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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; Zitat von bronxbomber92 can any help me with making text return once is hit the edge off the screen? so ...

  
  1. #2281
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    Zitat Zitat von bronxbomber92
    can any help me with making text return once is hit the edge off the screen? so it doesnt run if the end of the screen? thanks
    I think this should do it.
    What I didnt put is how 'x' changes its value. That, is up to you. :icon_wink

    Code:
    white = Color.new(255, 255, 255)
    
    x = 100
    y = 100
    
    function add_to_x()
    blah blah
    end
    
    function subtract_from_x()
    blah blah
    end
    
    while true do
    
    screen:clear()
    
    if x <= 0 then 
    add_to_x() -- [reverse whatever code you have manipulating 'x's value]
    end
    
    if x >= 480 then 
    subtract_from_x() -- [go back to original manipulating code]
    end
    
    screen:print(x, y, "Text", white)


    Geändert von EminentJonFrost (05-15-2006 um 12:23 PM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  2. #2282
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    Zitat Zitat von EminentJonFrost
    I think this should do it.
    What I didnt put is how 'x' changes its value. That, is up to you. :icon_wink

    Code:
    white = Color.new(255, 255, 255)
    
    x = 100
    y = 100
    
    function add_to_x()
    blah blah
    end
    
    function subtract_from_x()
    blah blah
    end
    
    while true do
    
    screen:clear()
    
    if x <= 0 then 
    add_to_x() -- [reverse whatever code you have manipulating 'x's value]
    end
    
    if x >= 480 then 
    subtract_from_x() -- [go back to original manipulating code]
    end
    
    screen:print(x, y, "Text", white)
    what would go in the "blah, blah"?

  3. #2283
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    I have a question:
    How can i make a picture disapear when i press a button like cross ?
    Bequiet!!!
    I'm learning cc©cc

  4. #2284
    sceKernelExitGame();
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    probably somwthing like this

    Code:
    if pad:cross() then
    screen:clear()
    end

  5. #2285
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    Zitat Zitat von EminentJonFrost
    I think this should do it.
    What I didnt put is how 'x' changes its value. That, is up to you. :icon_wink

    Code:
    white = Color.new(255, 255, 255)
    
    x = 100
    y = 100
    
    function add_to_x()
    blah blah
    end
    
    function subtract_from_x()
    blah blah
    end
    
    while true do
    
    screen:clear()
    
    if x <= 0 then 
    add_to_x() -- [reverse whatever code you have manipulating 'x's value]
    end
    
    if x >= 480 then 
    subtract_from_x() -- [go back to original manipulating code]
    end
    
    screen:print(x, y, "Text", white)
    Zitat Zitat von bronxbomber92
    what would go in the "blah, blah"?
    How x changes value.

  6. #2286
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    ok my new game is going to be a car game. i want to know how you would make it so if you hit the top, bottom, or sides of the other car your health is decreased. how would i do that?

  7. #2287
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    Zitat Zitat von bronxbomber92
    probably somwthing like this

    Code:
    if pad:cross() then
    screen:clear()
    end
    kinda helpfull but what about if there is 3 pictures, and i want to disable 1 when cross is pressed?


    also
    Code:
    if pad:up() then
    screen:blit(x0, y0, up2)
    screen:flip()
    screen.waitVblankStart(10)
    screen:clear(black)
    screen:blit(x0, y0, up1)
    screen:flip()
    screen.waitVblankStart(10)
    screen:clear(black)
    y0 = y0 - 5.1
    end
    this code will make the 2 pictures to keep changing but the problem is that it effect when they move too.
    Can you help me making the both picture keep changing while pressing up and not make them to keep skipping to move up ?
    Geändert von natan333 (05-15-2006 um 02:04 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  8. #2288
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    if you want to clear one imahe hen use this

    if pad:cross() then
    screen:clear(--your image--)
    end

  9. #2289
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    hi all, i need help. i want to load many images with one command.i tried this:

