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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 littlevish This may be a dumb question, but is there an easy way to restart my script? (Eg. ...

  
  1. #8371
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    Zitat Zitat von littlevish
    This may be a dumb question, but is there an easy way to restart my script? (Eg. Game Over! Press O to play a new game").

    Or is the best thing to do just reset all the variables and things in a function.
    Zitat Zitat von SG57
    littlevish - A typical 'restructure program flow or screw good practice' scenario.

    Bad practice would be unloading all used resources then dofile("thisscript.lua"). One method of good practice would be creating a program that flows via 'game state's so restarting your script would be as easy as settingthe game state to the initial game state and initialize it. ('main menu' or 'intro' typically).
    look at the lua snippets i posted a good game state system there, thanks to sg57 who gave me the idea by posting his and then i made my own

    LINK

    thanks


    ------ FaT3oYCG -----
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    ok i have an error message which i have never seen before!!
    THE ERROR:
    581: attempt to perform arithmetic on global 'Moving' ( a boolean value) WAT does this mean and how would u fix it??

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    Zitat Zitat von dan369
    ok i have an error message which i have never seen before!!
    THE ERROR:
    581: attempt to perform arithmetic on global 'Moving' ( a boolean value) WAT does this mean and how would u fix it??
    Show us the few lines before and after 581. Also, a boolen value is a value that holds either 'true' or 'false'.
    [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Zoso.svg/744px-Zoso.svg.png[/IMG]

    Looking for some good C programming tutorials for the PSP? Look no further! [URL="http://psp-coding.com/"]PSP-Coding.com[/URL] is your source for all your PSP coding needs.

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    i know wat i did wrong i but
    Code:
    if Moving-Left == true then
    where it should be
    Code:
     
    if Moving_Left == true then
    at least i know wat boolean error means thanks!!!
    -= Double Post =-
    since that it has been working fine!! but there is one promblem when it loads up the menu the backgroung image doesn't change, it loads up the menu-image but it doesn't load up the level image is there a way to clear the screen when X is pressed on menu = 1 so that it would load up the other backgroung image
    Geändert von dan369 (03-07-2008 um 03:00 PM Uhr) Grund: Automerged Doublepost

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    screen:clear()

    use game states aswell and at the beginning of each state put

    screen:clear()

    if you want something to show in every state put it outside of the states
    ------ FaT3oYCG -----
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    when you press X the game state changes to "Game"

    Should it be like this

    Code:
     if pad:cross() and gamestate = "Game" then
    screen:clear() 
    Load_First_level()
    end

  7. #8377
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    Zitat Zitat von dan369
    when you press X the game state changes to "Game"

    Should it be like this

    Code:
     if pad:cross() and gamestate = "Game" then
    screen:clear() 
    Load_First_level()
    end
    i would use this method

    here is what i posted in the snippets not so long ago

    Code:
    white = Color.new(255, 255, 255)
    black = Color.new(0, 0, 0)
    red = Color.new(255, 0, 0)
    green = Color.new(0, 255, 0)
    blue = Color.new(0, 0, 255)
    orange = Color.new(235, 115, 0)
    yellow = Color.new(255, 255, 0)
    
    state = { loading = 1, menu = 2, game = 3 }
    
    current_state = state.loading
    
    function Set_State(state_to_change_to)
    current_state = state_to_change_to
    end
    
    function Get_State()
    return current_state
    end
    
    function Start_States()
    if Get_State() == state.loading then
    -- do loading stuff
    screen:clear()
    screen:print(10, 10, "loading state", white)
    if pad:cross() and oldpad:cross() ~= pad:cross() then
    Set_State(state.menu)
    end
    elseif Get_State() == state.menu then
    -- do menu stuff
    screen:clear()
    screen:print(10, 10, "menu state", white)
    if pad:cross() and oldpad:cross() ~= pad:cross() then
    Set_State(state.game)
    end
    elseif Get_State() == state.game then
    -- do game stuff
    screen:clear()
    screen:print(10, 10, "game state", white)
    if pad:cross() and oldpad:cross() ~= pad:cross() then
    Set_State(state.loading)
    end
    end
    end
    
    oldpad = Controls.read()
    
    while true do
    
    pad = Controls.read()
    
    screen:clear()
    
    -- main
    
    Start_States()
    
    -- main
    
    if Controls.read():start() then
    break
    end
    
    screen.flip()
    screen.waitVblankStart()
    
    oldpad = pad
    
    end
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  8. #8378
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    so say i have 3 scripts, index(starting one), menu( menu) game(game) how would u incorporate that with this???

