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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; The GU code must be wrong then....

  
  1. #7231
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    The GU code must be wrong then.


    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

  2. #7232
    words are stones in my <3
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    yum - You could always make a loader that flips an image's pixels across either axis... This would only have to be done at loading time as it's a whole new image, without having to have a new external image.

    Loop through each pixel in the image you want flipped, and write it's color data to it's flipped position in the new image. I might just try to write one up for the sake of seeing if it works...

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

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  3. #7233
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    Zitat Zitat von SG57
    yum - You could always make a loader that flips an image's pixels across either axis... This would only have to be done at loading time as it's a whole new image, without having to have a new external image.

    Loop through each pixel in the image you want flipped, and write it's color data to it's flipped position in the new image. I might just try to write one up for the sake of seeing if it works...
    Which would be so slow for 32 images that it would take like a minute to "load"

    This has been done many times, and the only way of achieving a good result would be to flip it in C, as lua is too slow for pixel-by-pixel operations.
    Epic phale.
    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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    Cant remember what is the offset for the nickname besides the 0x2380 in know it was somthing like 0x9????

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    0x980

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    anyone know some code that can make a character animation to look as though hes sabbing then return to the position he was it right before he stabed after you let go the button???
    i made it work but when i push the button he stabs and stays in the stabbed position ??
    any help would be apprecated

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    Check out this code i made in around 45 seconds.
    it cycles through all the colors the psp is capable of displaying (which is 16,581,375 colors). It would take approximately between 3 and 3.7 days to see them all.

    Code:
    background = Image.createEmpty(480,272)
    r = 0
    g = 0
    b = 0
    while true do
    color = Color.new(r,g,b)
    background:clear(color)
    screen:blit(0,0,background)
    if r < 255 then
    r = r + 1
    end
    if r == 255 then
    r = 0
    g = g + 1
    end
    if g == 255 then
    g = 0
    b = b + 1
    end
    screen.waitVblankStart()
    screen.flip()
    end


    and here is a code which draws parabolas all over the screen. This is the result of combining random code together to made something completely unexpected. this code is really not clean. a lot of it is not necessary.

    Code:
    math.randomseed( os.time() )
    green = Color.new(0,255,0)
    white = Color.new(255,255,255)
    black = Color.new(0,0,0)
    bullet = Image.createEmpty(4,4)
    bullet:clear(green)
    player = {}
    player.gravity = 500
    player.y = 230
    player.x = 50
    pdir = "left"
    player.jumpspeed = 10
    player.jumpstate = "ground"
    oldpad = Controls.read()
    currentBullet = 0
    BulletInfo = {}
    for a = 1,1000 do
    BulletInfo[a] = { pic = bullet , firing = false, direction = "right", x = player.x + 32,
    y = player.y }
    end
    function bulletSetup()
    if currentBullet < 1000 then
    currentBullet = currentBullet + 1
    else
    currentBullet = 1
    end
    if dir == "left" then
    BulletInfo[currentBullet].direction = "left"
    BulletInfo[currentBullet].x = player.x
    BulletInfo[currentBullet].y = player.y
    end
    if dir == "right" then
    BulletInfo[currentBullet].direction = "right"
    BulletInfo[currentBullet].x = player.x
    BulletInfo[currentBullet].y = player.y
    end
    BulletInfo[currentBullet].direction = direction
    BulletInfo[currentBullet].firing = true
    end
    function bulletFire()
    for i = 1,1000 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 < 0 or BulletInfo[i].x > 480 or BulletInfo[i].y < 0 or BulletInfo[i].y > 272 then BulletInfo[i].firing = false end
    end
    end
    f1 = Image.load("f1.png")
    
    ground = Image.createEmpty(480,10)
    ground:clear(black)
    
    
    while true do
    r = math.random(225)
    g = math.random(225)
    b = math.random(225)
    color = Color.new(r,g,b)
    bullet:clear(color)
    
    pad = Controls.read()
    screen:clear()
    
    bulletSetup()
    bulletFire()
    
    
    
    if walk == 1 then
    walk = 2
    else
    walk = 1
    end
    
    
    if player.jumpstate == "ground" then player.jumpstate = "jumping"
    end
    if player.jumpstate == "jumping" then
    player.jumpspeed = player.jumpspeed - 0.5
    player.gravity = player.gravity - player.jumpspeed
    end
    if player.gravity < 0 then
    player.jumpstate = "falling"
    end
    if player.gravity < 230 and player.jumpstate == "falling" then
    player.gravity = player.gravity + (player.jumpspeed + 3)
    end
    if player.gravity == 230 then
    player.jumpspeed = 10
    player.jumpstate = "ground"
    end
    
    if player.gravity > 230 then player.gravity = 230
    end
    player.y = player.gravity
    
    screen:blit(player.x,player.y,f1)
    if pdir == "left" then
    player.x = player.x - 2
    end
    if pdir == "right" then
    player.x = player.x + 2
    end
    if player.x == 480 then
    dir = "left"
    pdir = "left"
    end
    if player.x == 0 then
    dir = "right"
    pdir = "right"
    end
    
    screen.waitVblankStart()
    screen.flip()
    oldpad = pad
    end

    heres another one which flashes random colors and says "w00t" in another random color and a random x and y.

