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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; screen.watiVblankStart(18 0) needs to be screen. wait VblankStart(180)...

  
  1. #6091
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    screen.watiVblankStart(18 0)
    needs to be
    screen.waitVblankStart(180)


    牧来栠摩琠敨映汩獥
    PSN: youresam
    From Earth the Frozen Ipaqs shall rise and be silenced and all will live free.
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    WOAH i cant believe i didnt see that! lol thx ill try it again

    i really nid to use my glasses...
    -= Double Post =-
    hmm i dont get errors but the credits picture wont show

    please leave a message i need to sleep now:) its 5:00AM here... need to sleep

    thx
    Geändert von ai3gtmc (03-16-2007 um 11:01 AM Uhr) Grund: Automerged Doublepost

  3. #6093
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    I've tried many times to make shake die and all have failed well here's what I tried, did something wrong

    Code:
    --///////////////// Aquateen Created By : pspfreak101, Thanks To Evilmana Tutorials\\\\\\\\\\\\\\\\\\
    --///////////////// Special Thanks : Jason215, Evilmana Forums
    
    splash = Image.load("splashScreen.png")
    
    --OPENING SPLASH SCREEN
    screen:clear()
    screen:blit(0,0,splash)
    screen.flip()
    screen.waitVblankStart(200)
    
    green = Color.new(0,255,0)
    white = Color.new(255,255,255)
    red = Color.new(255,0,0)
    black = Color.new(0,0,0)
    
    --// Player, Enemy, Ground , bullet
    backgroundCache = Image.load("image.png")
    backgroundCache2 = Image.load("image2.png")
    backgroundCache3 = Image.load("image3.png")
    backgroundCache4 = Image.load("image4.png")
    
    light = Sound.load("light.wav", false)
    light:play()
    
    gunshot = Sound.load("gunshot.wav"), false
    
    bullet = Image.createEmpty(4,4)
    bullet:clear(green)
    
    player1 = Image.load("figure.png")
    
    Player = {}
    Player[1] ={ x = 50, y = 200, gravity = 200, jumpspeed = 10, jumpstate= "ground"}
    
    enemy1 = Image.load("shake.png") --// enemy image
    
    Enemy= {}
    Enemy[1] ={x = 300, y = 150, health=100, gravity = 200, jumpspeed = 10, jumpstate= "ground"}
    
    BulletInfo = {}
    for a = 1,5 do
    BulletInfo[a] = { pic = bullet , firing = false, direction = "right", x = Player[1].x + 32,
    y = Player[1].y + 16 }
    end
    
    Back1 = {} --------first scrolling background ( standard image 480 x 272)
    Back1.x = 0 ----positioned at the start 
    Back1.y = 0
    
    Back1.img = backgroundCache --- first background
    	
    Back2 = {}  --------Second scrolling background ( standard image 480 x 272)
    Back2.x = 480 ---- positioned precisely after the first background
    Back2.y = 0
    	
    Back2.img = backgroundCache2 --- second background to scroll after first
    	
    Back3 = {}  --------Third scrolling background ( standard image 480 x 272)
    Back3.x = 960 ---- positioned precisely after the second background	
    Back3.y = 0
    
    Back3.img = backgroundCache3 --- second background to scroll after second
    
    Back4 = {}
    Back4.x = 1440
    Back4.y = 0
    Back4.img = backgroundCache4
    
    ground = Image.load("ground.png")
    
    frame1 = Image.load("frame1.png")
    frame2 = Image.load("frame2.png")
    frame3 = Image.load("frame3.png")
    currentFrame = 1 --this represents which frame is displaying
    counter = 0 --this is the frame counter which is used to determine when to change frames
    
    --// Variable
    
    oldpad = Controls.read()
    currentBullet = 0
    direction = "right"
    
    --// Functions
    
    function bulletFire()
    for i = 1,5 do
    if BulletInfo[i].firing == true then
    if BulletInfo[i].direction == "right" then BulletInfo[i].x = BulletInfo[i].x + 10 end
    if BulletInfo[i].direction == "left" then BulletInfo[i].x = BulletInfo[i].x - 10 end
    screen:blit(BulletInfo[i].x,BulletInfo[i].y,BulletInfo[i].pic)
    end
    if (BulletInfo[i].x+bullet>Enemy[1].x)and(BulletInfo[i].x<Enemy[1].x)and(BulletInfo[i].y>Enemy[1].y)and
    (BulletInfo[i].y<Enemy[1].y) then
    Enemy[1].health=Enemy[1].health-10
    end
    if BulletInfo[i].x < 0 or BulletInfo[i].x > 480 or BulletInfo[i].y < 0 or BulletInfo[i].y > 272 then BulletInfo[i].firing = false end
    end
    end
    
