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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; Code: System.usbDiskModeActivate() blue = Color.new(0,0,255) green = Color.new(0,255,0) red = Color.new(255, 0, 0) player = {x = 1, y = ...

  
  1. #4591
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    Code:
    System.usbDiskModeActivate()
    blue = Color.new(0,0,255)
    green = Color.new(0,255,0)
    red = Color.new(255, 0, 0)
    
    player = {x = 1, y = 1, image = Image.createEmpty(32,32)}
    enemy = {x = 448, y = 240, image = Image.createEmpty(5,5)}
    player.image:clear(blue)
    enemyimg = enemy.image:clear(green)
    
    function movement()
    if pad:up() then
    player.y = player.y - 5
    end
    if pad:down() then
    player.y = player.y + 5
    end
    if pad:right() then
    player.x = player.x + 5
    end
    if pad:left() then
    player.x = player.x - 5
    end
    end
    
    function AI()
    follow = math.random(3)
    if follow == 1 then
    if player.x > enemy.x then
    enemy.x = enemy.x + 10
    end
    if player.x < enemy.x then
    enemy.x = enemy.x - 10
    end
    if player.y > enemy.y then
    enemy.y = enemy.y + 10
    end
    if player.y < enemy.y then
    enemy.y = enemy.y - 10
    end
    end
    end
    
    function collision()
    if enemy.y > player.y + player:height() and enemy.y + enemy:height() < player.y and enemy.x < player.x + player:width() and enemy.x + enemy:width() > player.x then
    enemy.x = oldenemyx
    enemy.y = oldenemyy
    player.x = oldplayerx
    player.y = oldplayery
    player.image:width() = player.image:width() - 1
    player.image:height() = player.image:height() - 1
    end
    end
    
    function endofgame()
    if player:width() = 0 and player:height() = 0 then
    screen:clear()
    screen:print(194, 136, "Game Over", red)
    end
    end
    
    while true do
    oldenemyy = enemy.y
    oldenemyx = enemy.x
    playery = player.y
    playerx = player.x
    screen:clear()
    pad = Controls.read()
    screen:blit(player.x, player.y, player.image)
    screen:blit(enemy.x, enemy.y, enemy.image)
    
    movement()
    
    AI()
    
    collision()
    
    endofgame()
    
    screen.flip()
    screen.waitVblankStart()
    end
    That is my script and I get error. Index.lua 50:unexpected symbol near "=".
    Can someone help me I am just trying out to get my AI down and collision and a bunch of stuff working together. I don't even see an error at all.


    [url=http://xs.to][img]http://xs313.xs.to/xs313/07106/wmnp8z.png[/img][/url]

    What's a recovery.elf
    [QUOTE=iball]
    He's the one that fixes Santa's sleigh when it breaks down[/QUOTE]

    [QUOTE=Deturbanator]why are we allowed to see the whole flesh and being of the boob but we MUST blur out the tit?[/QUOTE]
    [PRE][B]sg57 i love you for turning on the light of homebrew when i was in the darkness of sony[/b][/pre]

  2. #4592
    QJ Gamer Green
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    Zitat Zitat von psp11
    Code:
    System.usbDiskModeActivate()
    blue = Color.new(0,0,255)
    green = Color.new(0,255,0)
    red = Color.new(255, 0, 0)
    
    player = {x = 1, y = 1, image = Image.createEmpty(32,32)}
    enemy = {x = 448, y = 240, image = Image.createEmpty(5,5)}
    player.image:clear(blue)
    enemyimg = enemy.image:clear(green)
    
    function movement()
    if pad:up() then
    player.y = player.y - 5
    end
    if pad:down() then
    player.y = player.y + 5
    end
    if pad:right() then
    player.x = player.x + 5
    end
    if pad:left() then
    player.x = player.x - 5
    end
    end
    
    function AI()
    follow = math.random(3)
    if follow == 1 then
    if player.x > enemy.x then
    enemy.x = enemy.x + 10
    end
    if player.x < enemy.x then
    enemy.x = enemy.x - 10
    end
    if player.y > enemy.y then
    enemy.y = enemy.y + 10
    end
    if player.y < enemy.y then
    enemy.y = enemy.y - 10
    end
    end
    end
    
    function collision()
    if enemy.y > player.y + player:height() and enemy.y + enemy:height() < player.y and enemy.x < player.x + player:width() and enemy.x + enemy:width() > player.x then
    enemy.x = oldenemyx
    enemy.y = oldenemyy
    player.x = oldplayerx
    player.y = oldplayery
    player.image:width() = player.image:width() - 1
    player.image:height() = player.image:height() - 1
    end
    end
    
    function endofgame()
    if player:width() = 0 and player:height() = 0 then
    screen:clear()
    screen:print(194, 136, "Game Over", red)
    end
    end
    
    while true do
    oldenemyy = enemy.y
    oldenemyx = enemy.x
    playery = player.y
    playerx = player.x
    screen:clear()
    pad = Controls.read()
    screen:blit(player.x, player.y, player.image)
    screen:blit(enemy.x, enemy.y, enemy.image)
    
    movement()
    
