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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; Zitat von ahrimanes hii there people, im makings some test, and i im in a way to make more eficient ...

  
  1. #6931
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    Zitat Zitat von ahrimanes
    hii there people, im makings some test, and i im in a way to make more eficient process i have.... ok i have a value in a variable and i want another variable.. to be a poiter of the last one...soo..if:
    var1 = 10
    var2 = pointer of var1... then
    when i do var1 = 20.. var2 automatically takes the var1 value... how can i do that ?
    also i want to do this:
    var1 ={x=1,y=1}
    var2 ={x=2,y=2}
    var3 = {{pointer of var1},{pointer of var2}}
    soo when i change the values of var1.x the var3[1].x actomatically takes the value... how to do this in lua ? the point is that i wont redefine the var3 each time the others change his value.
    at the beginning of the script, set var2 = to a function:

    var2 = function() return var1 end

    with this, var2 should always be the same as var1

    you should also be able to use a variation of this for your var3



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    Zitat Zitat von Merick
    at the beginning of the script, set var2 = to a function:

    var2 = function() return var1 end

    with this, var2 should always be the same as var1

    you should also be able to use a variation of this for your var3
    No, var2() will return the value of var1.

    And ahrimanes you should experiment with tables, as they are always pointers.
    IE:
    a = {5}
    b = a
    b[1] = 4

    ...now a[1] is 4.
    牧来栠摩琠敨映汩獥
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    yeah, sorry that's what I meant


    Can someone give me, or point me to, and explanation of how "self" works?

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    Zitat Zitat von Merick
    yeah, sorry that's what I meant


    Can someone give me, or point me to, and explanation of how "self" works?
    Its used in OOP, it returns a pointer to the object before the colon.
    牧来栠摩琠敨映汩獥
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    Thanks, that helps a lot actually. Well, enough to know it's the OOP tuts I needed to look into. Got what I wanted to do figured out now.

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    Zitat Zitat von Yonathan_Jantis
    And ahrimanes you should experiment with tables, as they are always pointers.
    IE:
    a = {5}
    b = a
    b[1] = 4

    ...now a[1] is 4.
    ok i have tested that ad works prety well but... what i need is:
    Code:
    white = Color.new(255,255,255)
    a = {5,5}
    b = {}
    b[1] = {0,a[1],a[2],0}
    a[1] = 0
    while true do
    	screen:clear()
    	screen:print(0,0,b[1][2],white)
    	screen.waitVblankStart()
    	screen.flip()
    end
    soo when i change a[1] = 0 i want the b[1][2] to be 0... thats what i need. but this just take the value and not a pointer..... is there a way to do that ?

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    Zitat Zitat von ahrimanes
    soo when i change a[1] = 0 then b[1][2] = 0... thats what i need. but this just take the value and not a pointer..... is there a way to do that ?
    No. But I *think* that if you pass the table a as part of table b it will be a pointer. So..
    a = {5}
    b = {a}
    b[1][1] = 4

    ..does a[1] now equal 4? I think so, not sure.
    But just add another line of code to change it, its not worth all this pointer complicity.
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    hooo noooooooooooooooooooooooo ooo... isnt there a wayy daaammm, i need to change soomuch values and if i change one per one that will bee a lot of time lose... im actually redefinig the b table each an a value changes.. and that took some time...

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    Zitat Zitat von KleptoOne
    A simple animation is the same regardless of the language that you use. You find a way to judge time and cycle through the images based on that. Also, none of us are being paid to do this, so given that its a hobby why would you want to cheat yourself of the learning process and ask for ready made code? I guarentee you that if you learned how to animate in lua, it would help you in C.

    Fair enough. But can you at least tell me this?

    How do I check flash0 space? I found how to do it on the ms, but nothing on the flash.

  10. #6940
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    Well, how would you do it on the memory stick? A sneaky way to do it would be to unassign ms0:, unassign flash0:, reassign flash0: as ms0:, get file space using method, unassign ms0:, reassign flash0: to flash0:, reassign ms0: to ms0:

    ?

    ...at what speed must I live.. to be able to see you again?...

    Projects

    You can support my Open World 3D RPG for PSP by voting for it here


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    But...why?
    牧来栠摩琠敨映汩獥
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    ok im still stuck with this destroying stuff, cause even though the image doesnt show, when the 2 objects collide it still restarts the game, how do i stop this????????????????

  13. #6943
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    Zitat Zitat von Urameshi
    ok im still stuck with this destroying stuff, cause even though the image doesnt show, when the 2 objects collide it still restarts the game, how do i stop this????????????????
    We would have to see your code to properly debug, also what error are you getting when luaplayer restarts?

