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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; There's no need for they othe set of curly brackets. Theres millions of reasons why you game freezes. Post your ...

  
  1. #10111
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    There's no need for they othe set of curly brackets. Theres millions of reasons why you game freezes. Post your code.



  2. #10112
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    Zitat Zitat von Predricted Beitrag anzeigen
    I tried what ever you saidbut the game still freezes...
    can you turn this in a table used in PGE
    Code:
    local player1 =
    {
    {x=10, y=10, health=500, lvl=1 , dmg=50, exp=100 , image="images/Player/playerright.png",weapon="sword", magic="SunFire", mana = 100, casting = 0, attacking = 0}
    }
    PGE & LuaPlayer & LPHM are all API, they basically interpretes Lua.
    Lua is a programming language.And tables are structures that occurs in many programming languages,Lua included.
    The way you define and use tables is the same in PGE or LPHM or LuaPlayer or LuaPlayerEuphoria.

    Just notice one thing, you put a table in another one.

    Code:
    local player1={ {item1} }
    Then if you want to acces to the player one X coordinate, for instance, you'll have to call it like this:

    Code:
    player1[1][1] or player1[1].x
    Maybe, if you have to deal with manu players, you should have set your structure this way:

    Code:
    player={
    {x, y, etc --these are the first player args}
    {x,y,etc --these are the second player args}
    {etc}
    ----
    }
    And as Dan said, there are many reasons for what your game may freeze, just show what you did.
    00:00: Windows is loading...Come back tomorrow.
    01:00 : Booting done.Not yet errors encountered...
    01:10: Fatal error.Windows has been detected on logical drive
    01:22: Keyboard Locked, try everything.
    01:42 : Mouse Device Pilot not found, or uninstalled.Press Left-Bouton to continue.
    01:50 : Ending User session.Do you want to play another game ?
    01:59: Not enough memory.Only 508'312'583 bytes available.
    02:00 : System is shutting Down.

  3. #10113
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    Zitat Zitat von seanpaul223 Beitrag anzeigen
    PGE & LuaPlayer & LPHM are all API, they basically interpretes Lua.
    Lua is a programming language.And tables are structures that occurs in many programming languages,Lua included.
    The way you define and use tables is the same in PGE or LPHM or LuaPlayer or LuaPlayerEuphoria.

    Just notice one thing, you put a table in another one.

    Code:
    local player1={ {item1} }
    Then if you want to acces to the player one X coordinate, for instance, you'll have to call it like this:

    Code:
    player1[1][1] or player1[1].x
    Maybe, if you have to deal with manu players, you should have set your structure this way:

    Code:
    player={
    {x, y, etc --these are the first player args}
    {x,y,etc --these are the second player args}
    {etc}
    ----
    }
    And as Dan said, there are many reasons for what your game may freeze, just show what you did.
    No cause when I put this variable away the freeze stops..

  4. #10114
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    is there any way to tuncate in lua, i have a y corrdiants that say like 39.940170, is there any way to only print the 39.94?
    ...

  5. #10115
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    Yes there is.
    You can use string.format() func.Just have a look here for more details about this func.

    Basically, you can write somthing like this.

    Code:
    myNumber=39.940170
    truncatedNumber=string.format("%.2f",myNumber) --this will return myNumber, truncated with two decimals.
    why not making a simple func that return you a truncated number with a custom number of decimals...

    Code:
    function float(arg,value)
    	return string.format("%."..arg.."f",value)
    end
    00:00: Windows is loading...Come back tomorrow.
    01:00 : Booting done.Not yet errors encountered...
    01:10: Fatal error.Windows has been detected on logical drive
    01:22: Keyboard Locked, try everything.
    01:42 : Mouse Device Pilot not found, or uninstalled.Press Left-Bouton to continue.
    01:50 : Ending User session.Do you want to play another game ?
    01:59: Not enough memory.Only 508'312'583 bytes available.
    02:00 : System is shutting Down.

  6. #10116
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    why not making a simple func that return you a truncated number with a custom number of decimals...
    Since that's pointless, and dirty with such an ambiguous name.

    The whole point of string formatting is so that the user does not have to deal with a large set of functions.
    And besides, the only time string formatting is especially useful when outputting data, not exactly a common operation.

  7. #10117
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    thankyou very much now i understand how to make my own functions, nielkie this is for an output so i can see where to hittest on clicks, and i may use this for a timer too
    Geändert von cmbeke (07-22-2009 um 06:29 AM Uhr)
    ...

