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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 youresam netlib isnt running right now though...want me to turn it on..? And SG57- lua is different from ...

  
  1. #7261
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    Zitat Zitat von youresam
    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.

    Eh. I'm not going to create a networked game yet. If I did it would me some massive game and I just started LUA so I should probably try and understand the language first.



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    thanks.you put a r in there by the way:)

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    Zitat Zitat von Bob Hoil
    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.
    Ever thought of looking at luaplayer.org where it fully documents every Lua Player function?
    牧来栠摩琠敨映汩獥
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    --Mike Hollingsworth

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    Random question: In the future if I ever become as '1337' as some of the people around here and decided to make something online on my own server, what would I need, and is it possible to get a free server. I am an incredible cheap person. I don't like to use money, mainly because I don't have a job and paying for a server would be hard for me.

    Offtopic: Wow, my username sucks.

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    Um... http://youresam.com/netlib

    Thats all you need to easily make an online game. And I am hosting the netlib server, so its all set up.
    牧来栠摩琠敨映汩獥
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    Kay. I'll try and set it up and see if I can...not fail at this ^_^

    Thanks for the help.

    (woo. Last time you will hear from me for another 16 hours =D)

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    Theres literally nothing to set up.. just incluide the file and put dofile("netlib.lua") and youre done.

    But the server I have is still offline so it wont work.
    牧来栠摩琠敨映汩獥
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    I'll work on a server later. If I actually make this game well then I might put some online into it and try and get a small server for it. Something within my price range....5 dollars to free. (Any idea on where I can find a cheap server? If not then I'll just actually work this summer and get money.)

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    Zitat Zitat von yumCOOKIEZZ
    Random question: In the future if I ever become as '1337' as some of the people around here and decided to make something online on my own server, what would I need, and is it possible to get a free server. I am an incredible cheap person. I don't like to use money, mainly because I don't have a job and paying for a server would be hard for me.

    Offtopic: Wow, my username sucks.
    1337? That was a joke right?

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    Yes.

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    Zitat Zitat von yumCOOKIEZZ
    I'll work on a server later. If I actually make this game well then I might put some online into it and try and get a small server for it. Something within my price range....5 dollars to free. (Any idea on where I can find a cheap server? If not then I'll just actually work this summer and get money.)
    I'm sitting here telling you that I HAVE CREATED A SERVER and anyone is FREE TO USE IT and it has a FULLY FEATURED API...and you keep ignoring me.
    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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    Yes I understand but all the cool kids host their own servers.


    New question: How do I make the pictures animate, so when I am moving left a new picture will come up. The person just kinda sliding around to move is lame.

    Annnd now I really leave for 16 hours.

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    Zitat Zitat von yumCOOKIEZZ
    Yes I understand but all the cool kids host their own servers.
    :Argh:
    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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    youresam, just take it easy

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    lolz... :) cool kids.. own severs...:ROFL:

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    Zitat Zitat von yumCOOKIEZZ
    Yes I understand but all the cool kids host their own servers.


    New question: How do I make the pictures animate, so when I am moving left a new picture will come up. The person just kinda sliding around to move is lame.

    Annnd now I really leave for 16 hours.
    client != server

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    lol cool kidzz ,
    better thank youresame and use it

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    Zitat Zitat von yumCOOKIEZZ
    Yes I understand but all the cool kids host their own servers.


    New question: How do I make the pictures animate, so when I am moving left a new picture will come up. The person just kinda sliding around to move is lame.

    Annnd now I really leave for 16 hours.
    you have trouble spelling cookie. i doubt you'll be able to make/host a server. listen to what youresam says.
    --------------------------------------------------------------------------------------

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    >.< I was kidding about the cool kids. And how do I have spelling issues o.O. I checked and...nothing seems to be spelled wrong there.

    So...Anyone wanna info me up on the animation thing.

    >.> Didn't mean to cause head banging against a brick wall. I just kinda ask questions. Thank you youresam.

