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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; ok. this is to ALL CODERS. i have seen a lot of code such as: Code: screen:print(100, 130, "blah", red) ...

  
  1. #2311
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    ok. this is to ALL CODERS. i have seen a lot of code such as:

    Code:
    screen:print(100, 130, "blah", red)
    screen:flip()
    if you put this code:

    Code:
    screen.waitVblankStart()
    screen.flip()
    end
    at the VERRRYYYY END of your codem you dont have to worry about screen:flip() for your ENTIRE CODE. it becomes much easier that way.


    Geändert von Grimfate126 (05-15-2006 um 05:46 PM Uhr)
    --------------------------------------------------------------------------------------

  2. #2312
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    Umm...I'm having a slight problem. Is there any way to "pause" a loop? I ask this because I have an options menu that comes up whenever you press start, the only problem is that when it comes up, the player will keep moving while the menu is up. The menu actually has its own loop because of some stuff I added in there, but this still happens no matter what I do. Does anyone have any suggestions? Thanks guys.
    Zitat Zitat von Noriko
    I would call you gay but I love you.


    Wait ...huh.



  3. #2313
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    Ive never done it but you could try this

    while not pad:start() do
    -- main loop --
    end

    if pad:start() then
    --menu --
    end

  4. #2314
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    Zitat Zitat von PSPHax0r9
    Umm...I'm having a slight problem. Is there any way to "pause" a loop? I ask this because I have an options menu that comes up whenever you press start, the only problem is that when it comes up, the player will keep moving while the menu is up. The menu actually has its own loop because of some stuff I added in there, but this still happens no matter what I do. Does anyone have any suggestions? Thanks guys.

    you could have a boolean:

    Code:
    pause = false
    then:

    Code:
    if pause == false then
    --the code for you character moving..etc
    end
    after:

    Code:
    if pad:start() and pause == false then
    pause = true
    end
    and finally:

    Code:
    if pause == true then
    --your menu code
    end
    
    if pad:start() and pause == true then
    pause = false
    end
    try it out.
    --------------------------------------------------------------------------------------

  5. #2315
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    Yea, that's what I was planning on doing but I just wanted to know if there was a simple command I was missing so I wouldn't have to cater my whole game around the options menu.
    Zitat Zitat von Noriko
    I would call you gay but I love you.


    Wait ...huh.



  6. #2316
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    Look
    Code:
    if true then
    screen:blit(x1, y1, player2)
    x1 = x1 + 2 
    end
    
    if true and pause == true then
    
    screen:blit(x0, y0, up2)
    screen.flip()
    screen.waitVblankStart(10)
    
    screen:blit(x0, y0, up1)
    screen.flip()
    screen.waitVblankStart(10)
    
    y0 = y0 - 2 
    end
    
    
    if pad:up() then
    pause = true
    end
    This is a better example.

    picture "player2" will atomatically move right.
    If i press Up, It will not move smooth and will start to skip some pixels

    The good thing i liked about the "screen.waitVblankStart(1 0)" is that it makes picture "up1" and "up2" to keep changing atomatically.

    The bad thing is that "screen.waitVblankStart(1 0)" Makes picture "player2" movement and the picture "up1" and "up2" movement not smooth and skipping some pixels.

    My question is:
    Is there a way to fix the bad thing ?
    Geändert von natan333 (05-15-2006 um 06:31 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  7. #2317
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    Hey, a notepad question.. If you go to Edit.. theres an option called GoTo.. This option allows you to go to a certain line in the text, but when i try to click on it nothing happens.. any help?

  8. #2318
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    Zitat Zitat von montrob
    Hey, a notepad question.. If you go to Edit.. theres an option called GoTo.. This option allows you to go to a certain line in the text, but when i try to click on it nothing happens.. any help?
    I have the same problem.

  9. #2319
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    Zitat Zitat von TheMarioKarters
    I have the same problem.
    Figured it out! Just go to View and uncheck Word Wrap. Then it works.