    Code:
    ct = {}
    
    for a = 1, 300 do
    
    ct[a] = Image.load("ct..a...png")
    
    end
    the images are: ct1.png, ct2.png... all the way to 300. BUT when i start it, luaplayer says it had an error loading this image.

    pls help me!
    --------------------------------------------------------------------------------------

  10. #2290
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    It has to be this:
    Code:
    ct = {}
    
    for a = 1, 300 do
    
    ct[a] = Image.load("ct"..a..".png")
    
    end
    You forgot two quotations
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  11. #2291
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    Zitat Zitat von Grimfate126
    hi all, i need help. i want to load many images with one command.i tried this:

    Code:
    ct = {}
    
    for a = 1, 300 do
    
    ct[a] = Image.load("ct..a...png")
    
    end
    the images are: ct1.png, ct2.png... all the way to 300. BUT when i start it, luaplayer says it had an error loading this image.

    pls help me!
    how about taking out two of the periods.
    like:
    Code:
    ct[a] = Image.load("ct..a.png")
    ...unless the names of your images have two periods after the numbers, then I dont know.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  12. #2292
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    no you need two periods to concatenate.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  13. #2293
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    Zitat Zitat von EminentJonFrost
    how about taking out two of the periods.
    like:
    Code:
    ct[a] = Image.load("ct..a.png")
    ...unless the names of your images have two periods after the numbers, then I dont know.

    nope, ur and altairs method dont work. i think there was another guy who asked this, and pspmillionaire side you had to use a "tostring" function to get it to work. i cant find that page tho.
    --------------------------------------------------------------------------------------

  14. #2294
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    Code:
    ct = {}
    
    for a = 1, 300 do
    
    ct[a] = Image.load("ct"..a..".png")
    
    end
    doesn't work? Do you have the pics in the same folder as the lua file?
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  15. #2295
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    Zitat Zitat von Altair
    Code:
    ct = {}
    
    for a = 1, 300 do
    
    ct[a] = Image.load("ct"..a..".png")
    
    end
    doesn't work? Do you have the pics in the same folder as the lua file?

    wow, now that works.. weird. thx!
    --------------------------------------------------------------------------------------

  16. #2296
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    not weird at all. And no prob! What was it? the quotations or the place of the pics? If you want i can explain it.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  17. #2297
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    Zitat Zitat von Altair
    not weird at all. And no prob! What was it? the quotations or the place of the pics? If you want i can explain it.
    i havent the sligest idea. first it didnt work i copied your code. and bam, it worked. YOUR MAGIC. :Jump: :Jump:
    --------------------------------------------------------------------------------------

  18. #2298
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    abracadabra!
    hehe, nice to hear
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  19. #2299
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    oh...i get it now.
    i didnt know that worked with images too...
    Does it pretty much work wherever qoutation marks are used?
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  20. #2300
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    Okay this is getting on my last nerve.... ive tried a MILLION things and it wont do what i want it to do... i need to have it so when I press triangle it plays it back. But currently i have to hold it. also whenever i playback once it wont work again, ill have to restart the app to make it playback again... oh and it only plays 3 frames not 6

    Code:
    System.usbDiskModeActivate()
    
    oldpad = Controls.read()
    
    red = Color.new(255,0,0)
    black = Color.new(0,0,0)
    white = Color.new(255,255,255)
    
    f = {}
    f[1] = Image.load("frame#1.png")
    f[2] = Image.load("frame#2.png")
    f[3] = Image.load("frame#3.png")
    f[4] = Image.load("frame#4.png")
    f[5] = Image.load("frame#5.png")
    f[6] = Image.load("frame#6.png")
    
    canvas = Image.createEmpty(480, 272)
    canvas:clear(white)
     