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    hi there people... im having some trubles whit table.remove()... somthing weird hapen... letme explain: im working whit oop, and in this case the objects are bulets, soo i have this code:
    Code:
    bullets = {}
    bullet = {}
    metabullet = {}
    function bullet:New(x1,y1,speed1,angle1,box) 
      x = x1
      y = y1
      angle = angle1
      speed = speed1
      life = 1
      radius = -1*box[3][4]
      return(setmetatable({X = x, Y = y, Radius = radius, Angle = angle, Speed = speed,Life = life}, metabullet))
    end 
    function bullet:updt(Index) 
    	died = false
    	if self.Life > 0 then
    		oldx = self.X
    		oldy = self.Y
    		if self.Y < self.Radius or self.Y > 272 - self.Radius or self.X < self.Radius or self.X > 480 - self.Radius then
    			self.Life = 0
    			Angle = self.Angle *200
    			Angle = math.random(Angle-100,Angle+100)
    			Angle = Angle /200
    			for i = 1, 2 do
    			particles[table.getn(particles)+1] = particle:New(self.X,self.Y,math.random(4,self.Speed),Angle,Plane4x4,255,220,0,1)
    			end
    			table.remove(bullets,Index)
    	              end
    		self.X = self.X-math.sin(self.Angle)*self.Speed
    		self.Y = self.Y-math.cos(self.Angle)*self.Speed
    		screen:fillRect(self.X-self.Radius,self.Y-self.Radius,self.Radius*2,self.Radius*2,blue)
    	else
    		table.remove(bullets,Index)
    	end
    end
    metabullet.__index = bullet
    soo to create a new bullet and put it on a array i use:
    Code:
    bullets[table.getn(bullets)+1] = bullet:New(hero.X,hero.Y,20,hero.bulletangle+.02,Plane10x20)
    soo each time i do this a new item in bullets is creates and it holds a bullet object.
    soo to update the bullets i do:
    Code:
    		---------------
    		-- bullets --
    		---------------
    		x = 1
    		while x <= table.getn(bullets) do
    			bullets[x]:updt(x)
    			x = x + 1
    		end
    where x is the index bullet to update, and if the bullet die then use the same x to remove....whit this line table.remove(bullets,Inde x) in the bullets:updt function...
    the thing is that when i shut some bullets.. tey work good, but when all of them die, i cant shot one more time... this is when im roning the code directli on psp.... when i run it on lua windows, it letme create asmany bullets as i want but when i shut left... and the bullet die in the wall, i got a nil index value.... wyyyy ???... is there somthing im missing on the table.remove thing... i read that this function remove an array item and corp the other one.. so if i remove index 1 the one that uses tu be 2 is now 1 and soo whit the others... im veryy worried about this,, coss is the way i wanted to optimise som code... but got this trouble.... pleaseeee some bodyy help...

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    I had a similar problem, it's caused by a bug in the table.remove function. This was fixed in the latest lua source, however some versions of the Lua Player that are floating around still used the older version of the lua sources.

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    Zitat Zitat von yumCOOKIEZZ
    >.> Didn't mean to cause head banging against a brick wall. I just kinda ask questions. Thank you youresam.
    Yeah sorry... I was gonna change it after I posted it because it seemed a bit rude...but I couldnt see my post so I thought it didnt post...bleh?
    -= Double Post =-
    Zitat Zitat von Merick
    I had a similar problem, it's caused by a bug in the table.remove function. This was fixed in the latest lua source, however some versions of the Lua Player that are floating around still used the older version of the lua sources.
    You mean lua 5.0.2?...everything below Lua Player .19?
    Geändert von youresam (05-07-2007 um 02:01 PM 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

  23. #7283
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    Code:
    green = Color.new(0,255,0)
    white = Color.new(255,255,255)
    grass = Image.load("grass.png")
    tree = Image.load("tree.png")
    no = Image.load("no.png")
    
    collision=false
    
    bgimg = Image.createEmpty(480,272)
    
    for a = 0, 14 do
    	for b = 0,8 do
    		bgimg:blit(a*32, b*32, grass)
    	end
    end
    
    bgimg:blit(312,228,tree)
    bgimg:blit(400,200,tree)
    bgimg:blit(150,150,no)
    bgimg:blit(300,28,tree)
    bgimg:blit(30,80,no)
    bgimg:blit(255,100,no)
    
    bulletimg = Image.createEmpty(4,4)
    bulletimg:clear(Color.new(0,255,0))
    bulletimgwidth = bulletimg:width()
    bulletimgheight = bulletimg:height()
    
    blockimg = Image.load("deer.png")
    blocks = {}
    blocks[1] = {x = 10, y = 100, height = blockimg:height(), width = blockimg:width()}
    
    player = {x = 200, y = 50, w = 32, h = 32, oldx = 200, oldy = 50, img = Image.load("player.png"), health 
    