    
    function bulletSetup()
    --Increase the current bullet by one, or reset it to 1
    if currentBullet < 5 then
    currentBullet = currentBullet + 1
    else
    currentBullet = 1
    end
    if direction == "left" then
    BulletInfo[currentBullet].x = Player[1].x
    BulletInfo[currentBullet].y = Player[1].y + 16
    end
    if direction == "right" then
    BulletInfo[currentBullet].x = Player[1].x + 32
    BulletInfo[currentBullet].y = Player[1].y + 16
    end
    BulletInfo[currentBullet].direction = direction
    BulletInfo[currentBullet].firing = true
    end
    
    function movePlayer()
    if pad:left() then
    Back1.x = Back1.x + 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back2.x = Back2.x + 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back3.x = Back3.x + 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back4.x = Back4.x + 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    direction = "left"
    if Player[1].x >= 70 then -------!!!only if x is more than or = to 70 do you want to move, so you don't go offscreen. Change 70 to 150 or 0 and see what happens!!!
    Player[1].x = Player[1].x - 1.5
    end     -------- !!!END the if pad left part
    end     -------- !!! now END the if x >= 70 part, so it'll only check player[1].x if pad is left, too !!!
    if pad:right() then
    Back1.x = Back1.x - 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back2.x = Back2.x - 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back3.x = Back3.x - 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    Back4.x = Back4.x - 1.5 ------ moves the background to scroll in the !!!opposite!!! direction you are going
    direction = "right"
    if Player[1].x <= 300 then  -------!!!only if x is less than or = to 300 do you want to move, so you don't go offscreen. Change 300 to 450 or 100 and see what happens!!!
    Player[1].x = Player[1].x + 1.5
    end      -------- !!!END the if pad left part
    end     -------- !!! now END the if x <= 300 part, so it'll only check player[1].x if pad is right, too !!!
    if pad:up() then
    Player[1].y = Player[1].y - 1.5
    direction = "up"
    end
    if pad:down() then
    Player[1].y = Player[1].y + 1.5
    direction = "down"
    end
    end
    
    function chasePlayer() 
    stallchase = math.random(2) 
    if stallchase == 1 then 
    if Enemy[1].x > Player[1].x then
    Enemy[1].x = Enemy[1].x - 1
    elseif Enemy[1].x < Player[1].x then
    Enemy[1].x = Enemy[1].x + 1
    end
    end
    end
    
    function Jump() --// Function to jump
    
    if pad:cross() and Player[1].jumpstate == "ground" then Player[1].jumpstate = "jumping"
    end
    if Player[1].jumpstate == "jumping" then
    Player[1].jumpspeed = Player[1].jumpspeed - 0.5
    Player[1].gravity = Player[1].gravity - Player[1].jumpspeed
    end
    
    if Player[1].gravity < 0 then
    Player[1].jumpstate = "falling"
    end
    
    if Player[1].gravity < 200 and Player[1].jumpstate == "falling" then
    Player[1].gravity = Player[1].gravity + (Player[1].jumpspeed + 3)
    end
    
    if Player[1].gravity == 200 then
    Player[1].jumpspeed = 10
    Player[1].jumpstate = "ground"
    end
    
    if Player[1].gravity > 200 then Player[1].gravity = 200
    end
    
    Player[1].y = Player[1].gravity
    end
    
    
    while true do
    pad = Controls.read()
    screen:clear()
    
    counter = counter + 1
       screen:clear()
       if counter > 60 then --if 60 frames have passed
          if currentFrame == 3 then --if we are on the last frame
             currentFrame = 1 --go back to first frame (loops animation)
          else
             currentFrame = currentFrame + 1 --else goto the next frame
          end
          counter = 0 --reset the counter
       end  
    
    
    if pad:circle() and oldpad:circle() ~= pad:circle() then
    bulletSetup()
    gunshot:play()
    end
    --// Loads Functions
    movePlayer()
    chasePlayer()
    Jump()
    --
    