    x0 = 200
    y0 = 200
    x1 = 100
    y1 = 100
    
    frame = 0
    speed = 1
    counter = 0
    
    function playback()
    counter = counter + speed
     if counter == 1 then
       screen:blit(0,0, f[1])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 2 then
       screen:blit(0,0,f[2])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 3 then
       screen:blit(0,0, f[3])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 4 then
       screen:blit(0,0,f[4])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 5 then
       screen:blit(0,0, f[5])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 6 then
       screen:blit(0,0, f[6])
       screen.flip() 
       screen.waitVblankStart(5)
     end
    end
    
    while true do  --MAIN LOOP
    
    canvas:print(2, 20, "Frame: " .. frame, black)
    
    pad = Controls.read()
    dx = pad:analogX()
    
    if math.abs(dx) > 32 then
      x0 = x0 + dx / 64
    end
    
    dy = pad:analogY()
    
    if math.abs(dy) > 32 then
      y0 = y0 + dy / 64
    end
    
    if pad:cross() then
      canvas:drawLine(x0, y0, x1, y1, black)
    end
    
    if pad:r() and oldpad:r() ~= pad:r() then 
      frame = frame + 1
      screen:save("frame#" .. frame.. ".png")
      canvas:clear(white)
    end
    
    if pad:triangle() then
      playback()
    end
    
    if pad:square() then
      canvas:clear(white)
    end
    
    if pad:start() then
      break
    end
      
      x1 = x0
      y1 = y0
      screen:blit(0, 0, canvas, 0, 0, canvas:width(), canvas:height(), false)
      screen:drawLine(x1 - 5, y1, x1 + 5, y1, red)
      screen:drawLine(x1, y1 - 5, x1, y1 + 5, red)
      screen.waitVblankStart()
      screen.flip()
      oldpad = pad
    end

    --XBL Gamertag: PhenoM904--

  21. #2301
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    Zitat Zitat von EminentJonFrost
    oh...i get it now.
    i didnt know that worked with images too...
    Does it pretty much work wherever qoutation marks are used?
    yep, exactly. But also if you want to put multiple vars after eachother.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

    LUA Wiki:
    [url]http://wiki.ps2dev.org/psp:lua_player[/url]

  22. #2302
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    Code:
    if pad:up() then
    screen:blit(x0, y0, up2)
    screen:flip()
    screen.waitVblankStart(10  )
    screen:clear(black)
    screen:blit(x0, y0, up1)
    screen:flip()
    screen.waitVblankStart(10  )
    screen:clear(black)
    y0 = y0 - 5.1
    end
    I posted 1 page bellow but i dont think someone will understand it.

    The thing i want to do is:
    make picture up1 and up2 to keep changing after like 1 second (nonstop) if i hold up pad and while i m holding up pad, both pictures move up with out messing up other pictures and the moves.

    the thing i dint like the "screen.waitVblankStart(1 0)" is that it will also skip some areas when its going up and it effects other pictures that is placed in the screen.
    can someone help?
    Geändert von natan333 (05-15-2006 um 04:29 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  23. #2303
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    Zitat Zitat von MaSt3r_ShAk3
    Okay this is getting on my last nerve.... ive tried a MILLION things and it wont do what i want it to do... i need to have it so when I press triangle it plays it back. But currently i have to hold it. also whenever i playback once it wont work again, ill have to restart the app to make it playback again... oh and it only plays 3 frames not 6

    Code:
    System.usbDiskModeActivate()
    
    oldpad = Controls.read()
    
    red = Color.new(255,0,0)
    black = Color.new(0,0,0)
    white = Color.new(255,255,255)
    
    f = {}
    f[1] = Image.load("frame#1.png")
    f[2] = Image.load("frame#2.png")
    f[3] = Image.load("frame#3.png")
    f[4] = Image.load("frame#4.png")
    f[5] = Image.load("frame#5.png")
    f[6] = Image.load("frame#6.png")
    
    canvas = Image.createEmpty(480, 272)
    canvas:clear(white)
     
