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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; Do I have to use Intra.Font, cuz i got this error: Code: script.lua:3: bad argument #4 to 'new' (number expected, ...

  
  1. #9721
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    Do I have to use Intra.Font, cuz i got this error:
    Code:
    script.lua:3: bad argument #4 to 'new' (number expected, got no value
    line 3 is
    Code:
    red = Color.new(255, 0, 0)



  2. #9722
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    Color.new() now has 4 values, r,g,b,a. A = alpha, its the transparency value.

  3. #9723
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    hi, I'm learning Lua and I need.

    its same as an RPG, you click in something and your player moves to the place you clicked.

    In this example, the whitebox is your mice arrow and the greenbox is your player. I want to make the green player go to the place where the whitebox pressed X button.

    Code:
    greenn=Color.new(0,255,0)
    whitee = Color.new(255,255,255) 
    
    
    whitebo = Image.createEmpty(20,20)
    whitebo:clear(whitee)
    
    greenbo = Image.createEmpty(10,10)
    greenbo:clear(greenn)
    
    
    
    
    --Boxposition
    White = {}
    White[1] = { x = 200, y = 100 }
    Green = {}
    Green[1] = { x = 100, y = 150 }
    
    
    ------WhiteBox
    function whitebox()
    pad = Controls.read()
    screen:blit(White[1].x, White[1].y, whitebo)
    if pad:up() then
    White[1].y = White[1].y - 4
    end
    if pad:down() then
    White[1].y = White[1].y + 4
    end
    if pad:left() then
    White[1].x = White[1].x - 4
    end
    if pad:right() then
    White[1].x = White[1].x + 4
    end
    end
    
    --------GreenBox--followwhite-
    function greenbox()
    screen:blit(Green[1].x, Green[1].y, greenbo)
    
    if pad:cross() and White[1].x > Green[1].x then
    Green[1].x = Green[1].x + 2
    end
    if pad:cross() and White[1].x < Green[1].x then
    Green[1].x = Green[1].x - 2
    end
    if pad:cross() and White[1].y > Green[1].y then
    Green[1].y = Green[1].y + 2
    end
    if pad:cross() and White[1].y < Green[1].y then
    Green[1].y = Green[1].y - 2
    end
    end
    -----------------
    
    while true do
    screen:clear()
    
    whitebox()
    greenbox()
    
    screen.waitVblankStart()
    screen.flip()
    end
    in this code, the greenbox will follow the whitebox if Cross is pressed. I want to be like an RPG: if I click somewhere on the screen with the whitebox, the greenbox will follow the place where whitebox was when Cross was pressed.

    I hope i get help, thank you

  4. #9724
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    Zitat Zitat von dan369 Beitrag anzeigen
    Color.new() now has 4 values, r,g,b,a. A = alpha, its the transparency value.
    The alpha value should be optional and default to 0. For simple purposes of declaring red, green, black, white, etc, it's not needed. I guess HMv2 is dumb in this sense.

    @xperience: Follow this logic outline and turn it into code:
    1. Let player move white box around. Do not move green box
    2. If player presses x then
    3. Save the coordinates of the white box
    4. If the green box is not at that same saved position of the white box then
    5. Move the green box a little bit closer
    6. Repeat 4 and 5 until the green box is where the white box used to be

    If you are not yet able to turn that into code then I suggest you read some more general game concept or basic tutorial type documents.
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  5. #9725
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    Zitat Zitat von TurtlesPwn Beitrag anzeigen
    The alpha value should be optional and default to 0. For simple purposes of declaring red, green, black, white, etc, it's not needed. I guess HMv2 is dumb in this sense.

