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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; i am trying to make a tile based maze game, i have the basic tile/scrolling engine down, i am trying ...

  
  1. #10021
    Lua Coder
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    i am trying to make a tile based maze game, i have the basic tile/scrolling engine down, i am trying to make my scrolling much smoother. I have some luck, the smoothing function i use is working but the scrolling gets out of line, it either is lagging or going to fast.(i get 55 fps) i basicly i check to see if i can move, then if i can i let this happen
    if movemap_left == 1 and smu == 0 and smd == 0 then
    if pad:left() then
    mmx = mmx + 1
    sml = sml + 1
    smr = smr - 1
    end
    end
    ths sml, smr, smu, and smd all stand for smoothmove and then a button, they add up to 32, then at 32 they move my person. the mmx stand for movemapx this moves my map. I am trying so that the sml, smr, and mmx are all done at the same time, right now they arnt(some times over 32 pixels out is the ammount that the scrolling is off track.

    Full Functions Code:
    Code:
    -- Draws The Map
    function maze_draw()
    --Map Pics
     screen:blit(0 + mmx, 0 + mmy, p0)
      screen:blit(480 + mmx, 0 + mmy, p1)
        screen:blit(960 + mmx, 0 + mmy, p2)
          screen:blit(1440 + mmx, 0 + mmy, p3)
            screen:blit(0 + mmx, 272 + mmy, p4)
    	 screen:blit(480 + mmx, 272 + mmy, p5)
    	  screen:blit(960 + mmx, 272 + mmy, p6)
    	    screen:blit(1440 + mmx, 272 + mmy, p7)
    	     screen:blit(0 + mmx, 544 + mmy, p8)
    	      screen:blit(480 + mmx, 544 + mmy, p9)
    	       screen:blit(960 + mmx, 544 + mmy, p10)
    	        screen:blit(1440 + mmx, 544 + mmy, p11)
    		 screen:blit(0 + mmx, 816 + mmy, p12)
    		  screen:blit(480 + mmx, 816 + mmy, p13)
    		   screen:blit(960 + mmx, 816 + mmy, p14)
    		    screen:blit(1440 + mmx, 816 + mmy, p15)
    		    if dofile_maze == 0 then
    		     screen:blit(0 + mmx, 1080 + mmy, p16)
    		      screen:blit(480 + mmx, 1080 + mmy, p17)
    		       screen:blit(960 + mmx, 1080 + mmy, p18)
    		        screen:blit(1440 + mmx, 1080 + mmy, p19)
    			end
         for Y = 1, #Map do 
              for X = 1, #Map[Y] do
              --      Shows Where Map is                Moves Map
                   local x = (X - 1) * wallS + mmx
                   local y = (Y - 1) * wallS + mmy
    
                   if Map[Y][X] == wahh then
                        screen:blit(x, y, finish)
                   end
           end 
    end 
    -- Paste FPS to screen
    screen:print( 415, 10, "FPS = "..math.floor(1000/fps:time()), white)
    screen:blit(224, 120, see)
    end
    
     -- Moves The Map
    function player_move()
    
    if smu == 32 then
    movemap_up = 0
    Player.Y = Player.Y - 1
    smu = 0
    end
    if smd == 32 then
    movemap_down = 0
    Player.Y = Player.Y + 1
    smd = 0
    end
    if smr == 32 then
    movemap_right = 0
    Player.X = Player.X + 1
    smr = 0
    end
    if sml == 32 then
    movemap_left = 0
    Player.X = Player.X - 1
    sml = 0
    end
    
    if smu <= 0 then
    smu = 0
    end
    if smd <= 0 then
    smd = 0
    end
    if smr <= 0 then
    smr = 0
    end
    if sml <= 0 then
    sml = 0
    end
    
    if Map[Player.Y - 1][Player.X] ~= 1 then -- Checks If You Can Move(Makes Sure Not Equal To Wall, Wall =1)
         -- Moves Map and Moves Invisible Collision Player
         movemap_up = 1
         end
    if Map[Player.Y + 1][Player.X] ~= 1 then -- Checks If You Can Move(Makes Sure Not Equal To Wall, Wall =1)
         -- Moves Map and Moves Invisible Collision Player
         movemap_down = 1
         end
    if Map[Player.Y][Player.X + 1] ~= 1 then -- Checks If You Can Move(Makes Sure Not Equal To Wall, Wall =1)
         -- Moves Map and Moves Invisible Collision Player
         movemap_right = 1
         end
    if Map[Player.Y][Player.X - 1] ~= 1 then -- Checks If You Can Move(Makes Sure Not Equal To Wall, Wall =1)
         -- Moves Map and Moves Invisible Collision Player
         movemap_left = 1
         end
         
