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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; Is there a more graceful way of doing this. Its looks very bad. edit: cool guys on channel #psplua on ...

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Old 10-11-2005, 03:47 PM   #181

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Is there a more graceful way of doing this. Its looks very bad.
edit: cool guys on channel #psplua on irc helped me

Quote:
Originally Posted by tenksnit
ok, sorry ill re-phrase my queston:

i have seen programs availabe for download in the file section, they say they have been written in lua, but open using an eboot file, is there a way to somehow convert the lua script to be run by an eboot

e.g, run straight from the game menu, and not going through the lua player...

thanks
You download luaplayer and delete eveything out of it except the eboot. Then you name your script system.lua. Im not to sure about this so correct me if im wrong.
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Old 10-12-2005, 09:46 AM   #182
 
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How do I make pushbuttons like the ones in the pspairhockey menu? ya know what I mean?

Last edited by lingon; 10-12-2005 at 01:16 PM..
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Old 10-18-2005, 04:18 PM   #183

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pic loads, but when you press x nothing happens... Please help!


Code:
luas = Sound.load("comp.wav")
lua = Image.load("luasplash.png")
screen:blit(0, 0, lua,  false)
	screen.waitVblankStart()
	screen.flip()
luas:play()
screen.waitVblankStart(240)
	screen.flip()
   Music.volume(255)
screen:clear()

monopoly = Image.load("monopolyboardnew.png")
screen:blit(0, 0, monopoly, false)
black = Color.new(0, 0, 0)
screen:print(85, 45, "Dice", black)
screen.flip()
while true do
screen.waitVblankStart()
pad = Controls.read()
dice1 = math.random(6)
dice2 = math.random(6)
if pad:cross() then
screen:print(80, 55,string.format("%d", dice1), black)
screen:print(100, 55,string.format("%d", dice2), black)
screen.flip()
screen.waitVblankStart(360)
end
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Old 10-18-2005, 04:32 PM   #184
 
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I'm just guessing here, but first of all:

Code:
dice1 = math.random(6)
dice2 = math.random(6)
you'de need to give it a range like math.random(1,6). Second, since the math.random is in a loop, I dont think it will ever land on a number. I'de try making a function to roll the dice, and have pad:cross() activate that funtion.
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Old 10-18-2005, 06:23 PM   #185

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well it loaded, but it did not display the text over the picture. ( the pic takes up the whole screen...)
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Old 10-18-2005, 07:00 PM   #186
 
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Quote:
Originally Posted by cools
well it loaded, but it did not display the text over the picture. ( the pic takes up the whole screen...)
I'm gonna guess agin, but I think its this part that's wrong:

Code:
string.format("%d", dice1)
"%d" is for digits me think. Example, "%03d" would equal 3 digits "000". You having nothing there mean no digits I think.
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Old 10-18-2005, 07:12 PM   #187

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still it doesnt load...

that part of script/
Code:
dice = function()
dice1 = math.random(6)
dice2 = nath.random(6)
screen:print(80, 55,string.format("%02d", dice1), black)
screen:print(100, 55,string.format("%02d", dice2), black)
screen.flip()
screen.waitVblankStart(360)
end

if pad:cross() then
activate = function(dice)
end
end
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Old 10-18-2005, 07:22 PM   #188
 
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What about this...

Code:
function rollDice()
  dice1=math.random(1,6)
  dice2=math.random(1,6)
end
--declare the funtion before the main loop

screen:print(80, 55,string.format("%02d", dice1), black)
screen:print(100, 55,string.format("%02d", dice2), black)
screen.flip()
screen.waitVblankStart(360)
end

if pad:cross() then rollDice() end

end
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Old 10-18-2005, 11:36 PM   #189

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Talking 60vblanks = 1sec 120vblanks = 2sec ect.

[QUOTE=SodR]Sry 2 post my question again but how do I get a text when I push a button to not disapear after I have released the button[QUOTE=SodR] dude i wudnt code if i were you i mean even with my limited comp use i still kno
screen.waitVblankStart(60 )
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Old 10-19-2005, 12:12 AM   #190
 
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[QUOTE=SG57][QUOTE=SodR]Sry 2 post my question again but how do I get a text when I push a button to not disapear after I have released the button
Quote:
Originally Posted by SodR
dude i wudnt code if i were you i mean even with my limited comp use i still kno
screen.waitVblankStart(60 )
That was one ugly post. At least you gave an answer . Everybody should have a chance to learn, dont let it get to ya SodR.
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Old 10-19-2005, 12:57 AM   #191
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Okay, this one has had me stumped all day. I have been trying to get ball1 to bounce off of wall1 correctly. So far I have been able to get either the ball to react correctly to either the top and bottom or the left and right sides of the wall.

For example, I can get ball1 to bounce off the top and bottom of wall1 perfectly, but when it touches the sides it teleports the ball to the bottom of the wall. If I modify the code a little bit I can get the ball to bounce off the side, but it will also bounce up as if it had hit the floor, and the ball slides through the wall if it is forced into it.

I am uploading a version from before I connected the collision detection because I figured the way I did it was unnecessarily complex, but the function I used is still in the code if you want to use it.

I'd really appreciate it if someone could help me get past this roadblock. Thanks in advance.