    @xperience: Follow this logic outline and turn it into code:
    1. Let player move white box around. Do not move green box
    2. If player presses x then
    3. Save the coordinates of the white box
    4. If the green box is not at that same saved position of the white box then
    5. Move the green box a little bit closer
    6. Repeat 4 and 5 until the green box is where the white box used to be

    If you are not yet able to turn that into code then I suggest you read some more general game concept or basic tutorial type documents.
    the only thing i dont know yet is
    3. Save the coordinates of the white box

  6. #9726
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    someothervariablex = whiteboxx
    someothervariabley = whiteboxy
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  7. #9727
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    If the alpha value was defaulted to 0 we wouldn't see or image. Yeah it is stupid that it isn't optional.

  8. #9728
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    Zitat Zitat von dan369 Beitrag anzeigen
    If the alpha value was defaulted to 0 we wouldn't see or image. Yeah it is stupid that it isn't optional.
    Yea it defaults to 255, either way it should default to something in HM, most people don't care about transparency for simple colors.
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  9. #9729
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    just using hmv2 and it kinda sucks is you where used to hm8
    It just got harder instead of easier, now transforming my script to work with hmv2

  10. #9730
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    why not give pge a chance than?
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  11. #9731
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    pge?

    EDIT: screen.waitVblankStart(50 0) worked with hm8 so the psp would wait for 500msecs, but i seems that it doesn't work with hm v2
    should i use System.sleep(500) ?

    another thing:

    Code:
    while true do
    screen.clear(0 )
    screen.startDraw()
    Image.blit(0,0,background)
    screen.endDraw()
    screen.flipscreen()
    screen.waitVblankStart()
    is "while true do" necessary?
    Geändert von Ben93 (04-07-2009 um 08:56 AM Uhr) Grund: problem

  12. #9732
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    Do but it in simple terms: PGE is da ****!
    Visit Phoenix Game Engine - Home

  13. #9733
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    It would be easier if you used System.sleep(500)

    It is only necessary if you want it to loop forever.
    Code:
    while true do
    screen.clear(0)
    screen.startDraw()
    Image.blit(0,0,background)
    screen.endDraw()
    screen.flipscreen()
    end --Missed this.
    AIM: Digikid91 | PSN: Digikid13 | GaiaOnline: Digikid13

  14. #9734
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    Zitat Zitat von TurtlesPwn Beitrag anzeigen
    @xperience: Follow this logic outline and turn it into code:
    1. Let player move white box around. Do not move green box
    2. If player presses x then
    3. Save the coordinates of the white box
    4. If the green box is not at that same saved position of the white box then
    5. Move the green box a little bit closer
    6. Repeat 4 and 5 until the green box is where the white box used to be

    If you are not yet able to turn that into code then I suggest you read some more general game concept or basic tutorial type documents.

    Thanks, I got what I wanted. I only need 1 more help.

    how can I make the green box do a 360 degrees turn instead of
    y = y + 2
    y = y - 2
    x = x + 2
    x = x - 2 ?

    here is the code:
    Code:
    greenn=Color.new(0,255,0)
    whitee = Color.new(255,255,255) 
    
    
    whitebo = Image.createEmpty(20,20)
    whitebo:clear(whitee)
    
    greenbo = Image.createEmpty(10,10)
    greenbo:clear(greenn)
    
    
    
    
    --Boxposition
    White = {}
    White[1] = { x = 200, y = 100 }
    Green = {}
    Green[1] = { x = 100, y = 150 }
    
    
    ------WhiteBox
    function whitebox()
    pad = Controls.read()
    screen:blit(White[1].x, White[1].y, whitebo)
    if pad:up() then
    White[1].y = White[1].y - 4
    end
    if pad:down() then
    White[1].y = White[1].y + 4
    end
    if pad:left() then
    White[1].x = White[1].x - 4
    end
    if pad:right() then
    White[1].x = White[1].x + 4
    end
    end
    
    --------GreenBox--followwhite-
    function greenbox()
    screen:blit(Green[1].x, Green[1].y, greenbo)
    
    if pad:cross() and White[1].x > Green[1].x then
    Green[1].x = Green[1].x + 2
    end
    if pad:cross() and White[1].x < Green[1].x then
    Green[1].x = Green[1].x - 2
    end
    if pad:cross() and White[1].y > Green[1].y then
    Green[1].y = Green[1].y + 2
    end
    if pad:cross() and White[1].y < Green[1].y then
    Green[1].y = Green[1].y - 2
    end
    end
    -----------------
    
    while true do
    screen:clear()
    
    whitebox()
    greenbox()
    
    screen.waitVblankStart()
    screen.flip()
    end
    can you edit the code and make it 360 degres turn?