    if movemap_up == 1 and smr == 0 and sml == 0 then
    if pad:up() then
         mmy = mmy + 1
         smu = smu + 1
         smd = smd - 1
         end
    end
    
    if movemap_down == 1 and smr == 0 and sml ==0 then
    if pad:down() then
         mmy = mmy - 1
         smd = smd + 1
         smu = smu - 1
         end
    end
    
    if movemap_right == 1 and smu == 0 and smd == 0 then
    if pad:right() then
         mmx = mmx - 1
         smr = smr + 1
         sml = sml - 1
         end
    end
    
    if movemap_left == 1 and smu == 0 and smd == 0 then
    if pad:left() then
         mmx = mmx + 1
         sml = sml + 1
         smr = smr - 1
         end
    end
    
    if Map[Player.Y][Player.X] == wahh then  -- Warps To Next Level (wahh is randmonly seclected from 3,4,5,6 as a finish point)
         finished = 1
    end
    screen:print( 400, 25, "smu = " .. smu, white)
    screen:print( 400, 35, "smd = " .. smd, white)
    screen:print( 400, 45, "smr = " .. smr, white)
    screen:print( 400, 55, "sml = " .. sml, white)
    end
    
    function player_win()
    if finished == 1 then
    mmx = mmx*0
    mmy = mmy*0
    dofile_maze = dofile_maze + 1
         Player.X = 2
         Player.Y = 2
    finished = 0
    end
    end
    
    function maze_reset()
    if pad:select() then
    System.quit()
    end
    end
    Full Main Code:
    Code:
    --	Scrolling Maze Map Game
    --	6/1/2009-X/YY/2009
    --	Modifyed by Cmbeke
    --	Taken From :
    --				http://www.retroemu.com/showthread.php?t=566
    --						Based on Osgeld's Orignal Code 
    
    --	Made Using PSPWrite/FlatEditPSP on PSP & SciET on PC
    
    --		Runs On LuaPlayer Euphoria By Zach
    
    --Basic Loading Instructions
    red = Color.new(255, 0, 0) 
    orange = Color.new(255, 140, 0)
    yellow= Color.new(255, 255, 0)
    green = Color.new(0, 255, 0) 
    blue = Color.new(0, 0, 255)
    blue2 = Color.new(30, 144, 255)
    blue3 = Color.new(16, 78, 139)
    blue4 = Color.new(25, 25, 112)
    purple = Color.new(153, 50, 204)
    pink = Color.new(255, 110, 199)
    black = Color.new(0, 0, 0)
    brown = Color.new(107, 66, 38)
    white = Color.new(255, 255, 255)
    grey = Color.new(84, 84, 84)
    light_grey = Color.new(211, 211, 211)
    silver = Color.new(230, 232, 250)
    dofile("system\\system\\maze_functions.lua")
    
    -- Checks if Finished
    finished = 0
    -- What Maze File
    dofile_maze = 0
    reset = 0
    