  8. #10118
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    The point of a function is to remove the need for repetition and/or accept a few arguments to return 1 or maybe 2 results / carry out a calculation on some data.

    A function is not needed if for example you wanted to print some text to 10, 10 then it would be pointless to code a function for that as the origional code would be 1 line, using a function for it would create the function 3 lines if formatted correctly (1 possibly but dont be awkward) and the call to the function either way using a function for that makes more lines which is pointless.
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  9. #10119
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    I need some help

    Code:
    bgcredits = pge.texture.load("./credits.png")
    bgrules = pge.texture.load("./rules.png")
    bgwinr = pge.texture.load("./winr.png")
    bgdrawr = pge.texture.load("./drawr.png")
    bgloser = pge.texture.load("./loser.png")
    bgwinp = pge.texture.load("./winp.png")
    bgdrawp = pge.texture.load("./drawp.png")
    bglosep = pge.texture.load("./losep.png")
    bgwins = pge.texture.load("./wins.png")
    bgdraws = pge.texture.load("./draws.png")
    bgloses = pge.texture.load("./loses.png")
    bggame = pge.texture.load("./game.png")
    bgmenue = pge.texture.load("./menue.png")
    
    function credits()
      while pge.runnung() do
        pge.controls.update()
    
        pge.texture.activate(bgcredits)
    
        if pge.controls.pressed(PGE_CTRL_CIRCLE)then
          menue()
        end
      end
    end
    
    [...]
    with these commands my program starts.

    but when I start the program an error occures:
    Error: SCRIPT.LUA:1: attempt to index global 'pge' ( a nil value)

  10. #10120
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    are you using pge lua player ?

    http://www.luaplayer.org/pge/downloads/pgelua_002.zip

    also

    Code:
    bgcredits = pge.texture.load("./credits.png")
    bgrules = pge.texture.load("./rules.png")
    bgwinr = pge.texture.load("./winr.png")
    bgdrawr = pge.texture.load("./drawr.png")
    bgloser = pge.texture.load("./loser.png")
    bgwinp = pge.texture.load("./winp.png")
    bgdrawp = pge.texture.load("./drawp.png")
    bglosep = pge.texture.load("./losep.png")
    bgwins = pge.texture.load("./wins.png")
    bgdraws = pge.texture.load("./draws.png")
    bgloses = pge.texture.load("./loses.png")
    bggame = pge.texture.load("./game.png")
    bgmenue = pge.texture.load("./menue.png")
    
    function credits()
      while pge.runnung() do
        pge.gfx.startdrawing()
        pge.gfx.clearscreen()
        pge.controls.update()
    
        bgcredits:activate()
        bgcredits:draweasy(0, 0) -- asuming 480 x 272 image
    
        if pge.controls.pressed(PGE_CTRL_CIRCLE)then
          menue()
        end
    
        pge.gfx.enddrawing()
        pge.gfx.swapbuffers()
      end
    end
    Geändert von FaT3oYCG (07-27-2009 um 07:34 AM Uhr)
    ------ FaT3oYCG -----
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  11. #10121
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    ok, thanks.. works for now

    Edit:
    now I have another problem:
    Code:
    function game()  
      while pge.running() do
        random = pge.math.randint(1,3)
            
        pge.gfx.startdrawing()
        pge.gfx.clearscreen()
    
        pge.controls.update()
    
        bggame:activate()
        bggame:draweasy(0, 0)
    
        if pge.controls.pressed(PGE_CTRL_SQUARE) and (random==3)then
          winr()
        end
        if pge.controls.pressed(PGE_CTRL_SQUARE) and (random==1)then
          drawr()
        end
        if pge.controls.pressed(PGE_CTRL_SQUARE) and (random==2)then
          loser()
        end
    
        if pge.controls.pressed(PGE_CTRL_CROSS) and (random==1)then
          winp()
        end
        if pge.controls.pressed(PGE_CTRL_CROSS) and (random==2)then
          drawp()
        end
        if pge.controls.pressed(PGE_CTRL_CROSS) and (random==3)then
          losep()
        end
    
        if pge.controls.pressed(PGE_CTRL_TRIANGLE) and (random==2)then
          wins()
        end
        if pge.controls.pressed(PGE_CTRL_TRIANGLE) and (random==1)then
          loses()
        end
        if pge.controls.pressed(PGE_CTRL_TRIANGLE) and (random==3)then
          draws()
        end
    
        if pge.controls.pressed(PGE_CTRL_CIRCLE)then
          menue()
        end
    
        pge.gfx.enddrawing()
        pge.gfx.swapbuffers()
      end
    end
    I want the function to create a random number (1, 2 or 3) when it starts and if the button and the number match the next function should be start. But I can just push Cross and Triangle and the functions winp() and wins() are launched.