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    it is better to have 3 scripts in most projects and structure them to fit your needs but if you want to keep your separate files then i would do this

    in each of your files, make the information inside them a function

    so go into game.lua and on the first line type function Game(), and on the last line another end - do this for menu.lua aswell, then have this file structure,

    index.lua

    Code:
    dofile("main.lua")
    main.lua

    Code:
    white = Color.new(255, 255, 255)
    black = Color.new(0, 0, 0)
    red = Color.new(255, 0, 0)
    green = Color.new(0, 255, 0)
    blue = Color.new(0, 0, 255)
    orange = Color.new(235, 115, 0)
    yellow = Color.new(255, 255, 0)
    
    dofile("game.lua")
    dofile("menu.lua")
    
    state = { menu = 1, game = 2 }
    
    current_state = state.loading
    
    function Set_State(state_to_change_to)
    current_state = state_to_change_to
    end
    
    function Get_State()
    return current_state
    end
    
    function Start_States()
    if Get_State() == state.menu then
    -- do menu stuff
    Menu()
    if pad:cross() and oldpad:cross() ~= pad:cross() then
    Set_State(state.game)
    end
    elseif Get_State() == state.game then
    -- do game stuff
    Game
    if pad:cross() and oldpad:cross() ~= pad:cross() then
    Set_State(state.menu)
    end
    end
    end
    
    oldpad = Controls.read()
    
    while true do
    
    pad = Controls.read()
    
    screen:clear()
    
    -- main
    
    Start_States()
    
    -- main
    
    if Controls.read():start() then
    break
    end
    
    screen.flip()
    screen.waitVblankStart()
    
    oldpad = pad
    
    end
    then use the Get_State() and Set_State(state) commands to swap through each
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    i get this know in the script file i'll put the dofile command in the script
    is there possibly an easy way the actual promblem is that when i press X on start(selected 1) it doesn't chande the background img to the actual one i want it keeps the menu image, is there a way when X is pressed on selected 1 that it will clear the screen black and the blit the other image??
    -= Double Post =-
    i have FIXEDDD IT Turns out i was that image was blitting underneath DUHHHH since i have fix that i have only one little tweak to do thanks
    Geändert von dan369 (03-08-2008 um 11:36 AM Uhr) Grund: Automerged Doublepost

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    omg ive been looking all over the internet on how to load tiles from a tile sheet then input them into a table so then i can use them in my tile engine and blit them to the screen with the corrosponding number.

    how the hell can i do it?
    ive been looking at like zelda demo/LUMM all those things with tile engines in and i have no idea on how to mod it to my game.
    can some one please give me a code snippet or a link to a tutorial or site on how to load 32x32 tiles from a tile sheet and input them into a table.

    thxz for any replys
    Luke

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    Can't find where I went wrong...

    It returns nil when I do showEnemy()

    Code:
    --vars
    enemies = 0
    test = 1
    enemyImg = Image.load("enemy.png")
    screenColor = Color.new(255,255,255)
    
    --tables
    player = {x=200, y=100, width=25, height=25, speed=10, img = Image.load("player.png")}
    block = {x=0, y=0, width=20, height=20, img = Image.load("block.png")}
    enemy = { }
    
    function newEnemy()
    	enemies = enemies + 1
    	new = enemies + 1
    	enemy[enemies] = {x=math.random(0,460), Y=math.random(0,252), width=25, height=25, speed=5, direction=math.random(1,4)}
    	showEnemies()
    end
    
    function showEnemies()
    --directions: 1 up, 2 right, 3 down, 4 left 
    	for i=1, enemies do
    		screen:blit(enemy[i].x, enemy[i].y, enemyImg)
    		if enemy[i].direction == 1 then
    			if enemy[i].y >= 0 then
    				enemy[i].direction = 3 
    			else
    				enemy[i].y = enemy[i].y - enemy[i].speed
    			end
    		elseif enemy[i].direction == 2 then
    			if enemy[i].x >= 480 - enemy[i].width then
    				enemy[i].direction = 4
    			else
    				enemy[i].x = enemy[i].x + enemy[i].speed
    			end
    		elseif enemy[i].direction == 3 then
    			if enemy[i].y >= 272-enemy[i].width then
    				enemy[i].direction = 1
    			else
    				enemy[i].y = enemy[i].y + enemy[i].speed
    			end
    		elseif enemy[i].direction == 4 then
    			if enemy[i].x >= 0 then
    				enemy[i].direction = 1
    			else
    				enemy[i].y = enemy[i].y - enemy[i].speed
    			end
    		end
    	end
    end
    
    while true do
    pad = Controls.read()
    screen:clear(screenColor)
    	if pad:up() then
    		player.y = player.y - player.speed
    	elseif pad:down() then
    		player.y = player.y + player.speed
    	elseif pad:left() then
    		player.x = player.x - player.speed
    	elseif pad:right() then
    		player.x = player.x + player.speed
    	end
    	
    	if pad:start() then break end
    	
    	if enemies < 1 then
    		newEnemy()
    	else
    		showEnemies()
    	end
    	
    	screen:blit(player.x,player.y,player.img)
    	screen:blit(block.x,block.y,block.img)
    	screen.flip()
    	screen.waitVblankStart()
    end