    x0 = 200
    y0 = 200
    x1 = 100
    y1 = 100
    
    frame = 0
    speed = 1
    counter = 0
    
    function playback()
    counter = counter + speed
     if counter == 1 then
       screen:blit(0,0, f[1])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 2 then
       screen:blit(0,0,f[2])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 3 then
       screen:blit(0,0, f[3])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 4 then
       screen:blit(0,0,f[4])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 5 then
       screen:blit(0,0, f[5])
       screen.flip() 
       screen.waitVblankStart(5)
     elseif counter == 6 then
       screen:blit(0,0, f[6])
       screen.flip() 
       screen.waitVblankStart(5)
     end
    end
    
    while true do  --MAIN LOOP
    
    canvas:print(2, 20, "Frame: " .. frame, black)
    
    pad = Controls.read()
    dx = pad:analogX()
    
    if math.abs(dx) > 32 then
      x0 = x0 + dx / 64
    end
    
    dy = pad:analogY()
    
    if math.abs(dy) > 32 then
      y0 = y0 + dy / 64
    end
    
    if pad:cross() then
      canvas:drawLine(x0, y0, x1, y1, black)
    end
    
    if pad:r() and oldpad:r() ~= pad:r() then 
      frame = frame + 1
      screen:save("frame#" .. frame.. ".png")
      canvas:clear(white)
    end
    
    play_back = false
    
    if play_back == true then
    playback()
    end
    
    if pad:triangle() then
      if play_back == false then
        play_back = true
      elseif play_back == true then
        play_back = false
      end
    screen.waitVblankStart(10) -- this is so you wont accidently make it keep switching back between true and false just by holding the button down.
    end
    
    if pad:square() then
      canvas:clear(white)
    end
    
    if pad:start() then
      break
    end
      
      x1 = x0
      y1 = y0
      screen:blit(0, 0, canvas, 0, 0, canvas:width(), canvas:height(), false)
      screen:drawLine(x1 - 5, y1, x1 + 5, y1, red)
      screen:drawLine(x1, y1 - 5, x1, y1 + 5, red)
      screen.waitVblankStart()
      screen.flip()
      oldpad = pad
    end
    try that.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  24. #2304
    QJ Gamer Green
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    Code:
    if pad:up() then
    screen:blit(x0, y0, up2)
    screen:flip()
    screen.waitVblankStart(10  )
    screen:clear(up2)
    screen:blit(x0, y0, up2)
    screen:flip()
    screen.waitVblankStart(10  )
    screen:clear(up1)
    y0 = y0 - 5.1
    end
    I saw somewhere in an earlier post that that can make it clear just what is specified.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  25. #2305
    Is in your zone.
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    Zitat Zitat von EminentJonFrost
    try that.
    doesnt work... it plays a frame real quick n ya...

    --XBL Gamertag: PhenoM904--

  26. #2306
    QJ Gamer Green
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    Zitat Zitat von MaSt3r_ShAk3
    doesnt work... it plays a frame real quick n ya...
    oh yea, make the "play_back = false" outside the "while true do" loop.
    sorry about that.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  27. #2307
    Is in your zone.
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    it works! but playback only works once :Argh: :Argh: like i can still draw frames etc. but if i hit triangle after it plays back once it wont work! this is the main problem ive been having!

    --XBL Gamertag: PhenoM904--

  28. #2308
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    Zitat Zitat von bronxbomber92
    if you want to clear one imahe hen use this

    if pad:cross() then
    screen:clear(--your image--)
    end

    Code:
    screen:blit(x0, y0, player1)
    screen:blit(300, 100, player2)
    
    
    if pad:up() then
    screen:clear(player2)
    end
    the clear gave me a red screen, and dint made the picture away
    Bequiet!!!
    I'm learning cc©cc

  29. #2309
    sceKernelExitGame();
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    sry, then i dont know

  30. #2310
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    Zitat Zitat von bronxbomber92
    sry, then i dont know
    i did something 2 times but forgot instant :icon_mad: :Cry: that false made the picture to dissapear.
    when i try to put like
    "player1 = false" , it gives me error
    Bequiet!!!
    I'm learning cc©cc


 

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