    AI()
    
    collision()
    
    endofgame()
    
    screen.flip()
    screen.waitVblankStart()
    end
    That is my script and I get error. Index.lua 50:unexpected symbol near "=".
    Can someone help me I am just trying out to get my AI down and collision and a bunch of stuff working together. I don't even see an error at all.
    try changing height and width to number values.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  3. #4593
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    No.

    if player:width() = 0 and player:height() = 0 then

    needs to be

    if player:width() == 0 and player:height() == 0 then

  4. #4594
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    Zitat Zitat von -TacticalPaper-
    No.

    if player:width() = 0 and player:height() = 0 then

    needs to be

    if player:width() == 0 and player:height() == 0 then
    Yah, I did screw up there but I still get the same error. I think it is before that.
    [url=http://xs.to][img]http://xs313.xs.to/xs313/07106/wmnp8z.png[/img][/url]

    What's a recovery.elf
    [QUOTE=iball]
    He's the one that fixes Santa's sleigh when it breaks down[/QUOTE]

    [QUOTE=Deturbanator]why are we allowed to see the whole flesh and being of the boob but we MUST blur out the tit?[/QUOTE]
    [PRE][B]sg57 i love you for turning on the light of homebrew when i was in the darkness of sony[/b][/pre]

  5. #4595
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    To use the analog stick, refer to the lua snippets thread which tells you how.

  6. #4596
    QJ Gamer Green
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    I think I know the problem. This is just a guess. The width and height can not be change in my example. I think that they just return numbers and that they can't be changed. I am going to try it out right now.
    [url=http://xs.to][img]http://xs313.xs.to/xs313/07106/wmnp8z.png[/img][/url]

    What's a recovery.elf
    [QUOTE=iball]
    He's the one that fixes Santa's sleigh when it breaks down[/QUOTE]

    [QUOTE=Deturbanator]why are we allowed to see the whole flesh and being of the boob but we MUST blur out the tit?[/QUOTE]
    [PRE][B]sg57 i love you for turning on the light of homebrew when i was in the darkness of sony[/b][/pre]

  7. #4597
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    Zitat Zitat von EminentJonFrost
    who here knows how to use the analog stick?
    if you don't look at the snippet, the analog stick's values can be stored into two variables, which show the x and y of the analog stick.

    for example,
    dx = pad:analogX()
    dy = pad:analogY()

    if you move it left, the value of dx will equal -127.
    if you move right, the value of dx will equal 128
    up, and dy equals -127
    down, and dy equals 128

  8. #4598
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    Zitat Zitat von code
    -- EVILMANA.COM PSP LUA CODEBASE
    -- www.evilmana.com/tutorials/codebase
    -- Menu
    -- SUBMITTED BY: nathan42100
    -- changed for my purposes(changed by Cheese the Psp(

    System.usbDiskModeActivat e()

    ----------index.lua----------
    currstate="startup"
    function printCentered(y, text, color)
    local tl=string.len(text)
    local xmod = 240-((tl*10)/2)
    screenrint(xmod, y, text, color)
    end
    -----------------
    white = Color.new(255,255,255)
    red = Color.new(255,0,0)
    -----------------
    screen:clear()
    printCentered(131,"Starti ng up...",white)
    screen.waitVblankStart(3)
    screen.flip()
    -----------------
    menu={}
    menu[1] = "Play Game"
    menu[2] = "Controls"
    menu[3] = "Credits"
    menu[4] = "Exit"
    menu[currselect] =1
    menu[entries]=table.getn(menu) - 2
    -----------------
    menuBackground=Image.load ("background.png")
    -----------------
    screen:clear()
    printCentered(131,"Loaded !",white)
    screen.waitVblankStart(3)
    screen.flip()
    currstate="menu"
    -----------------
    while not Controls.read():start()
    do pad=Controls.read()
    screen:clear()
    if currstate=="menu" then
    screen:blit(0,0,menuBackg round)
    for i=1,menu[entries] do
    if i==menu[currselect] then
    printCentered((20+((i-1)*10)), menu[i], red)
    else
    printCentered((20+((i-1)*10)), menu[i], white)
    end
    end
    end

    if pad:cross() then
    if i==1 then --SP
    dofile("game.lua")
    elseif i==2 then --MP
    dofile("help.lua")
    elseif i==3 then --Options
    dofile("credits.lua")
    elseif i==4 then --Quit
    break
    end
    elseif pad:down() then
    if menu[currselect]==4 then
    menu[currselect]=1
    else
    menu[currselect]=menu[currselect]+1
    end
    elseif pad:up() then
    if menu[currselect]==1 then
    menu[currselect]=4
    else
    menu[currselect]=menu[currselect]-1
    end
    end

    screen.flip()
    screen.waitVblankStart()
    end
    im trying out htis menu style from evilmana
    adn i keep getting an error saying
    table index is nil

  9. #4599
    lol
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    Why not use an easier menu code? If you want, Their is easier ones to learn on evilmana.