    if dofile_maze == 0 then
    --dofile("System\\Mazes\\maze.lua")
    Map = {
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
    {1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 5, 1},
    {1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1},
    {1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1},
    {1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1},
    {1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1},
    {1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 1, 1, 0, 1, 1},
    {1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1},
    {1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1},
    {1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 1, 6, 1, 1, 1, 1, 0, 1},
    {1, 0, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 1},
    {1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1},
    {1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 4, 1, 0, 1, 1},
    {1, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1},
    {1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 1, 0, 1, 1, 0, 0, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1},
    {1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1, 1},
    {1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 1},
    {1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 1},
    {1, 1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1},
    {1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1},
    {1, 1, 0, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1},
    {1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 0, 0, 1},
    {1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 0, 1},
    {1, 0, 0, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 1},
    {1, 1, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1},
    {1, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 1},
    {1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1},
    {1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1},
    {1, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1},
    {1, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 0, 1, 1, 0, 1},
    {1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, 0, 0, 1, 3, 1},
    {1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
    }
    p0 = Image.load("system\\mazes\\1\\screen0.png")
    p1 = Image.load("system\\mazes\\1\\screen1.png")
    p2 = Image.load("system\\mazes\\1\\screen2.png")
    p3 = Image.load("system\\mazes\\1\\screen3.png")
    p4 = Image.load("system\\mazes\\1\\screen4.png")
    p5 = Image.load("system\\mazes\\1\\screen5.png")
    p6 = Image.load("system\\mazes\\1\\screen6.png")
    p7 = Image.load("system\\mazes\\1\\screen7.png")
    p8 = Image.load("system\\mazes\\1\\screen8.png")
    p9 = Image.load("system\\mazes\\1\\screen9.png")
    p10 = Image.load("system\\mazes\\1\\screen10.png")
    p11 = Image.load("system\\mazes\\1\\screen11.png")
    p12 = Image.load("system\\mazes\\1\\screen12.png")
    p13 = Image.load("system\\mazes\\1\\screen13.png")
    p14 = Image.load("system\\mazes\\1\\screen14.png")
    p15 = Image.load("system\\mazes\\1\\screen15.png")
    p16 = Image.load("system\\mazes\\1\\screen16.png")
    p17 = Image.load("system\\mazes\\1\\screen17.png")
    p18 = Image.load("system\\mazes\\1\\screen18.png")
    p19 = Image.load("system\\mazes\\1\\screen19.png")
    end
    if dofile_maze == 1 then
    --dofile("System\\Mazes\\maze2.lua")
    Map = {
    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, },
    { 1, 0, 0, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 1, },
    { 1, 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 1, },
    { 1, 0, 0, 1, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 1, 0, 1, },
    { 1, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 1, },
    { 1, 0, 0, 0, 0, 1, 0, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 1, 0, 1, 0, 1, },
    { 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 0, 0, 1, },
    { 1, 0, 0, 1, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 1, },
    { 1, 1, 0, 1, 1, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 1, 1, 6, 1, 0, 0, 1, },
    { 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 0, 1, },
    { 1, 0, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, },
    { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, },
    { 1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, },
    { 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 0, 1, },
    { 1, 1, 0, 1, 1, 0, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, },
    { 1, 1, 0, 0, 1, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 4, 1, 1, 1, 1, 0, 1, 0, 1, 1, },
    { 1, 1, 0, 0, 1, 1, 1, 1, 0, 0, 1, 0, 1, 0, 1, 0, 0, 1, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 1, 0, 0, 1, },
    { 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 1, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 1, 0, 1, },
    { 1, 0, 1, 0, 0, 1, 1, 0, 1, 1, 1, 0, 1, 1, 1, 0, 1, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 0, 0, 1, },
    { 1, 0, 0, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 1, },
    { 1, 0, 1, 1, 0, 0, 0, 1, 1, 0, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 1, },
    { 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 1, 5, 0, 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, 0, 1, },
    { 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 0, 1, 0, 1, 1, 1, 1, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 1, 0, 0, 1, },
    { 1, 0, 1, 1, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 1, 0, 1, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 1, },
    { 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1, 0, 3, 1, },
    { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, }
    }
    p0 = Image.load("system\\mazes\\2\\screen0.png")
    p1 = Image.load("system\\mazes\\2\\screen1.png")
    p2 = Image.load("system\\mazes\\2\\screen2.png")
    p3 = Image.load("system\\mazes\\2\\screen3.png")
    p4 = Image.load("system\\mazes\\2\\screen4.png")
    p5 = Image.load("system\\mazes\\2\\screen5.png")
    p6 = Image.load("system\\mazes\\2\\screen6.png")
    p7 = Image.load("system\\mazes\\2\\screen7.png")
    p8 = Image.load("system\\mazes\\2\\screen8.png")
    p9 = Image.load("system\\mazes\\2\\screen9.png")
    p10 = Image.load("system\\mazes\\2\\screen10.png")
    p11 = Image.load("system\\mazes\\2\\screen11.png")
    p12 = Image.load("system\\mazes\\2\\screen12.png")
    p13 = Image.load("system\\mazes\\2\\screen13.png")
    p14 = Image.load("system\\mazes\\2\\screen14.png")
    p15 = Image.load("system\\mazes\\2\\screen15.png")
    end
    
