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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; i know you can do it by putting the map in the code itself, but i don't know if you ...

  
  1. #631
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    i know you can do it by putting the map in the code itself, but i don't know if you can read it from a file.
    Code:
    tiles = Image.load("tiles.png")
     
    map = {
    	"mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm",
    	"mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm",
    	"mmeaaaaaaaaaaaaaaaaaaaaaaaafmm",
    	"mmdpnnnnnnnnnnnnnnnnnnnnnnpbmm",
    	"mmdokcccccclnkccccccccccclnbmm",
    	"mmdojaaaaafdnbmmmmmmmmmmmdnbmm",
    	"mmdooooooobdnbmmmmmmmmmmmdnbmm",
    	"mmdokccclobdnbmmmmmmmmmmmdnbmm",
    	"mmdobmmmdobdnbmmmmmmmmmmmdnbmm",
    	"mmdobmmmdobdnjaaaaaaaaaafdnbmm",
    	"mmdobmmmdpbdnnnnnnnnnnnnbdnbmm",
    	"mmdobmmmhcghcccccccccclnbdnbmm",
    	"mmdojaaaaaaaaaaaaaaaaainjinbmm",
    	"mmdpnnnnnnnnnnnnnnnnnnnnnnpbmm",
    	"mmhccccccccccccccccccccccccgmm",
    	"mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm",
    	"mmmmmmmmmmmmmmmmmmmmmmmmmmmmmm"
    }
     
    function drawTile(tile, x, y)
    	local tileX = math.mod(tile, 4)
    	local tileY = math.floor(tile / 4)
    	screen:blit(16 * x, 16 * y, tiles, 17 * tileX + 1, 17 * tileY + 1, 16, 16, false)
    end	
     
    while true do
    	pad = Controls.read()
    	if pad:start() then break end
    	screen:clear()
    	for y = 1, 17 do
    		line = map[y]
    		for x = 1, 30 do
    			tile = string.byte(line, x) - string.byte("a")
    			drawTile(tile, x - 1, y - 1)
    		end
    	end
    	screen.waitVblankStart()
    	screen:flip()
    end
    This is from here: http://wiki.ps2dev.org/psp:lua_player:tutorial


    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  2. #632
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    Thanks so much!! Hope this works!

  3. #633
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    Maybe this works:
    Code:
    io.input(”file.extension”)
    where "file.extension" is obviously your file "map.txt" in this case. Im not sure if this works. Its not in the command list, but i found it in some example.
    You can always try =)
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  4. #634
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    i would suggest using numbers instead of the alphabet...alphabet limits you to 26 tile images, whereas numbers would be pretty much limitless
    My lua tutorials for PSP - www.evilmana.com/tutorials
    PSP Lua CodeBase - Add your own code examples to the codebase! - www.evilmana.com/tutorials/codebase/

  5. #635
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    Altair, i tried usin a mix of ur an my codes then JUST urs bt it dont work the cursor blits but stays still, heres the code:
    -- PSPOffice
    --created by Glynnder
    dblue = Color.new(0, 0, 255)
    red = Color.new(230, 0, 0)
    pink = Color.new(255, 0 , 153)
    blue = Color.new(0 , 153, 255)
    orange = Color.new(255, 102, 0)
    gray = Color.new(153, 153, 153)
    black = Color.new(0 , 0 , 0)
    white = Color.new(255, 255, 255)
    screenrint(194, 136, "loading: 0%", red)
    screen.flip()
    background = Image.load("images/home.png")
    screen:clear()
    screenrint(194, 136, "loading 20%", pink)
    screen. flip()
    pstype = Image.load("images/pstypebutton.png")
    screen:clear()
    screenrint(194, 136, "Loading: 40%", pink)
    screen.flip()
    psdraw = Image.load("images/psdrawbutton.png")
    x1 = 0 ; x0 = 0 ; y1 = 0 ; y0 = 0
    screen:clear()
    screenrint(194, 136, "Loading: 60%", pink)
    screen.flip()
    pscalc = Image.load("images/pscalcbutton.png")