  10. #4600
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    Code:
    menu[currselect] =1
    menu[entries]=table.getn(menu) - 2
    Neither currselect or entries have been given a value by this point in the code so what actually happens is:
    Code:
    menu[nil] =1
    menu[nil]=table.getn(menu) - 2
    Causing the error.

  11. #4601
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    how do i disable the home button? i dont want that "do you want to quit the game?" screen to come up. i want nothing to happen when you push home. is it possible to do this in lua?

  12. #4602
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    Nope, the main system overrides anything lua tells it to do. You can use the home button but the home screen will still come up.

  13. #4603
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    ah damn

  14. #4604
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    Just do if pad:home() then os.exit() end

  15. #4605
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    Zitat Zitat von -TacticalPaper-
    Just do if pad:home() then os.exit() end
    thanks, but ive already tried that, it makes the psp freeze in some weird way at the "do you want to quit this game?" screen

  16. #4606
    QJ Gamer Gold
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    ok then get the luaplayer mod and use System.quit()

  17. #4607
    lol
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    I really dont like the way it exits, Cause if os.exit does not work, The you have to use systemquit but not everyone has the LUA Mod by cools, So i just put a break

  18. #4608
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    But that doesnt work with home.

  19. #4609
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    Well, Then everyone should just get the LUA Player mod and then we can use systemquit!

  20. #4610
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    Allright, ball moves at the start now, but when it hits the bat's, it just moves through them, and when it hits the end of the room, (which is, when its about to move out of the PSP screen) THEN it bounces away.

    There must be something wrong with the collosion, here is the edited script:

    white = Color.new(255, 255, 255)

    screenrint(136, 136, "Loading LUA Pong...", white)
    screen.flip()

    background = Image.load("Background.pn g")

    bat1 = { x = 20, y = 100, }--Put the images in tables
    bat2 = { x = 460, y = 100, }

    ball = { x = 240, y = 146, 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 )

    ball2 = Image.load("Ball.png")

    bat11 = Image.load("bat1.png")

    bat21 = Image.load("bat2.png")

    while true do

    screen:clear()

    pad = Controls.read()

    screen:blit(bat1.x, bat1.y, bat11, true)
    screen:blit(bat2.x, bat2.y, bat21, true)
    screen:blit(ball.x, ball.y, ball2, true)

    --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

    screenrint(136, 136, "Welcome to the world of PPP.", white)
    screen.waitVblankStart()
    screen.flip()
    end
    My PSP Projects:
    ___________________
    None.

  21. #4611
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    Code:
    ball.x == bat2.x
    Bad check. If the ball is moving 3 pxs per frame in the X direction, how can you guarantee that the ball's X and bat's X will be in the exact same postion?

  22. #4612
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    Is it possible to drop the decimal in a number? Cause I can't seem to find any distinction between an integer and a double in LUA.

  23. #4613
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    Use the math library's floor or ceil function. It basically rounds down or up respectively.

    http://lua-users.org/wiki/MathLibraryTutorial

    You won't be able to tell the difference between an image, sound, integer, double, float, string, characters etc in Lua. It is just the way all scripting languages are for them to work as scripting languages.

  24. #4614
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    Ok, I got it now, thanks! :)

  25. #4615
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    Does anyone know how to view an entire text file in lua. I know its possible because fosk and them have done it but i dont want to take any of thier code so does anyone know a tutorial that explains how to open text files and view them in lua?
    If 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!

  26. #4616
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    Code:
    y = 10
    
    file = io.open("testRead.txt","r")
    
    for line in file:lines() do
    y = y + 10
    screen:print(100,y,line,white)
    end
    
    file:close()
    This is how you will view the entire txt file.
    You must declare the color "white"(You can use other colors too.)
    Geändert von Anti-QJ (12-10-2006 um 04:51 PM Uhr)

  27. #4617
    QJ Gamer Gold
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    Good job copying a snippet from evilmana
    BTW that one has no scrolling.

  28. #4618
    QJ Gamer Bronze
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    ... I guess im bothering you Tactical, maybe ill just wait for EminentJonFrost or eldiablov...

    I'm just so sad... this is the first game i've ever made, (Exept if you count my windows clone on PC) so its not that i cant wait, its just that i h8 my self because i dont know a 0.000000001 part of lua. (Allright, maybe more) but still...

    Whitehawk's tut didn't help a lot, only a little, and after the tut, it says:

    "Congratulations, you are now a developer!"
    |
    |
    Yeah right, i leaned how to blit an image, to write text on screen, and to play a sound. Thats great.
    My PSP Projects:
    ___________________
    None.

  29. #4619
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    Actually you just arent quite being clear. What do you need help in right now? Also I recommend the tuts over at evilmana to learn more if youd like.

  30. #4620
    Banned for LIFE
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    Evilmana is noob friendly but it is so tempting to copy from


 

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