    What do I do wrong?


    Edit: My Homebrew is finished
    Geändert von Dreiundachzig (07-27-2009 um 06:08 PM Uhr)

  12. #10122
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    i was wondering if their was someone i could pm with a LOT of pge questions

  13. #10123
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    Maybe i can help.
    00:00: Windows is loading...Come back tomorrow.
    01:00 : Booting done.Not yet errors encountered...
    01:10: Fatal error.Windows has been detected on logical drive
    01:22: Keyboard Locked, try everything.
    01:42 : Mouse Device Pilot not found, or uninstalled.Press Left-Bouton to continue.
    01:50 : Ending User session.Do you want to play another game ?
    01:59: Not enough memory.Only 508'312'583 bytes available.
    02:00 : System is shutting Down.

  14. #10124
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    i PMed u. =)

  15. #10125
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    why dont you just post them all up here, you can also ask me but i would preffer to be emailed to fatboycg on my googlemail.com account.
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  16. #10126
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    well i might post here once i get some bigger problems but seeing as im having beginer noob problems with pge i dont want to embarass myself.

  17. #10127
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    could someone please help me? on my app i got intrafont working but i don't want a shadow effect, is there a way to make it so it flashes instead of shadow effect?

  18. #10128
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    use C
    I hate those monkeys ZOMG!
    -~Slasher~-
    http://i18.tinypic.com/4m848p5.gif

  19. #10129
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    Zitat Zitat von slasher2661996 Beitrag anzeigen
    use C
    Why should you recommend something that you can't do?

  20. #10130
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    If you can set the color of the shadow, just make the shadow go from one desired color to another desired color using a sine wave.

    ...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


  21. #10131
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    how do i make a sine wave?

  22. #10132
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    Standard trouble in playing a wav

    can any function make that?
    i want to play wav when i am pressing a button,
    and stop when i release the button
    Thanks!

  23. #10133
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    Zitat Zitat von sly_spy Beitrag anzeigen
    can any function make that?
    i want to play wav when i am pressing a button,
    and stop when i release the button
    Thanks!
    No need to post your question 3 times, your new here so you've most probably haven't read the rules.
    Anyway what Luaplayer are you using? Luaplayer, Luaplayer Euphoria, Luaplayer HM or PGE?

  24. #10134
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    Zitat Zitat von thatoneguy559 Beitrag anzeigen
    how do i make a sine wave?
    Are you using the HM function? (For intrafont?)

  25. #10135
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    yeah im using intrafont in HMv2

  26. #10136
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    i use LP HM

  27. #10137
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    Then all the 'C' guys over complicated what you are trying todo. Afaik there isn't any method built in todo what you want but there's alternatives.
    You could use frame counting to print the text every 1/6 of a frame?
    Example:
    frameCount = frameCount + 1;

    if frameCount == 10 then
    --print text
    frameCount = 0; --reset the counter
    end

    That'll give it a 'flashing' effect. If you want it to say on-screen for longer than increase the range. e.g
    if frameCount > 10 and frameCount < 25 then
    --print text
    elseif frameCount > 25 then
    frameCount = 0; --reset the frame counter
    end

  28. #10138
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    Zitat Zitat von sly_spy Beitrag anzeigen
    i use LP HM
    Read this tut so you understand firstly how to use the functions:
    http://www.evilmana.com/tutorials/lua_tutorial_10.php

    To have it check for a pressed state in HM you do:
    Code:
    oldpad = Controls.read()
    
    --in while loop 
    pad = Controls.read() 
    
    if pad:cross() and oldpad:cross() ~= pad:cross() then
        --play sound 
    end
    
    --near end of script 
    oldpad = pad;
    screen.flip() --or flipscreen() depending on your version. 
    screen.waitVblankStart()
    end

  29. #10139
    QJ Gamer Green
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    thank you but how do put the effect into the script?

  30. #10140
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    Zitat Zitat von thatoneguy559 Beitrag anzeigen
    thank you but how do put the effect into the script?
    The code i gave you is self explanatory. Just do what you need todo (add the printing code where my comment is). If your wondering where it should go then, it should go in your main loop.


 

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