    --// blitting Image to screen and text !!!first is the bottom layer, last is the top layer!!!
    if Back1.x  <= 480 and Back1.x >= -480 then   ----!!!if it should be visible, blit it, otherwise you're blitting stuff offscreen and slowing down the game!!!
    screen:blit(Back1.x, Back1.y, Back1.img) --- blits first background to the screen
    end
    if Back2.x  <= 480 and Back2.x >= -480 then  ----!!!if it should be visible, blit it, otherwise you're blitting stuff offscreen and slowing down the game!!!
    screen:blit(Back2.x, Back2.y, Back2.img) --- blits second background to the screen
    end
    if Back3.x  <= 480 and Back3.x >= -480 then  ----!!!if it should be visible, blit it, otherwise you're blitting stuff offscreen and slowing down the game!!!
    screen:blit(Back3.x, Back3.y, Back3.img) --- blits third background to the screen
    end
    if Back4.x  <= 480 and Back4.x >= -480 then
    screen:blit(Back4.x, Back4.y, Back4.img)
    end
    
    bulletFire()   ----!!!Blits bullets after background, but before player,enemy,text and ground-switch it up however you like !!!
    
    screen:blit(Player[1].x, Player[1].y, player1)
    screen:blit(Enemy[1].x, Enemy[1].y, enemy1)
    screen:blit(0,262,ground)
    
    if currentFrame == 1 then --draw first frame
          screen:blit(Back4.x - -50,50,frame1)
          screen:blit(Back4.x - -300,50,frame2)
       elseif currentFrame == 2 then --draw second frame
          screen:blit(Back4.x - -50,50,frame2)
          screen:blit(Back4.x - -300,50,frame3)
       elseif currentFrame == 3 then --draw third frame
          screen:blit(Back4.x - -50,50,frame3)
          screen:blit(Back4.x - -300,50,frame1)
       end
    
    screen:print(10,10,"X: "..Player[1].x.." Y: "..Player[1].y,green)
    screen:print(10,20,"Jumpstate: "..Player[1].jumpstate,green)
    screen:print(400,10,"You Suck",green)
    screen:print(200,200,"you killed shake", red)
    screen.waitVblankStart(200) 
    dofile("script.lua")
    --
    
    
    screen.waitVblankStart()
    screen.flip()
    end
    Geändert von pspaquaforce (03-16-2007 um 11:32 AM Uhr) Grund: Automerged Doublepost

  4. #6094
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    Zitat Zitat von ai3gtmc
    WOAH i cant believe i didnt see that! lol thx ill try it again

    i really nid to use my glasses...
    -= Double Post =-
    hmm i dont get errors but the credits picture wont show

    please leave a message i need to sleep now:) its 5:00AM here... need to sleep

    thx
    You need to screen.flip() then do the waitVblankStart
    Geändert von youresam (03-16-2007 um 11:28 AM Uhr) Grund: Automerged Doublepost
    牧来栠摩琠敨映汩獥
    PSN: youresam
    From Earth the Frozen Ipaqs shall rise and be silenced and all will live free.
    --Mike Hollingsworth

  5. #6095
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    ok, in my program i have lots of loops for just about everything.

    My loops start and end at different values, and loop different numbers of times. Is there any way to combine all of these into one loop, or minimize my loops in some way that anyone knows of?

  6. #6096
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    Well, it depends on what the program looks like. Although the loops use different values, is the code inside the loops the same?

  7. #6097
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    YAY it works now:)!!!

    but i still have a question...whats the code that copy the whole directory
    e.g. ms0:\psp\game\LuaPlayer <----COPY
    ms0:\psp\game150\LuaPlaye r <----PASTE

    thx:)

  8. #6098
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    Zitat Zitat von emericaska8r
    ok, in my program i have lots of loops for just about everything.

    My loops start and end at different values, and loop different numbers of times. Is there any way to combine all of these into one loop, or minimize my loops in some way that anyone knows of?
    what kind of loops? for loops? while loops? we need to see code before reaching a conclusion. although usually, for loops arent combined unless two of them do the exact same thing. then they are usually made into a function.
    --------------------------------------------------------------------------------------

  9. #6099
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    Wink

    maybe he can do DOFILE ?

  10. #6100
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    Zitat Zitat von ai3gtmc
    maybe he can do DOFILE ?
    that also depends. its useless to dofile if you just have a bunch of for loops.
    --------------------------------------------------------------------------------------

  11. #6101
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    whats the code that copy the whole directory
    e.g. ms0:\psp\game\LuaPlayer <----COPY
    ms0:\psp\game150\LuaPlaye r <----PASTE

    thx:)

  12. #6102
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    i think there isnt code for copying WHOLE directory

  13. #6103
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    Can lua create a file (not a directory)?