    Code:
    math.randomseed( os.time() )
    background = Image.createEmpty(480,272)
    while true do
    screen:clear()
    x = math.random(480)
    y = math.random(272)
    r = math.random(255)
    g = math.random(255)
    b = math.random(255)
    fontcolor = Color.new(b,r,g)
    color = Color.new(r,g,b)
    background:clear(color)
    screen:blit(0,0,background)
    screen:print(x,y,"w00t",fontcolor)
    screen.waitVblankStart()
    screen.flip()
    end
    Geändert von Nicko01 (05-06-2007 um 08:29 AM Uhr)

  8. #7238
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    x = math.random(272) --- it should be 480
    y = math.random(480) --- it should be 272
    r = math.random(225) --- its should be 255
    g = math.random(225) --- same
    b = math.random(225) --- same
    fontcolor = Color.new(b,r,g) --- it should be R G B

  9. #7239
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    no, if it was r,b,g, it would be the same color as the background.
    ill fix the other stuff, i told you i made it in less than a minute.

  10. #7240
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    oh yeah... text...my bad

  11. #7241
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    Zitat Zitat von Nicko01
    no, if it was r,b,g, it would be the same color as the background.
    ill fix the other stuff, i told you i made it in less than a minute.

    thats not a good excuse. you might as well spend 2 days on something and make it good, rather than make sucky stuff in 45 seconds. and your first sentence makes no sense. just because you use it like its b, g, r, doesnt mean its supposed to be like that. ;)

    also, another reminder to all coders out there (especially beginners), start indenting. i simple tab makes your code 50 times easier to read. for example:

    ugly, non-indented code:
    Code:
    if a == 1 then
    if b == 2 then
    if c == 3 then
    if d == 4 then
    d = 1
    end
    end
    end
    end
    same code, with indentations:

    Code:
    if a == 1 then
       if b == 2 then
          if c == 3 then
             if d == 4 then
                d = 1
    	 end
          end
       end
    end
    --------------------------------------------------------------------------------------

  12. #7242
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    Zitat Zitat von waywardson
    anyone know some code that can make a character animation to look as though hes sabbing then return to the position he was it right before he stabed after you let go the button???
    i made it work but when i push the button he stabs and stays in the stabbed position ??
    any help would be apprecated
    just bumping this up so i can get help

  13. #7243
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    object states. ie
    Code:
    pad = Controls.read()
    if pad:cross() then
        obj.attacking = true
    else
        obj.attacking = false
    end
    if obj.attacking then
        screen:blit(x,y,stabbing)
    else
        screen:blit(x,y,notstabbing)
    end

  14. #7244
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    thanks a bunch man!!!!!!

  15. #7245
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    what was the point of that stuff you posted nicko01?

  16. #7246
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    Nicko- Displaying all the colors in 7 lines (way shorter):
    Code:
    for i = 1, 255 do
    for j = 1, 255 do
    for k = 1, 255 do
    screen:clear(Color.new(i,j,k))
    end
    end
    end

  17. #7247
    words are stones in my <3
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    TP - Try all the colors minus 765 ( i think )
    Code:
    for r = 0, 255 do
      for g = 0, 255 do
        for b = 0, 255 do
          screen:clear(Color.new(r,g,b))
        end
      end
    end
    Does the alpha channel add as well? Also, in Lua, do the for loops have a < or a <= for the number of loops to do?

    ...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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    Oh yea lol I forgot 0. And transparency might make a difference but I don't think so. If so then that's like 4-5 billion different backgrounds.

    edit: 4228250625

  19. #7249
    words are stones in my <3
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    Yeah, transparency doesn't count apparently, as 256 cubed = 16,777,216 where 256 ^ 4 (what's after cubed?) = 4,294,967,296. The reason I think they dont count alpha channel is because having any pixel have an alpha channel (any transparency at all) will just be black as what;s underneathe it is nothing (either that, or just wont do anything as there isnt anything underneathe it)

    ...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


  20. #7250
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    I am using different collsion then before in my shell but i am having problems. I don't encounter an error but it doesn't work.
    Here is my code:
    Code:
    background=Image.load("images/menu.png")
    fb=Image.load("images/fb.png")
    fbclicked=Image.load("images/fbclicked.png")
    apps=Image.load("images/apps.png")
    appsclicked=Image.load("images/appsclicked.png")
    wb=Image.load("images/wb.png")
    wbclicked=Image.load("images/wbclicked.png")
    games=Image.load("images/games.png")
    gamesclicked=Image.load("images/gamesclicked.png")
    mp=Image.load("images/mp.png")
    mpclicked=Image.load("images/mpclicked.png")
    white=Color.new(255,250,250)
    cursor = Image.load("images/cursor.png")
    
    sensitivity = 40
    maxspeed = 3
    
    cursor = {x = 30, y = 100, w = 32, h = 32, oldx = 200, oldy = 50, img = Image.load
    