    screen:clear()
    screenrint(194, 136, "Loading: 80%", pink)
    screen.flip()
    links = Image.load("images/linksbutton.png")
    screen:clear()
    screenrint(194, 136, "Loading: 90%", pink)
    screen.flip()
    bg2 = Image.load("images/apps.png")
    cursor = Image.load("images/cursor.png")
    x=200
    y=100
    screen:clear()
    screenrint(194, 136, "Loading: 100%", pink)
    screen.flip()
    screen.waitVblankStart(60 )
    screen.flip()
    while true do
    screen:blit(0, 0, background, false)
    screen:blit(30, 150, pstype, true)
    screen:blit(100, 195, pscalc, true)
    screen:blit(285, 195, psdraw, true)
    screen:blit(355, 150, links, true)
    screen:blit(x, y, cursor, 0, 0, cursor:width(), cursor:height())
    time = os.time()
    dateString = os.date("%c")
    screenrint(1, 1, os.date(), red)
    dateFields = os.date("*t")
    hour = dateFields.hour
    if hour < 10 then
    hour = "0" .. hour
    end
    min = dateFields.min
    if min < 10 then
    min = "0" .. min
    end
    sec = dateFields.sec
    if sec < 10 then
    sec = "0" .. sec
    end
    screenrint(30, 260, "Press 'Start' to quit", blue)
    screenrint(400, 1, "Batt:", red)
    if (System.powerIsLowBattery ()) == true then
    screenrint(440, 1, tostring(System.powerGetB atteryLifePercent()) .. "%", blue)
    else screenrint(450, 1, tostring(System.powerGetB atteryLifePercent()) .. "%", red)
    end
    if (System.powerIsBatteryCha rging()) == true then
    screenrint(457, 1, "+", red) end
    screenrint(300, 260, "'Select' = Screenshot", white)
    pad = Controls.read()
    screen.flip()

    if pad:start() then
    break
    end
    if pad:select() then
    screen:save("screenshot.j pg")
    dx = pad:analogX()
    if math.abs(dx) > 32 then
    x = x + dx / 32
    end
    dy = pad:analogY()
    if math.abs(dy) > 32 then
    y = y + dy / 32
    end
    screen.waitVblankStart()
    screen:flip()
    end
    end

  6. #636
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    ok... im a noob to this im trying to learn basic coding but i can teven get my hello world thing i made to work idk what i did rong. i follwed the tutorial and made it on a notepad in the luaplayer folder and renamed it but when i start up lua its not there. anyone have sugestions?
    Veteran


    PSN Name
    : Eldiabl1o
    Zitat Zitat von gmansixfo
    Since I have to reset my psp whenever i get out of an emulator. Can this damage my psp.

  7. #637
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    it has to be in applications folder inside lua player.. or if you just press X then it will go up one folder

  8. #638
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    Zitat Zitat von PSPMillionaire
    i would suggest using numbers instead of the alphabet...alphabet limits you to 26 tile images, whereas numbers would be pretty much limitless
    Oh yeah, good idea, thanks.

  9. #639
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    i have the hello world inside the aplications folder but when i start lua player it says its nto there. and i named it scipt.lua but it says that its a text file. is that right? or do i need to make it say lua file? if so how do i do that cuz renaming it didnt help for me
    Veteran


    PSN Name
    : Eldiabl1o
    Zitat Zitat von gmansixfo
    Since I have to reset my psp whenever i get out of an emulator. Can this damage my psp.

  10. #640
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    try naming it index.lua

    it should work then

  11. #641
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    ALSO make sure that windows isnt hiding the .txt file...

    go to control panel > folder options > look for the thing that says "hide extensions for known file types" then uncheck that....

    if you look at your program after you do that it might say index.lua.txt (the .txt was hidden before) then just take off the .txt part and it should work

  12. #642
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    Hey i have a question. Is it possible to put a function inside a table and call for that function without the screenrint() option?
    [SPOILER="For PSP History"]1.50 > 1.52 > 2.00 > 1.5 > 1.5 (POC CF) > 1.5 (Harleyg) > 1.5 (Casual) > 3.03 OE-A > 3.03 OE-C[/SPOILER]
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  13. #643
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    Well I have two questions.

    First, I am trying to make an image go from the top to the bottom of the screen. That's all. I haven't been able to do it though because I haven't found a way yet. I tried
    Code:
    while image[1].y < 272
    do image[1].y=image[1].y + 2
    end
    and
    Code:
    if image[1].y < 272
    then image[1].y=image[1].y + 2
    but neither of those really did anything. I tried a bunch of other ways, but they were pretty much duds too.
    (image[1] is part of an array where i have x and y coordinates stored, and for this one I have y=10 so that the image starts at 10. That could be part of the problem but I just can't figure it out.)

    Second, I cannot figure out for the life of me how to have a dynamically changing score. Everytime I try to get the new score, I have to clear the screen and display it, but I don't want to clear the screen of the other images on there. Could someone show me a way to do this?

    Thanks in advance, you guys are great.
    Geändert von PSPHax0r9 (03-11-2006 um 10:02 AM Uhr)
    Zitat Zitat von Noriko
    I would call you gay but I love you.


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  14. #644
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    I would make a function and do something like


    droptimer = 0
    x = 10
    y = 10

    function movedown()

    droptimer = droptimer + 1
    if droptimer>=100 and droptimer<=200 then
    y = y + 2
    droptimer = 0
    end
    end

    while true do
    screen:clear()

    movedown()


    then do all the loading of images and stuff...
    but it depends on how fast you want it to drop...
    if you wanted it to drop really fast you would change the if droptimer>=100 and droptimer<=200 to lower numbers...

  15. #645
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    OK thanx I will try that.

    Also, do you know anything about my second question? I want it to display the new number every time the score changes, but I don't want to clear the whole screen.