    = 100, s = 4}
    
    playerHeight = 32
    playerWidth = 32
    
    score = 0
    
    radius = 25
    speed = 5
    degree = 0
    
    bullet = {}
    
    function runbullets()
    	numbullets = table.getn(bullet)
    	for i = 1,numbullets do
    		bullet[i].x = bullet[i].x + bullet[i].xs
    		bullet[i].y = bullet[i].y + bullet[i].ys
    		screen:blit(bullet[i].x,bullet[i].y,bulletimg)
    		if bullet[1].x > 480 or bullet[1].x < 0 or bullet[1].y > 272 or bullet[1].y < 0 then
    			table.remove(bullet,1)
    			break
    		end
    	end
    end
    
    function firebullet(_xs,_ys)
    	table.insert(bullet, {x = player.x, y = player.y, w = bulletimgwidth, h = bulletimgheight, xs = 
    
    _xs, ys = _ys})
    end
    
    function collisionCheck(object)
    if (player.x + playerWidth > object.x) and (player.x < object.x + object.width) and (player.y + 
    
    playerHeight > object.y) and (player.y < object.y + object.height) then
    return true
    end
    end
    
    function runblocks()
    	degree = degree + speed
    	radian = (degree/180)*math.pi
    	for i = 1, table.getn(blocks) do
    		blocks[i].x = 240+math.cos(radian)*radius
    		blocks[i].y = 136-math.sin(radian)*radius
    		screen:blit(blocks[i].x,blocks[i].y,blockimg)
    		if collisionCheck(blocks[1]) then
    			player.health = player.health - 5
    		if collisionCheck(bullet[1]) then
    			blocks[1]=false
    		end
    	end
    end
    end
    
    function newblock(x,y)
    	table.insert(blocks,{x = _x, y = _y, w = blockimgwidth, h = blockimgheight})
    end
    
    while true do
    	pad = Controls.read()
    	player.oldx = player.x
    	player.oldy = player.y
    	screen:clear()
    	screen:blit(0,0,bgimg)
    
    	screen:print(150,10, "Score:" .. score,white)
    	screen:print(10,10, "Health:" .. player.health,white)
    
    	screen:blit(player.x,player.y,player.img)
    
    	runbullets()
    
    	collisionCheck(bullet[1])
    
    	collisionCheck(blocks[1])
    
    	runblocks()
    
    	if pad:left() then
    		player.x = player.x - player.s
    		if player.x < 0 then player.x = 0 end
    	elseif pad:right() then
    		player.x = player.x + player.s
    		if player.x > 480 - player.w then player.x = 480 - player.w end
    	elseif pad:up() then
    		player.y = player.y - player.s
    		if player.y < 0 then player.y = 0 end
    	elseif pad:down() then
    		player.y = player.y + player.s
    		if player.y > 272 - player.h then player.y = 272 - player.h end
    	end
    
    	if pad:cross() and not oldpad:cross() then
    		firebullet(0,10)
    	elseif pad:triangle() and not oldpad:triangle() then
    		firebullet(0,-10)
    	elseif pad:circle() and not oldpad:circle() then
    		firebullet(10,0)
    	elseif pad:square() and not oldpad:square() then
    		firebullet(-10,0)
    	end
    
    	screen.waitVblankStart()
    	screen.flip()
    	oldpad = pad
    	if pad:start() then break end
    end
    I get the following error: Error: game.lua:64: attempt to index local 'object' (a nil value)

    I have changed a few things but i still get the error. This is the first time i have gotten this error.

  24. #7284
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    Zitat Zitat von Merick
    I had a similar problem, it's caused by a bug in the table.remove function. This was fixed in the latest lua source, however some versions of the Lua Player that are floating around still used the older version of the lua sources.
    hooo my... soo in new vercion of lua. its fiexd... but is there a new lua vercion that uses gu.lookat funcion?--- cince im using this in my code.. please,, if someone know about one tellme.. or... can some one make a mod.. that holds the bug fix and gu.lookat ?... :Cry: pleaaseeee..

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    theres lots
    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

  26. #7286
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    Bob-You're trying to do a collision with something that doesn't exist.

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    how can i get lua games if i have 3.11????

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    Zitat Zitat von Batman-Beyond
    how can i get lua games if i have 3.11????
    Ask Robin-Beyond
    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. #7289
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    im serious i dont no nothin about nothin i never even got an homebrew game on my psp in my life!!!!!!!!!

  30. #7290
    QJ Gamer Blue
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    OK thanks tactical i will fix it.
    -= Double Post =-
    Ok if i changed bullet[1] to bullet(that is the table name) i get attempt to compare nil with number. I am not sure how to do the collision for the bullet. I got everything else like the health and everything. This one is giving me problems though.
    Geändert von Bob Hoil (05-07-2007 um 03:02 PM Uhr) Grund: Automerged Doublepost


 

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