  14. #8384
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    littlevish - Lua player interprets scripts as it runs through it, not all at once then runs through it - your calling showEnemies in yoiur newEnemy function, and to newEnemy's scope, there's no such thing as showEnemies.

    Basically - just move the showEnemies function above the newEnemy.

    ...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


  15. #8385
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    and please excuse what i said on that. those were my n00b days.
    * Found a major flaw in sprite sheet animation blitting. The problem was, the lib calculated the width to height ratio in the blit function, when it should have been done in the loading function. It works both ways, but doing it the the blitting function meant that the lib was dividing (with is a costly calculation) every frame unnecessarily. I fixed it so that it calculates only once, in the loading function. This should provide a MASSIVE speed-up when using sprite sheets.
    not entirely true. the speedup is not nearly as much as i make it sound.
    --------------------------------------------------------------------------------------

  16. #8386
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    Zitat Zitat von Grimfate126
    and please excuse what i said on that. those were my n00b days.


    not entirely true. the speedup is not nearly as much as i make it sound.
    ahhhh...

    First milestone to success is admitting it...

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

    Projects

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  17. #8387
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    Zitat Zitat von SG57
    ahhhh...

    First milestone to success is admitting it...
    lol. truth hurts

    if only vista let me code again...
    --------------------------------------------------------------------------------------

  18. #8388
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    edit: nvm, it was a case-sensitive problem
    Geändert von littlevish (03-10-2008 um 06:23 PM Uhr)

  19. #8389
    lps
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    did somebody help me correctly delete some files from flash1?
    i cant assign flash 1 to delete custom ptf theme with my script...
    Geändert von lps (03-13-2008 um 12:12 PM Uhr)

  20. #8390
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    i thought you could copy paste delete files from flash with lua player anyway ?, but if you can't use luaplayer hm or another version that has flash assign and un assign and then use the remove file option

    System.removeFile(path)
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  21. #8391
    lps
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    can you write example, how can i correctly assign flash1?
    Code:
    System.assign(flash1:)
    System.removeFile(flash1:/some.file)
    System.unassign(flash1:)
    ???

  22. #8392
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    you have to un assign first, there was some example scripts that came with sg57's mod, search for the download on dl.qj.net, or pm him
    ------ FaT3oYCG -----
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  23. #8393
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    Zitat Zitat von lps
    can you write example, how can i correctly assign flash1?
    Code:
    System.assign(flash1:)
    System.removeFile(flash1:/some.file)
    System.unassign(flash1:)
    ???
    Last time I checked, the flash1 is in write mode to begin with.
    [IMG]http://upload.wikimedia.org/wikipedia/commons/thumb/c/c5/Zoso.svg/744px-Zoso.svg.png[/IMG]

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  24. #8394
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    Zitat Zitat von Judas
    Last time I checked, the flash1 is in write mode to begin with.
    so how i can to delete the file?

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    System.removeFile("flash1 :/folder/file.ext")
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    hmmmmm...
    you dont understand((
    how can i correctly mount f1, delete file, unmount f1 ?

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    Zitat Zitat von lps
    hmmmmm...
    you dont understand((
    how can i correctly mount f1, delete file, unmount f1 ?
    so basically you want me to do it for you
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    Zitat Zitat von FaT3oYCG
    so basically you want me to do it for you
    How ironic.

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    Zitat Zitat von lps
    hmmmmm...
    you dont understand((
    how can i correctly mount f1, delete file, unmount f1 ?
    Why do you need to un-mount the flash1? Delete the file, and be done with it, that's it. No more work required.
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    Zitat Zitat von Judas
    Last time I checked, the flash1 is in write mode to begin with.
    if you do need to mount it i dont know the specific commands, as i have said there are examples in the mod that was made

    if you do just mount it and delete then unmount

    it is probably something like

    System.assign("flash0:")
    and
    System.unassign("flash0:" )

    and then do what i said
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