
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12-09-2006, 02:18 AM #4572Ponies and Unicorns
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Ok well lua player is case sensitive. And you assigned the font to a variable called "font" yet your trying to call it with the word "Font". Im pretty sure they have to be exactly the same so change it to
Zitat von zmathue
Code:blue = Color.new(0,51,102) font = Font.load("font.ttf") while true do screen:clear() screen:fontPrint(font, 0, 0,"ScoreHigh",blue) screen:waitVblankStart() screen:flip() endIf you play WoW come find me on DOOMHAMMER (US) I am Human mage lvl 64 Atrana is the name (dont ask for runs!)
Gold donations are highly appreciated!
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12-09-2006, 07:35 AM #4573QJ Gamer Gold
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Code:white = Color.new(255, 255, 255) screen:print(136, 136, "Loading LUA Pong...", white) screen.flip() background = Image.load("Background.png") bat1 = { x = 20, y = 100, img = Image.load("Bat1.png") }--Put the images in tables bat2 = { x = 460, y = 100, img = Image.load("Bat2.png") } ball = { x = 240, y = 146, img = Image.load("Ball.png"), mx = 1, my = 0 }--Put ball's image in it's table --MX and MY are movemenyx and movementy. Start off mx at 1 screen.waitVblankStart(60) --Byebyeballmoving while true do screen:clear() pad = Controls.read() --theres collision for bat1 now for bat 2 if ball.x == bat1.x and ball.y >= bat1.y and ball.x < (16*64) then ball.mx = -ball.mx end --theres paddle 2's collision if ball.x == bat2.x and ball.y >= bat2.y and ball.x < (16*64) then ball.mx = -ball.mx --That should make it opposite of ball.mx, making it change directions. end --with ballmoving you had the idea but you need more ball.x = ball.x + ball.mx --This makes the ball move to the right when ball.mx is positive, to the left when its negative. --Then you can add some stuff dealing with my later. For making it move up//down, do something like --ball.y = ball.y-ball.my if pad:down() then bat1.y = bat1.y +2 end if pad:up() then bat1.y = bat1.y -2 end if pad:cross() then bat2.y = bat2.y +2 end if pad:triangle() then bat2.y = bat2.y -2 end if pad:start() then break end --blit images at the end, it sometimes can improve efficiency I think screen:blit(bat1.x, bat1.y, bat11, true) screen:blit(bat2.x, bat2.y, bat21, true) screen:blit(ball.x, ball.y, ball2, true) screen:print(136, 136, "Welcome to the world of PPP.", white) screen.waitVblankStart() screen.flip() end
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12-09-2006, 07:36 AM #4574QJ Gamer Green
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i had the right case but i changed it when i posted
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12-09-2006, 09:12 AM #4575lol

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What does this mean?Code:error: font.lua:5: attempt to index global 'Font' <a nil value>
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12-09-2006, 09:14 AM #4576is not posting very often

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it means you haven't said what font is before
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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12-09-2006, 09:15 AM #4577QJ Gamer Gold
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It means in the file font.lua on line 5 you call the undefined variable "Font"
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12-09-2006, 09:18 AM #4578lol

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So, How will i fix it?
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12-09-2006, 10:07 AM #4579Banned for LIFE
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Can someone give me a good example of getting the enemy to chase player ?
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12-09-2006, 10:08 AM #4580QJ Gamer Gold
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Theres a good tut over at evilmana.com for it
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12-09-2006, 10:09 AM #4581Banned for LIFE
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i followed that one but all i got was <eof> expected near end and got very confused.
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12-09-2006, 10:17 AM #4582QJ Gamer Gold
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Well then learn from it and write your own. You arent limited to snippets people hand you.
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12-09-2006, 10:24 AM #4583QJ Gamer Green
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i'm guessing you probrably just copied and pasted (or typed) the code as it was to your code without making changes to your original and that thats why youre starting to have errors.
Zitat von eldiablov
[CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]
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12-09-2006, 10:32 AM #4584Banned for LIFE
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Maybe. but i was going to change it to something more suitable once i got it to work. It's ok now i got it to work. rewriting as we speak. Whats the command for disabling controls ?
Geändert von eldiablov (12-09-2006 um 10:49 AM Uhr)
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12-09-2006, 11:30 AM #4585QJ Gamer Gold
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You mean for making no buttons do anything?
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12-09-2006, 12:33 PM #4586Banned for LIFE
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yeah i want it so when my player meets my enemy that a screen comes up with gameover and credits but i want controls disabled so i that screen will stay there
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12-09-2006, 01:04 PM #4587QJ Gamer Gold
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screen.waitVblankStart(nu mberofsecondsyouwantittos ittheretimes60)
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12-09-2006, 01:29 PM #4588
sidescrolling
I am trying to make an LUA Side Scroller, and I am having a horrible time thinking of how to make the screen scroll when the character gets close enough. I am doing this tile based, with a text file that creates 2d int arrays for the tile number. How would I be able to scroll the map?
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12-09-2006, 02:41 PM #4589I love the PS3!!!
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is there a way to get a different texture on each side of the 3d object? Ive been experiementing but cant really find anything to let me do it, I think there is but I cant find anything. If anyone knows please help me.. (by the way, if you do help me please make it relative to the 3d cube that came with luaplayer). :)
i kind of had to scrap my other project because i tried a code scrambling but i forgot to back up my data so i dont know what variables are what... but i guess it would prevent some code theft.[size=-3][color=#fefefe]11[/color][color=white]0[/color][color=#fbfbfb]1[/color][color=#f1f4f6]0[/color][color=#f2f5f8]0[/color][color=#f7f8fa]1[/color][color=#fcfcfc]0[/color][color=#fdfefd]0[/color][color=#fffffe]1[/color][color=#fefefe]1[/color][color=white]1[/color][color=#fefefe]000[/color][color=white]1[/color][color=#fefefe]0[/color][color=white]0[/color][color=#fefefe]1111011[/color][color=white]1[/color][color=#fefefe]1[/color][color=white]101[/color]
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[/color][/size]
[SIZE=1]a paper clip made by thekon[/SIZE]
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12-09-2006, 04:00 PM #4590QJ Gamer Green
- Registriert seit
- Dec 2005
- Ort
- Here
- Beiträge
- 2.715
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- 13.310
- Level
- 75
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who here knows how to use the analog stick?
[CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]


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Hello everyone I am new here and I am glad to be part of this amazing community and I think there...
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