    Thanx :icon_smil
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  16. #646
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    Zitat Zitat von PSPHax0r9
    OK thanx I will try that.

    Also, do you know anything about my second question? I want it to display the new number every time the score changes, but I don't want to clear the whole screen.

    Thanx :icon_smil
    if you blit all the stuff on your screen in the main loop, why not clear the screen as the first command in the main loop and let it blit over again, each loop?, dunno if it will be a slowdown though.

  17. #647
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    Zitat Zitat von PSPHax0r9
    OK thanx I will try that.

    Also, do you know anything about my second question? I want it to display the new number every time the score changes, but I don't want to clear the whole screen.

    Thanx :icon_smil
    score = 0

    if *something happens* then
    score = score + 10 --or whatever...
    end

    screen:blit(0, 0, background)
    screenrint(10, 10, string.format("Score: ".. score), white)
    screen.flip()
    screen.waitVblankStart()
    end


    I only used background as an example but that is the end of the code where you would blit every image..
    Geändert von lui2603 (03-11-2006 um 03:47 PM Uhr)

  18. #648
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    @PSPHax0r9
    Your own code SHOULD work, both. You do refresh the screen every loop?

    For the timer, you dont have to clear the screen everytime. Just blitting over the old one should suffice. That is if you blit a background over everything. If you don't have something that blits over the entire screen, then i think you have to clear the screen before you blit/print something new, or you will see a "trail".

    @InhumanElmo:
    I dont know if you can put a function in a table, but why don't you just try and see for your self? I guess it should be able.
    Geändert von Altair (03-11-2006 um 12:29 PM Uhr)
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  19. #649
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    @Glynnder-PSPro
    Do the other buttons work?

    Also you dont need more then one screen.flip() in the while loop. The first one can go.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  20. #650
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    Zitat Zitat von Altair
    @PSPHax0r9
    Your own code SHOULD work, both. You do refresh the screen every loop?

    For the timer, you dont have to clear the screen everytime. Just blitting over the old one should suffice. That is if you blit a background over everything. If you don't have something that blits over the entire screen, then i think you have to clear the screen before you blit/print something new, or you will see a "trail".
    Well I don't have a background image yet, I was just trying to do this simple minigame, and I wanted to do all the hard stuff like image movement and everything first. Is it OK if I PM you my code so far? It's sort of messy and I was wondering if you could give me some tips on it or edit things to work better. Thank you.
    Zitat Zitat von Noriko
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  21. #651
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    What is the command prompt (or whatever it is) That displays the error with the code in luaplayerwindows?

    --XBL Gamertag: PhenoM904--

  22. #652
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    theres a prompt tthat does that?

    jus go through your code carfully till u find what's wrong with it. usually a small misttake
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  23. #653
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    Well I know that it displays the error very quickly in the main window if the game doesn't start up. I've learned to read it even though it's fast. It tells you the line of your error and what it is and everything. It displays for a split second longer if click and hold somewher in the screen, too. There's probably an easier way to do it, but that's how I do it.
    Zitat Zitat von Noriko
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  24. #654
    Is in your zone.
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    Yeah, theres a prompt that freezes the screen so you can read it, I remember there ws a thread somewhere here but I cant remember which it was. Im gonna look around though. But how the hell do you read it? Its impossible for me.

    Hint: If anyone has played the flash game Stick Avalanche thats what I am making.

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  25. #655
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    I have the eyes of a ninja...

    P.S. I just checked in your other thread and the cmd is pause.
    Zitat Zitat von Noriko
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  26. #656
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    Okay, heres my code Im testing and i get Unexpected symbol near "=" heres the code
    Code:
    spike = Image.load = ("spike.png")
    background = Image.load = ("background.png")
    
    while true do
    
    screen:blit(0, 0, background)
    screen:flip()
    
    screen:blit(130, 130, spike)
    screen:flip()
    
    screen:waitVblankStart()
    
    end

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  27. #657
    Is in your zone.
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    Wow im stupid nevermind

    But I test the images loading and I get this

    God Photobucket is gay... But you can see the image is distorted...(Its supposed to be a black triangle) and the background it supposed to be white.
    Geändert von Mast3r_Shak3 (03-11-2006 um 01:42 PM Uhr)

    --XBL Gamertag: PhenoM904--

  28. #658
    Tha Sigerator
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    edit: dammit u gotta stop doin that
    - - - - Somewhere Lurking in THA SHADOWS - - - -

    Check Out My Myspace HERE
    Comment My Qj Wiki

  29. #659
    QJ Gamer Blue
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    To see the error you just have to open it in cmd thingy...
    Press start, run then type cmd and run it, in cmd it should automatically point to the directory c:/documents and settings/*your user name*/

    when they shows up, if you have your luaplayer windows in a folder on your desktop you just type:

    cd desktop/*name of folder*/
    and enter
    then type:
    test.cmd

    and it will show you the error and won't dissapear

  30. #660
    QJ Gamer Blue
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    does anyone know what commands are to activate and use IR???


 

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