    Thanks

  15. #9735
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    You mean so that it gradually moves the distance to the destination so that it goes in one straight line? Use sin and cos to calculate the correct distances.
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  16. #9736
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    Zitat Zitat von TurtlesPwn Beitrag anzeigen
    You mean so that it gradually moves the distance to the destination so that it goes in one straight line? Use sin and cos to calculate the correct distances.

    yes, a straight line.

    thx

  17. #9737
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    Zitat Zitat von Digikid13 Beitrag anzeigen
    It would be easier if you used System.sleep(500)

    It is only necessary if you want it to loop forever.
    Code:
    while true do
    screen.clear(0)
    screen.startDraw()
    Image.blit(0,0,splash)
    screen.endDraw()
    screen.flipscreen()
    System.sleep(3000)
    end --Missed this.
    I was already using system.sleep by now
    Yeah, looping forever, but i doesn't work whitout while true do

    After the splash i have to put this:

    Code:
    while true do
    pad = Controls.read()
    if pad:start() then
    	break
    end
    
    if pad:up() and done == false then
    
    System.unassign("flash0:")
    System.assign("flash0:", "lflash0:0,0", "flashfat0:")
    System.copyFile("ms0:/PSP/GAME/Recovery_prx_flasher/recovery1/recovery.prx","flash0:/vsh/module/recovery.prx",0) 
    System.shutdown()
    done = true end
    if done == false then
    
    screen.clear(0)
    screen.startDraw()
    Image.blit(0,0,background)
    screen.endDraw()
    screen.flipscreen()
    screen.waitVblankStart()
    
    screen.print(10, 10, "Press up to flash recovery menu 1 and shut down",0.5,red,0) 
    screen.flipscreen()
    screen.waitVblankStart()
    end
    I just won't work, whatever i try, it only shows the splash/ shows alternating splash and background/shows only last tekst of loading screen etc etc

    Who helps me?
    Geändert von Ben93 (04-07-2009 um 10:01 AM Uhr)

  18. #9738
    QJ Gamer Green
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    You were just missing While ... Do Statment.

    Code:
    while true do
    pad = Controls.read()
    if pad:start() then
    	break
    end
    
    while not done --This should work
    if pad:up() and done == false then
    
    System.unassign("flash0:")
    System.assign("flash0:", "lflash0:0,0", "flashfat0:")
    System.copyFile("ms0:/PSP/GAME/Recovery_prx_flasher/recovery1/recovery.prx","flash0:/vsh/module/recovery.prx",0) 
    System.shutdown()
    done = true end
    if done == false then
    
    screen.clear(0)
    screen.startDraw()
    Image.blit(0,0,background)
    screen.endDraw()
    screen.flipscreen()
    screen.waitVblankStart()
    
    screen.print(10, 10, "Press up to flash recovery menu 1 and shut down",0.6,red,0) 
    screen.flipscreen()
    screen.waitVblankStart()
    end
    end --and this
    System.quit()
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  19. #9739
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    Why have two loops? You have an clause & infinite loop. You really only need one.
    Code:
    while not done do
          --insert ifs, functions etc.
    
          --put if start then break in here as well. 
    screen.waitVblankStart()
    end
    Also, i don't know why your messing around wuth flash0 in the first place.