    -- Move Map X
    mmx = 0
    -- Move Map Y
    mmy = 0
    -- Smooth Map Stuff
    smu = 0
    smr = 0
    smd = 0
    sml = 0
    movemap_up = 0
    movemap_down = 0
    movemap_right = 0
    movemap_left = 0
    
    --FramesPerSecond Instructions
    fps = Timer.new()
    
    -- Wall
    wallS = 32 
    
    -- Finish
    finishS = 32
    finish = Image.createEmpty(finishS,finishS)
    finish:clear(blue3)
    
    -- Visible Player
    playerS = 32
    see = Image.createEmpty(playerS, playerS)
    see:clear(red)
    
    -- Collision Player
    Player = {
    	X = 2, 
    	Y = 2,
    }
    
    --Randomizes Finish From Four Prechoosen Spots
    wahh = 0
    wahh = math.randomseed(os.time())
    wahh = math.random(3,6)
    --print(wahh)
    
    while true do
    --Reads Buttons
    pad = Controls.read()
    
    --Count Frames
    fps:reset()
    fps:start()
    
    --Starts GU
    System.startGu()
    	--Refreshes Screen
    	screen:clear()
    maze_draw()
    player_move()
    player_win() 
    --Ends GU
    System.endGu()
    maze_reset()
    	--Other Needed Crap
    	screen.flip()
    end
    Can any one help me?


    ...

  2. #10022
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    whoah O_o that is one lot of code, i didnt realy understand what you were asking and you just threw some variables into your explanation, if you could spend some time to better outline your problem (dont rush), then maybe i could spend some time to help you :).
    ------ FaT3oYCG -----
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  3. #10023
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    Code:
    function maze_draw()
    --Map Pics
     screen:blit(0 + mmx, 0 + mmy, p0)
      screen:blit(480 + mmx, 0 + mmy, p1)
        screen:blit(960 + mmx, 0 + mmy, p2)
          screen:blit(1440 + mmx, 0 + mmy, p3)
            screen:blit(0 + mmx, 272 + mmy, p4)
    	 screen:blit(480 + mmx, 272 + mmy, p5)
    	  screen:blit(960 + mmx, 272 + mmy, p6)
    	    screen:blit(1440 + mmx, 272 + mmy, p7)
    	     screen:blit(0 + mmx, 544 + mmy, p8)
    	      screen:blit(480 + mmx, 544 + mmy, p9)
    	       screen:blit(960 + mmx, 544 + mmy, p10)
    	        screen:blit(1440 + mmx, 544 + mmy, p11)
    		 screen:blit(0 + mmx, 816 + mmy, p12)
    		  screen:blit(480 + mmx, 816 + mmy, p13)
    		   screen:blit(960 + mmx, 816 + mmy, p14)
    		    screen:blit(1440 + mmx, 816 + mmy, p15)
    		    if dofile_maze == 0 then
    		     screen:blit(0 + mmx, 1080 + mmy, p16)
    		      screen:blit(480 + mmx, 1080 + mmy, p17)
    		       screen:blit(960 + mmx, 1080 + mmy, p18)
    		        screen:blit(1440 + mmx, 1080 + mmy, p19)
    			end
    o_O That's not how indentation works!

  4. #10024
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    Zitat Zitat von Nielkie Beitrag anzeigen
    o_O That's not how indentation works!
    XD that is what i thoght too but sureley that happened when the code was copied over, i mean don't tell me that was done purposley.
    ------ FaT3oYCG -----
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  5. #10025
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    k. quick question. If i use this code can i move files from my comp to psp(and vice versa)?
    Code:
    green=Color.new(0,255,0)
    while true do
    pad= Controls.read()
    screen:clear()
    screen:print(0,0,"X to enable USB",green)
    screen:print(0,10,"[] to disable USB",green)
    	if pad:cross() then
    	System.usbDiskModeActivate()
    	end
    	if pad:square() then
    	System.usbDiskModeDeactivate()
    	end
    	if pad:start() then
    	break
    	end
    end
    This is the warning i got from the snippets section about activating usb.
    Activates the USB mode. Attention: When writing from USB to the memory stick, you must not write from within your Lua script to the memory stick, until you disable USB, otherwise the filesystem of your memory stick gets corrupted and you have to reformat your memmory stick.
    -=Double Post Merge =-
    k. quick question. If i use this code can i move files from my comp to psp(and vice versa)?
    Code:
    green=Color.new(0,255,0)
    while true do
    pad= Controls.read()
    screen:clear()
    screen:print(0,0,"X to enable USB",green)
    screen:print(0,10,"[] to disable USB",green)
    	if pad:cross() then
    	System.usbDiskModeActivate()
    	end
    	if pad:square() then
    	System.usbDiskModeDeactivate()
    	end
    	if pad:start() then
    	break
    	end
    end
    This is the warning i got from the snippets section about activating usb.
    Activates the USB mode. Attention: When writing from USB to the memory stick, you must not write from within your Lua script to the memory stick, until you disable USB, otherwise the filesystem of your memory stick gets corrupted and you have to reformat your memmory stick.
    Geändert von scionsamurai (07-01-2009 um 12:45 AM Uhr) Grund: Automerged Doublepost

