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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 ...

  
  1. #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

    Zitat Zitat von 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.


    Geändert von Twenty 2 (10-11-2005 um 03:40 PM Uhr)
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    How do I make pushbuttons like the ones in the pspairhockey menu? ya know what I mean?
    Geändert von lingon (10-12-2005 um 12:16 PM Uhr)

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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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  4. #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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    well it loaded, but it did not display the text over the picture. ( the pic takes up the whole screen...)

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    Zitat Zitat von 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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    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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  8. #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
    [/QUOTE]

  9. #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 )

  10. #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
    Zitat Zitat von 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. :)

  11. #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.
    Angehängte Dateien Angehängte Dateien
    Geändert von Lancer (10-20-2005 um 02:42 PM Uhr)

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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
    1. Failed....again...
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  13. #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 :Cry:

    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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  14. #194
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    Wow... there sure are a lot of new lua threads...

    BUMP
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  15. #195
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    Standard luv ya if u no

    how do u load a image if my cursor goes over a pixel

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

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  16. #196
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    Zitat Zitat von 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.

  17. #197
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    Zitat Zitat von MagicianFB
    Wow... there sure are a lot of new lua threads...

    BUMP
    You just bumped a sticky :)
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  18. #198
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    i tried bliting the image stead of using else didnt work

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    Zitat Zitat von Virtue
    You just bumped a sticky :)
    Actually he bumped it before it was a sticky.
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    I knew that :)
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  21. #201
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    tht pixel thing aint working help plz

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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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  23. #203
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    yes and i cant post code my comp broken

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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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    How is your computer broken yet you are posting this? What do you mean, "it's broken"?
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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

  27. #207
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    um im on fired up browser and i need more ram to get windows xp

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    Zitat Zitat von 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.
    [center][COLOR=Green][B]- PM Me if you need help with anything - [/B] [/COLOR]

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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]
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    [img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]

  29. #209
    NDS Mod
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    Zitat Zitat von 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.
    "15% percent of programing is creating a program, 85% percent is getting it to work like it should." - Me
    [URL=http://www.mozilla.org/products/firefox/][IMG]http://img439.imageshack.us/img439/5667/getfirefox0sr.png[/IMG][/URL]

  30. #210
    NDS Mod
    Points: 18.386, Level: 86
    Level completed: 8%, Points required for next Level: 464
    Overall activity: 0%

    Registriert seit
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    Here it is:
    Lua Code Snippets
    "15% percent of programing is creating a program, 85% percent is getting it to work like it should." - Me
    [URL=http://www.mozilla.org/products/firefox/][IMG]http://img439.imageshack.us/img439/5667/getfirefox0sr.png[/IMG][/URL]


 
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