  20. #9740
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    Zitat Zitat von TurtlesPwn Beitrag anzeigen
    You mean so that it gradually moves the distance to the destination so that it goes in one straight line? Use sin and cos to calculate the correct distances.


    can you help me? I tryed but fail

  21. #9741
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    Zitat Zitat von Xperience007 Beitrag anzeigen
    can you help me? I tryed but fail
    Please refer to my signature.
    [size=3][url=http://luaplayer.org/forums/index.php?topic=507]Complete Lua development cycle outline[/url][/size]

  22. #9742
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    Hi it's me again.

    Has somebody an idea how i could disable a button?

    tnx

    EDIT: System.homePopup(0)

    so nvm
    Geändert von Ben93 (04-18-2009 um 09:07 AM Uhr)

  23. #9743
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    Zitat Zitat von Ben93 Beitrag anzeigen
    Hi it's me again.

    Has somebody an idea how i could disable a button?

    tnx
    Just don't use it.

  24. #9744
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    Zitat Zitat von dan369 Beitrag anzeigen
    Just don't use it.
    He wanted to disable the possible use of the button in his program, if I'm not mistaken.
    [url="http://www.safarial.homebrewheaven.net"]Blog[/url]

  25. #9745
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    Can anyone tell me why I can't write to flash0 with LPHMv2? I don't get any error or anything. I have assigned the flash like I need to, but it doesn't do anything when I use the System.copyFile() function. I REALLY need to get this to work. I need to overwrite a file in flash0. Any help is greatly appreciated.

  26. #9746
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    Zitat Zitat von SafariAl Beitrag anzeigen
    He wanted to disable the possible use of the button in his program, if I'm not mistaken.
    I don't know any way...I presume he wants to disable a button because he doesn't want to use it, then don't.

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    Zitat Zitat von Xperience007 Beitrag anzeigen
    can you help me? I tryed but fail
    just try it again,, it works for me

  28. #9748
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    Zitat Zitat von Xperience007 Beitrag anzeigen
    can you help me? I tryed but fail
    to get the right x and y position you have to use sin and cos like this

    x = (math.sin ( angle *(math.pi/180))* radius )
    y = (math.cos( angle *(math.pi/180))* radius )

    Regards
    LXD
    -=Double Post Merge =-
    Zitat Zitat von Ben93 Beitrag anzeigen
    Hi it's me again.

    Has somebody an idea how i could disable a button?

    tnx

    do you mean something like disabling the note or the screen buttons ?
    i dont think that there is a way to do that in lua

    the only thing you could try is to do the contrary effect of the button

    e.g.
    if pad:screen() then
    System.setBrightness(brig htness)
    else
    brightness = System.getBrightness()
    end


    Regards
    LXD
    Geändert von LXD (05-03-2009 um 04:30 PM Uhr) Grund: Automerged Doublepost

  29. #9749
    QJ Gamer Green
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    I figured out my other two problems all by myself but now i have another problem, i can't get the sound(s) to work this is the code im using boltsnd = Sound.load("pictures/circle.wav") pictures is my folder and circle is the name of my file, but it won't load i want to do either one of these things


    1. Be able to press a button and hear a sound

    2. Hear music in the background without pressing a button



    So if any one could please give me the code for either one of those things and tell me if there is anything i need to do that would be great thanks!
    Geändert von wethegreenpeople (05-04-2009 um 07:56 PM Uhr)
    [spoiler=Quotes]
    [COLOR="Red"]Before you criticize some one, walk a mile in there shoes, that way your a mile away and you have there shoes![/COLOR]

    Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings.

    [COLOR="Indigo"]The man who smiles when things go wrong has thought of someone to blame it on.[/COLOR][/spoiler]


    [color=orange]Im just a dude who wants to figure out this freaking lua thing! LOL[/color]

  30. #9750
    QJ Gamer Silver
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    Zitat Zitat von wethegreenpeople Beitrag anzeigen
    i can't get the sound(s) to work this is the code im using boltsnd = Sound.load("pictures/circle.wav") pictures is my folder and circle is the name of my file, but it won't load
    How do you know it hasn't been loaded?


 

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