  14. #6104
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    i think this will help many of the lua developers, especially beginners:
    http://www.lua.org/manual/5.1/
    A quick search on google, and voila! A lua reference manual.

    EDIT: Also found another resource:
    http://www.lua.org/pil/

    Its an online book on lua programming.

    Hope these help you guys.

  15. #6105
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    I know how to create a text file in c not in lua.

  16. #6106
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    well can you show me that...

  17. #6107
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    i could show you but i dont think it would work in lua.

    1.It's not psp specific.

    ill post it if you want it though

  18. #6108
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    to the people who were wondering if there was an easy way to get a file's size, here you go:

    Zitat Zitat von Programming in Lua, 1st Edition
    Therefore, the call file:seek() returns the current file position, without changing it; the call file:seek("set") resets the position to the beginning of the file (and returns zero); and the call file:seek("end") sets the position to the end of the file, and returns its size. The following function gets the file size without changing its current position:

    function fsize (file)
    local current = file:seek() -- get current position
    local size = file:seek("end") -- get file size
    file:seek("set", current) -- restore position
    return size
    end

    All the previous functions return nil plus an error message in case of errors.

  19. #6109
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    Zitat Zitat von eldiablov
    i could show you but i dont think it would work in lua.

    1.It's not psp specific.

    ill post it if you want it though
    Yeah, just post it, i know it wont work in lua and hopefully it works with the psp.

  20. #6110
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    kk one momento
    -= Double Post =-
    #include <stdio.h>
    int main()
    {
    FILE *file_ptr;
    file_ptr = fopen("data.txt", "w");

    if(file_ptr !=NULL)
    {
    printf("file created\n");
    fclose(file_ptr);
    return 0;
    }
    else
    {
    printf("File creation failed\n");
    return 1;
    }


    That code "should work" but im learning C so it is not certain
    Geändert von eldiablov (03-17-2007 um 10:57 AM Uhr) Grund: Automerged Doublepost

  21. #6111
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    Zitat Zitat von pspfreak9
    Can lua create a file (not a directory)?
    Same idea as C

    io.open("newfile.txt","w" )


    Zitat Zitat von parm289
    i think this will help many of the lua developers, especially beginners:
    http://www.lua.org/manual/5.1/
    A quick search on google, and voila! A lua reference manual.

    EDIT: Also found another resource:
    http://www.lua.org/pil/

    Its an online book on lua programming.

    Hope these help you guys.
    It would if they would look at it. Unfortunately, it's easier to ask somebody. To be fair, though, the question I just answered isn't really apparent from reading either of those resources.

  22. #6112
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    Zitat Zitat von LMelior
    It would if they would look at it. Unfortunately, it's easier to ask somebody. To be fair, though, the question I just answered isn't really apparent from reading either of those resources.
    I was just including those sites as general help, because most people don't wanna take the time to search for what they need. The post was not specific to your question - I was actually searching for a more efficient way to get a file's size when i came across those resources, and decided to post them here.

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    Standard Can Some Please Check My Source.

    Here, I moded youersams code to make a four player internet game. Can someone please check if everything is alright. As in logical stuff and netlib(I dont really know to much on how it works). I want to do this before I ask someone to test it with me. here is my source: (yes i know it is in a txt format)
    SOURCE

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    Zitat Zitat von pspfreak9
    Here, I moded youersams code to make a four player internet game. Can someone please check if everything is alright. As in logical stuff and netlib(I dont really know to much on how it works). I want to do this before I ask someone to test it with me. here is my source: (yes i know it is in a txt format)
    SOURCE
    I cant check it, but I highly doubt itll work. Just based on the fact that hardly anyone knows how to use netlib and that modding my 2 player script to be 4 player is near impossible.
    牧来栠摩琠敨映汩獥
    PSN: youresam
    From Earth the Frozen Ipaqs shall rise and be silenced and all will live free.
    --Mike Hollingsworth

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    ^ Why can't you check it? Anyways if you cant i'll just test it.

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    youresam i expect compensation for the inconvenience you caused me :)

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    Anyone wanna help me test BlackShark isnt online right now

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    i cant sorry man

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    Thats ok, maybe someone else, well can you check my code please. I dont see anything wrong with it though.

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    Zitat Zitat von pspfreak9
    Anyone wanna help me test BlackShark isnt online right now
    sure i'll help you [email protected]


 

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