    ("images/cursor.png"), s = 4}
    
    cursorHeight = 32
    cursorWidth = 32
    
    button={}
    button[1] = {x = 21, y = 234, height = fb:height(), width = fb:width()}
    button[2] = {x = 210, y = 234, height = apps:height(), width = apps:width()}
    
    function moveCursor()
    pad=Controls.read()
    if pad:analogX() < -sensitivity or pad:analogX() > sensitivity then
         cursor.x = cursor.x + pad:analogX()/(128/maxspeed)
    end
    if pad:analogY() < -sensitivity or pad:analogY() > sensitivity then
         cursor.y = cursor.y + pad:analogY()/(128/maxspeed)
    end
    end
    
    function clock()
    time = os.time()
    timestring = os.date("%c",time)
    timeinfo = os.date("*t", time)
    hour = timeinfo.hour
    if hour > 11 then ampm = "PM"
    elseif hour < 12 then ampm = "AM"
    end
    min = timeinfo.min
    if min < 10 then
    min = "0" .. min
    end
    hour = timeinfo.hour
    if hour > 12 then
    hour = hour - 12
    end
    screen:print(325, 26,hour..":" ..min .. " "..ampm, white)
    end
    
    function collisionCheck(object)
    if (cursor.x + cursorWidth > object.x) and (cursor.x < object.x + object.width) and (cursor.y + 
    
    cursorHeight > object.y) and (cursor.y < object.y + object.height) then
    end
    end
    
    function button3()
    if pad:cross() and collisionCheck(button[1]) then 
    dofile("fb.lua")
    end
    end
    
    function button4()
    if pad:cross() and collisionCheck(button[2]) then 
    dofile("apps.lua")
    end
    end
    
    function screenPrint()
    screen:blit(0,0,background)
    screen:blit(21,234,fb)
    screen:blit(113,234,mp)
    screen:blit(210,234,apps)
    screen:blit(305,234,games)
    screen:blit(399,234,wb)
    screen:blit(cursor.x,cursor.y,cursor.img)
    screen:print(424,26, System.powerGetBatteryLifePercent(),white)
    end
    
    while true do
    screen:clear()
    
    collisionCheck(button[1])
    collisionCheck(button[2])
    
    moveCursor()
    
    button3()
    
    button4()
    
    screenPrint()
    
    clock()
    
    screen.waitVblankStart()
    screen.flip()
    end
    I was trying not to post here for help and do it on my own but i can't figure it out.

    Thanks Bob Hoil

  21. #7251
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    You're not returning true or false in your collision function.

  22. #7252
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    Hmm...I was thinking about making my game online. I was kinda curious but I'm not sure if I should do it or not. I know Youresam made netlib and that would probably be what I need, but I haven't the slightest idea of how to use it. I just wanna know basic things about it, like how I could make someones character appear on my PSP screen...


    Help is cool.

  23. #7253
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    You display the variables yourself. The coordinates of the image are what you actually send.

  24. #7254
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    Thanks I got it working. Can't believe i forgot that.:Argh:

  25. #7255
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    Zitat Zitat von PSPJunkie_
    You display the variables yourself. The coordinates of the image are what you actually send.
    I'm guessing that was directed at me, and you completely lost me.
    How would I even get things to send. I have no idea how to use it, and nothing on the internets explains it for complete noobs like me.


    And I'm guessing if I wanted to go anywhere with the game I would need a dedicated server?

  26. #7256
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    Look at the source of online.lua from the online sonic game. Youresam actually wrote that so it should be all good.

  27. #7257
    words are stones in my <3
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    yum - You need to understand how to design a networked game.

    My idea on how to do it would be to have a huge list (table in lua i guess) and compare data recieved from the other player with it, and act accordingly:
    Code:
    action = {
        "move left",
        "move right",
        "move up",
        "move down",
        "attack"
    }
    
    recieved_data = ""
    
    while true do
        recieved_data = getDataSentFromOtherPSP()
    
        if recieved_data == action.move_left then
            Opponent.moveLeft()
        elseif recieved_data == action.move_right then
            Opponent.moveRight()
        elseif recieved_data == action.move_up then
            Opponent.moveUp()
        elseif recieved_data == action.move_down then
            Opponent.moveDown()
        elseif received_data == action.attack then
            Opponent.attack()
        end
    end
    I havent tested it, so I don't know if it's the most efficient method, however, it's the most logical method I could create (I thought of this method last summer and have stuck with it).

    I may just test it this summer sometime for the sake of knowing how to properly design a networked game.

    ...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


  28. #7258
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    netlib isnt running right now though...want me to turn it on..?

    And SG57- lua is different from C in that it doesnt support define's, so what is received will probably be best to just compare to a string.
    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

  29. #7259
    QJ Gamer Blue
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    Are there any tutorials on how to use fonts? I have never used them and i am going to use a new font instead of the default one in lua player. I know how to load them(very easy) i just don't know how to make my text use the font.

  30. #7260
    QJ Gamer Blue
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    screen:frontPrint(font, x, y, text, color)


 

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