  6. #10026
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    Yes, it'll activate the usb so that you can copy files. It just says that you shouldn't overwrite the script your using. Though i ain't to sure, i think that warning is pretty old so you may be able to but i wouldn't chance it

  7. #10027
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    k. thanks dan. and i double posted because my band with was bad. sorry all.
    -=Double Post Merge =-
    Here is my code now. and the problem now is when i press X to start usb mode it just freezes the program. i can still home outa the program (so the psp wasnt frozen). did i put any of this code wrong?
    Code:
    green=Color.new(0,255,0)
    oldpad=Controls.read()
    while true do
    pad= Controls.read()
    screen:clear()
    screen:print(0,0,"X to enable USB",green)
    screen:print(0,10,"[] to disable USB",green)
       if pad:cross() and not oldpad:cross() then
       System.usbDiskModeActivate()
       end
       if pad:square() then
       System.usbDiskModeDeactivate()
       end
       if pad:start() then
       break
       end
    screen.waitVblankStart()
    screen.flip()
    oldpad=pad
    end
    Geändert von scionsamurai (07-01-2009 um 06:42 AM Uhr) Grund: Automerged Doublepost

  8. #10028
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    Does it work? I.e when you put a usb cable in it comes up?

  9. #10029
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    no, it doesnt even show on computer. Im using luaplayer .2 if it helps. and another small question. can u rotate or flip images with normal luaplayer 0.2?

  10. #10030
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    stop learnin lua .2 learn PGE its basically the same but has better naming routines and speed, and it has the functions you need too.

    --> luaplayer.org
    --> click PGE
    --> enjoy
    ------ FaT3oYCG -----
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    My Website: http://www.modern-gamer.co.uk/

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  11. #10031
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    lol. ya im gonna learn a different form of lua AFTER this next release. (im already halfway done) but thanks for the tip

  12. #10032
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    Code:
    green = Color.new(0,255,0)
    
    usbActive = false
    
    while true do
        pad = Controls.read()
        
        screen:clear()
    
        screen:print(0, 0, "X to enable/disable USB", green)
        screen:print(0, 10, "USB Active: " .. tostring(usbActive), green)
    
        if pad:cross() and not oldpad = pad then
            if usbActive == false then
                System.usbDiskModeActivate()
                usbActive = true
            else
                System.usbDiskModeDeactivate()
                usbActive = false
            end
        end
    
        if pad:start() and not oldpad = pad then
            break
        end
    
        screen.waitVblankStart()
        screen.flip()
    
        oldpad = pad
    end
    
    green = nil
    usbActive = nil
    ------ FaT3oYCG -----
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  13. #10033
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    thanks. this is sleeker but with the same out come. it freezes the app. in luaplayer .2
    i dont know why but i try to enable it and it just freezes. im using a slim psp though. i can only run this because i used the leda software installer thing. i dont think i can boot into usb mode for the older homebrew. (looks like i need to upgrade to HM, or PGE soon,lol)

  14. #10034
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    lol .2 doesnt work on slim and only loads with leda, leda is a bit of a waste of time atm because it wasnt specifically designed for all application mainly the ones dax himself wanted to use. Other applications working is a side effect, its also only in its beta so it isnt supposed to work like a finished one anyway.