Edit: thanks to this kickass interactive tutorial, I managed to get things working.
Attached Files
File Type: txt script.lua.txt‎ (2.7 KB, 33 views)

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Old 10-19-2005, 05:51 PM   #192

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hey kinda new here but anyways i was wondering if someone could teach me how to do self animation control and if you dont understand i mean like be able to move text and the other buttons still work for the text even though it is moved i can upload my script if you want note i had some help and learned a lot and managed to get it running after some modifications to the script and its only a simple program and when i say simple i mean extremly so could someone help just ask and i will upload it to this post or a later post and thanks
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Old 10-19-2005, 06:24 PM   #193

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XteticX- Well i got it to work, but the numbers keep loading over themselves. so it looks crazy and is impossible to tell what number has shown up

Picture Animations........

well all u really have to do is...

load an image...
then use screen:clear()
load the next image after the first.

so
Load an Image, Clear Screen, Load next image in sequence, Clear Screen...

Do that as many times as needed. IT should look like a moving graphic.

Note: I have never done this, but it should work...
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Old 10-28-2005, 02:55 PM   #194
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Wow... there sure are a lot of new lua threads...

BUMP
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Old 10-29-2005, 11:04 AM   #195

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how do u load a image if my cursor goes over a pixel
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Old 10-29-2005, 11:53 AM   #196
 
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Quote:
Originally Posted by SG57
how do u load a image if my cursor goes over a pixel
Once again I'll just guess, if its only 1 pixel, then you should be abble to do something like this:

Blank would be a transparent image
And Item would be what you want to blit when the cursor is over the given pixel

Code:
Blank=Image.load("blank.png")
Item=Image.load("item.png")
--Make it invisable at start up
IMAGE=Blank
Now you could either make a function for this, or if its only for one item then just add this in the main loop:

Code:
if cursorX>=10 and cursorY>=10 then IMAGE=Item
else IMAGE=Blank
end

screen:blit(10,10,IMAGE,true)
So that would make the Item appear when your cursor is exacly over that specific pixel, x10,y10. This will be hard to do btw. If its some kind of shell thing your doing, then give it a range and not only one single pixel to go over.

Code:
if cursorX>=10 and cursorX<=30 and cursorY>=10 and cursorY<=30 then IMAGE=Item
else IMAGE=Blank
end

screen:blit(10,10,IMAGE,true)
Hope that gives you an idea of what I mean.
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Old 10-29-2005, 01:18 PM   #197
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Quote:
Originally Posted by MagicianFB
Wow... there sure are a lot of new lua threads...

BUMP
You just bumped a sticky
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Old 10-29-2005, 03:47 PM   #198

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i tried bliting the image stead of using else didnt work
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Old 10-29-2005, 04:38 PM   #199

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Quote:
Originally Posted by Virtue
You just bumped a sticky
Actually he bumped it before it was a sticky.
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Old 10-29-2005, 04:39 PM   #200
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I knew that
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[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

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Old 10-29-2005, 10:44 PM   #201

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tht pixel thing aint working help plz
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Old 10-30-2005, 07:30 AM   #202
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What exactly do you mean by load an image? You mean blit an image? Like if the cursor goes over something, then show a picture? Give me your code so far.
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[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

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Old 10-30-2005, 09:52 AM   #203

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yes and i cant post code my comp broken
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Old 10-30-2005, 10:16 AM   #204

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Or you dont even have the code written... Why/How are you asking if your comp is broken?
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Old 10-30-2005, 11:02 AM   #205
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How is your computer broken yet you are posting this? What do you mean, "it's broken"?
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[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 10-30-2005, 12:16 PM   #206
 
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Is there any possible way to "Resize" an image? Can anybody make a function for me? I want to take an Image (WITHOUT RESIZING IT WITH AN EDITOR) that has dimensions of 640x480, resize it to 272x480 (So it fits on the screen) and then blit it. Example:

Code:
Image1=Image.load("0001.png") --Image has dimensions 640x480
Image1:Resize(480, 272)
screen:blit(0, 0, Image1)
screen.flip()
I know Image:Resize is not a REAL function, but can someone make this function for me? Thanks,

Josh
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Old 10-30-2005, 05:16 PM   #207

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um im on fired up browser and i need more ram to get windows xp
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Old 11-01-2005, 09:44 AM   #208
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Quote:
Originally Posted by joreofiorio35
Is there any possible way to "Resize" an image? Can anybody make a function for me? I want to take an Image (WITHOUT RESIZING IT WITH AN EDITOR) that has dimensions of 640x480, resize it to 272x480 (So it fits on the screen) and then blit it. Example:

Code:
Image1=Image.load("0001.png") --Image has dimensions 640x480
Image1:Resize(480, 272)
screen:blit(0, 0, Image1)
screen.flip()
I know Image:Resize is not a REAL function, but can someone make this function for me? Thanks,

Josh

I highly doubt this can be done, because Lua doesn't have this kinda stuff built into it, atleast not yet. But how hard is it to go into PS, and resize it t 480 x 272? I do it all the time.
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[B]Applications:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

[B]Games:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

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Old 11-01-2005, 03:27 PM   #209
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Quote:
Originally Posted by joreofiorio35
Is there any possible way to "Resize" an image? Can anybody make a function for me? I want to take an Image (WITHOUT RESIZING IT WITH AN EDITOR) that has dimensions of 640x480, resize it to 272x480 (So it fits on the screen) and then blit it. Example:

Code:
Image1=Image.load("0001.png") --Image has dimensions 640x480
Image1:Resize(480, 272)
screen:blit(0, 0, Image1)
screen.flip()
I know Image:Resize is not a REAL function, but can someone make this function for me? Thanks,

Josh
Hmmmmmmmmm... there is a way to do it... I just forget what it is.
I'll try and find it.
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Old 11-01-2005, 03:39 PM   #210
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Here it is:
http://forums.qj.net/191703-post9.html
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