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    Zitat Zitat von Urameshi
    ok im still stuck with this destroying stuff, cause even though the image doesnt show, when the 2 objects collide it still restarts the game, how do i stop this????????????????
    lol

    Learn how coding works first
    牧来栠摩琠敨映汩獥
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    i dont get an error at all, and dont laugh at my code, cause i know im killing memory:

    Code:
    white=Color.new(255,255,255)
    
    ball=Image.load("./Images/ball.png")
    Sball=Image.load("./Images/Spike Ball.png")
    square=Image.load("./Images/10x10.jpg")
    bigSquare=Image.load("./Images/30x30.jpg")
    stick=Image.load("./Images/190x23.jpg")
    lvl=Image.load("./Images/backgrounds/silkwave black.png")
    menu=Image.load("./Images/menu.png")
    next=Image.load("./Images/next level.png")
    stick2=Image.load("./Images/23x190.png")
    
    ball:width()
    ball:height()
    
    screenwidth=480-ball:width()
    screenheight=272-ball:width()
    
    Player={x=40,y=25,w=40,h=40,img=ball}
    
    Enemy={x=0,y=0,w=30,h=30,img=bigSquare,}
    Square={x=0,y=0,w=10,h=10,img=square}
    Stick={x=0,y=0,w=190,h=23,img=stick}
    Stick2={x=0,y=0,w=23,h=190,img=stick2}
    --------------------------------------------------------------------------functions
    function menu1()
    pad=Controls.read()	
    screen:blit(0,0,menu)
    
    if pad:cross() then
    level1()
    end
    end
    ------------------------------------------------------lvl1
    function level1()
    	while true do
    	screen:clear()
    Enemy.x=100
    Enemy.y=100
    
    if collision(Player,Enemy) then
    screen:blit(0,0,next)
    screen.flip()
    screen.waitVblankStart(90)
    level2()
    end
    
    movePlayer()
    screen:blit(0,0,lvl,true)
    screen:blit(Player.x,Player.y,Player.img)
    screen:blit(Enemy.x,Enemy.y,Enemy.img)
    
    screen.waitVblankStart()
    screen.flip()
    end
    end
    ---------------------------------------------------lvl2
    function level2()
    	while true do
    	screen:clear()
    Enemy.x=300
    Enemy.y=50
    
    if collision(Player,Enemy) then
    screen:blit(0,0,next)
    screen.flip()
    screen.waitVblankStart(90)
    level3()
    end
    
    movePlayer()
    screen:blit(0,0,lvl,true)
    screen:blit(Player.x,Player.y,Player.img)
    screen:blit(Enemy.x,Enemy.y,Enemy.img)
    
    screen.waitVblankStart()
    screen.flip()
    end
    end
    ---------------------------------------------------lvl3
    function level3()
    nbc=0
    ncc=2
    	while true do
    	screen:clear()
    Enemy.x=400
    Enemy.y=50
    Stick.x=117
    Stick.y=234
    Stick2.x=230
    Stick2.y=0
    
    if collision(Player,Enemy) then
    screen:blit(0,0,next)
    screen.flip()
    screen.waitVblankStart(90)
    level4()
    end
    
    if collision(Player,Stick) then
    nbc=nbc+1
    end
    if nbc>ncc then
    dofile("br.lua")
    end
    
    if collision(Player,Stick2) then
    nbc=nbc+1
    end
    if nbc>ncc then
    dofile("br.lua")
    end
    
    movePlayer()
    screen:blit(0,0,lvl,true)
    screen:blit(Player.x,Player.y,Player.img)
    screen:blit(Enemy.x,Enemy.y,Enemy.img)
    screen:blit(Stick.x,Stick.y,Stick.img)
    screen:blit(Stick2.x,Stick2.y,Stick2.img)
    screen.waitVblankStart()
    screen.flip()
    end
    end
    -------------------------------------------------------------------------level4
    function level4()
    nbc=0
    ncc=3
    showblock=false
    lol=true
    	while true do
    	screen:clear()
    Enemy.x=40
    Enemy.y=50
    Stick.x=117
    Stick.y=234
    Stick2.x=230
    Stick2.y=0
    Square.x=480
    Square.y=45
    
    
    screen:blit(Stick2.x,Stick2.y,Stick2.img)
    
    if collision(Player,Stick) then
    nbc=nbc+1
    end
    if nbc>ncc then
    dofile("br.lua")
    end
    
    if collision(Player,Square) then
    Player.img=Sball
    end
    
    if collision(Player,Stick2) then
    nbc=nbc+1
    end
    if nbc>ncc then
    dofile("br.lua")
    end
    
    if Player.img == Sball and collision(Player,Stick2) then
    *Im Stuck here*
    end
    