    Just switch to PGE now you will benefit from it, dont go anywhere near hm as it has bad documentation, strange naming and a veriety of problems that come along with the unstability, i used to like hm back when it was just a modification of the origional with more functions, but now it has lost its appeal and PGE is the way to go so you might aswell do it sooner rather than later.
    ------ FaT3oYCG -----
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  15. #10035
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    I will take ur word for switching to pge, but im going to finish this game first. it should only take me a week max. But i will switch to pge then. Is their a specific version, or should i just get the most up to date version?
    and do u know if they are still working on leda?

  16. #10036
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    1. Latest Version - PGE Lua Player 0.02 from http://www.luaplayer.org/?page_id=4
    2. Don't know, maybe check http://www.dark-alex.org/
    3. If I convert your game that you have at the moment into PGE will you switch to it as soon as I send you the PGE code?
    ------ FaT3oYCG -----
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  17. #10037
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    its tempting but im not sure about if i could finish what i started in pge. but i will definatly learn it after i release this game. and once i get good at pge i will convert it. But thanks for the offer,(and the info on pge)

  18. #10038
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    no problem, i hope you get your game sorted.
    ------ FaT3oYCG -----
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  19. #10039
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    One thing Lua = language, API = PGE. There is no different form of lua. (apart from Lua++).

  20. #10040
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    dan i cant cope any longer, your sig has a spelling mistake and Mraellis even put it in bold and you havent noticed please just change it now for the sake of my insanity, plus where did i say anywhere that pge was the language unless you were just stating that for scion's profitability.
    ------ FaT3oYCG -----
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  21. #10041
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    Zitat Zitat von scionsamurai Beitrag anzeigen
    lol. ya im gonna learn a different form of lua AFTER this next release. (im already halfway done) but thanks for the tip
    Thats what i was refering to. I don't see a spelling mistake.

  22. #10042
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    Hi I am using pgelua v.2 and I when experimenting with the post function pge.net.postform on my server I was wondering if there is any way to get it to echo back an image. Obviously just putting the image into the echo wouldn't work, but if I can get a similar function to pge.net.postform that handles images that would be awesome.

    PS. I am a noobie, just decided to take a break from php and look a little at lua. Please don't flame :Cry:

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    pge.net.getfile() gets a file look it up in the documentation here: pge.net

    if you want to get the file echod back from the form then echo the file name and the use the getfile function to download it.
    ------ FaT3oYCG -----
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    Zitat Zitat von FaT3oYCG Beitrag anzeigen
    pge.net.getfile() gets a file look it up in the documentation here: pge.net

    if you want to get the file echod back from the form then echo the file name and the use the getfile function to download it.
    Thanks.

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    You can also use postform and load the data with pge.texture.loadmemory

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    need some help, i wont repost this here but if you aren't on the luaplayer.org forums or cba signing in then just post here if you can help please.

    I'm makeing a PGE Lua file browser - need some help with launching
    ------ FaT3oYCG -----
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    Can someone help me with a level editor? I don't know where to start.
    My Releases:
    ---------------------------------------------------
    [URL="http://forums.qj.net/showthread.php?t=145654"]ROFLFlasher[/URL]

    [URL="http://forums.qj.net/showthread.php?t=144892"]DTS MGS Edition[/URL]

    [URL="http://forums.qj.net/showthread.php?t=143735"]Arkanoid Deluxe Beta[/URL]

    [URL="http://forums.qj.net/showthread.php?p=2144700#post2144700"]SAVIOR![/URL]

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    by giving a better description for a start what type of game etc.
    ------ FaT3oYCG -----
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    Oh sorry. For my Arkanoid game.
    My Releases:
    ---------------------------------------------------
    [URL="http://forums.qj.net/showthread.php?t=145654"]ROFLFlasher[/URL]

    [URL="http://forums.qj.net/showthread.php?t=144892"]DTS MGS Edition[/URL]

    [URL="http://forums.qj.net/showthread.php?t=143735"]Arkanoid Deluxe Beta[/URL]

    [URL="http://forums.qj.net/showthread.php?p=2144700#post2144700"]SAVIOR![/URL]

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    is their a command like screen.waitVblankStart() but for a single image? That just shows the image for a bit. i know of a long way to do it.
    -make a timer
    --make it so the timer starts at like 5 seconds
    ---make the image display while the timer is greater than zero
    but this seams like to much of a pain to me


 

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