    
    
    movePlayer()
    screen:blit(0,0,lvl,true)
    screen:blit(Player.x,Player.y,Player.img)
    screen:blit(Enemy.x,Enemy.y,Enemy.img)
    screen:blit(Stick.x,Stick.y,Stick.img)
    screen:blit(Square.x,Square.y,Square.img)
    screen.waitVblankStart()
    screen.flip()
    end
    end
    --------------------------------------------------------------------------Other Function
    function collision(ob1,ob2) 
         if (ob1.x + ob1.w > ob2.x) and (ob1.x < ob2.x + ob2.w) and (ob1.y + ob1.h > 
    
    ob2.y) and (ob1.y < ob2.y + ob2.h) then 
              return true 
         else 
              return false 
         end 
    end
    
    function movePlayer()
    pad=Controls.read()
    
    if pad:right() then
    Player.x=Player.x +4
    end
    
    if pad:left() then
    Player.x=Player.x - 4
    end
    
    if pad:down() then
    Player.y=Player.y + 4
    end
    
    if pad:up() then
    Player.y=Player.y - 4 else if not pad:up() then
    Player.y=Player.y + 7
    end
    end
    end
    
    falling=false
    
    ------------------------------------------------------------------------Main loop
    while true do
    screen:clear()
    
    menu1()
    
    screen.waitVblankStart()
    screen.flip()
    end

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    Zitat Zitat von Urameshi
    i dont get an error at all, and dont laugh at my code, cause i know im killing memory:
    You're not killing memory, the code just doesnt flow in a very efficient way.
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    you posted to say that, and not even give a piece of advice or a step into the right direction!!!!!

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    Zitat Zitat von Urameshi
    you posted to say that, and not even give a piece of advice or a step into the right direction!!!!!
    ..rewrite your code, the way you have it set up is very bad.
    牧来栠摩琠敨映汩獥
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    but im still stuck with it making it restart when they collide, what part of that do you not understand

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    Fajita - I wanted to check flash0 space, for a simple theme flasher I've wrote. A friend tried it, and he didn't have enough flash0 space. Nothing bad happened, but it stopped writing files when the flash0 space ran out. So parts of the theme didn't show up. (click sounds).

    I just wanted to check flash space, so my app would dummy some unneeded font files at boot, if you didn't have say, at least 2mb free. But I have actually found a way to check flash0 space. so i'm all set now :)

  21. #6951
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    Zitat Zitat von Urameshi
    you posted to say that, and not even give a piece of advice or a step into the right direction!!!!!
    what level is it reseting at?

  22. #6952
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    in level 3 and 4 when Player collides with Stick and Stick2 than its supposed to reset, but in level 4 when Player.img=Sball i dont want it to reset when it collides with Stick and Stick2, i want it to make Stick and Stick2 disappear

  23. #6953
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    Zitat Zitat von Urameshi
    in level 3 and 4 when Player collides with Stick and Stick2 than its supposed to reset, but in level 4 when Player.img=Sball i dont want it to reset when it collides with Stick and Stick2, i want it to make Stick and Stick2 disappear
    Ok, the problem is hardcoding. You are hardcoding your collision checks with both sticks. it would be better to place the sticks into a table ie

    enemylist = {}
    enemylist[1] = stick1
    enemylist[2] = stick2

    then when you check collision set a for loop to cycle through your enemy list ie

    Code:
    for i = 1,table.getn(enemylist) do -- 1 to the end of your table
        if collision(player, enemylist[i]) then
            if player == sball then
                table.remove(enemylist, i)
            else
                --your other code here
            end
        end
    end
    Then once table.getn(enemylist) == 0. you can have victory or whatever.

  24. #6954
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    thanks for helpin, unlike youresam

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    Zitat Zitat von Fajita
    the way you have it set up is very bad.
    ...

    Zitat Zitat von KleptoOne
    Ok, the problem is hardcoding. You are hardcoding your collision checks with both sticks.
    ...

    Zitat Zitat von Urameshi
    thanks for helpin, unlike youresam
    ...*sigh*
    牧来栠摩琠敨映汩獥
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    so what if he said the same thing, i got more help from him than you

  27. #6957
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    Zitat Zitat von Urameshi
    so what if he said the same thing, i got more help from him than you
    Yes, but based on what you said, I didnt help at all, which wasnt totally the case ;)

    Besides, reading through that code gave me a headache
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    you wanna know what would give you a headache, here's a question for ya:

    how do you blit an image i tried everyting here's my code:
    Code:
    akl=Image.load("Images/akl.jpg")
    
    while true do
    --------------------------clear the screen:clear()
    
    scree:blit(0,0,akl,true)
    
    screenflip()
    screenwaitVblankstart()
    end
    end

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    Why the two ends?

    akl=Image.load("./Images/akl.jpg")

    while true do
    screen:clear
    screen:blit(0,0,akl,true)
    screen.flip()
    screen.waitVblankstart()
    end

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    Zitat Zitat von SG57
    tuhm... Simply change all 'down()' to 'left()' and all 'up()' to 'right()'. If you structure each menu option from left to right, you wont need to redo the entire menu code.

    Guy above me - its cause you continually load your Start-Over.png once on it. Simply move it out of the infinite loop, not in your if statement.
    mm i use this
    Code:
    if pad:up() and oldpad:up() ~= pad:up() then
    current = current-1
    end
    so does it mean i need to change all of it?


 

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