  10. #2320
    TheMarioKarters
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    Zitat Zitat von montrob
    Figured it out! Just go to View and uncheck Word Wrap. Then it works.
    Ah, thanks mate.

  11. #2321
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    Zitat Zitat von qwerty
    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?
    Collision..

    Im planning on making a lib for questions asked alot that will be available to all... it will be a simple function... converted from my C to LUA (ravine). then maybe add rotation adn such... I dunno still... maybe someone else is maing somethin alike to it? that i could just addthe collision to it.

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  12. #2322
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    well I know that in LUA-player 0.19 there is a function that lets you rotate images.

    A collision lib would be very nice.
    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. #2323
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    Zitat Zitat von PSPHax0r9
    Umm...I'm having a slight problem. Is there any way to "pause" a loop? I ask this because I have an options menu that comes up whenever you press start, the only problem is that when it comes up, the player will keep moving while the menu is up. The menu actually has its own loop because of some stuff I added in there, but this still happens no matter what I do. Does anyone have any suggestions? Thanks guys.
    If you use a function for your menu, and there's a loop in it then everything will pause except for timers. This is how i do it and it works perfectly.
    This is also logical, since when the program is in the menu loop it cant run in the game loop.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

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

  14. #2324
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    Zitat Zitat von PSPHax0r9
    Umm...I'm having a slight problem. Is there any way to "pause" a loop? I ask this because I have an options menu that comes up whenever you press start, the only problem is that when it comes up, the player will keep moving while the menu is up. The menu actually has its own loop because of some stuff I added in there, but this still happens no matter what I do. Does anyone have any suggestions? Thanks guys.
    Use a new function, like Altair said.
    It'll pause whatever you have running, then when it breaks, it'll go back to whatever to you were doing before pausing.
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  15. #2325
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    OK i need to make my game so that you have to press the button more than once to blow up all the bombs EX - There are 2 circle bombs, right now if you hit circle both blow up, but I need it so that you have to hit circle twice for each one to blow up!

  16. #2326
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    Depends on how you have your bombs made. Im assuming you use a table.

    Just say that if you you press circle ones, make the bomb[n] blow up. And each time you press circle add 1 to n.
    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. #2327
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    Zitat Zitat von Altair
    Depends on how you have your bombs made. Im assuming you use a table.

    Just say that if you you press circle ones, make the bomb[n] blow up. And each time you press circle add 1 to n.
    Ya it works.. Almost ready for a public beta of my game!

  18. #2328
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    question!!!(sorry just thought i make myself clear) is their anyway to attach an image to another image without going into a the image and manually because this would make scrolling for my game easyier

    --thanks in advance
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  19. #2329
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    ?
    U mean like create a image canvas that is double the length of your map and blit both oin there, cos i think thats possible.
    ?

  20. #2330
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    no i mean so i can scroll my map and the other images are attached to my map so they scroll with it else i well have to set them all to scroll individually but if i can attach them to my main map then it all works out=-)
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  21. #2331
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    Ohh... i understand... theres multiple ways...

    ...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


  22. #2332
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    I'm just making a for-fun script that has a visual effect, well, what I'm trying to achieve is a visual effect.

    an error that keeps popping up: lua: 36 : argument was incorrect

    heres my short script:

    Code:
    black = Color.new(0, 0, 0)
    white = Color.new(255, 255, 255)
    red = Color.new(255, 0, 0)
    green = Color.new(0, 255, 0)
    blue = Color.new(0, 0, 255)
    
    width = 480
    height = 272
    
    while true do
    
    pad = Controls.read()
    
    if pad:cross() then
    break
    end
    
    screen:clear(black)
    
    h = math.random(1, 100)
    
    x = width/h
    y = height/h
    
    z = math.random(1, 4)
    
    if z == 1 then
    screen:pixel(x, y, white)
    end
    
    if z == 2 then
    screen:pixel(x, y, red)
    end
    
    if z == 3 then
    screen:pixel(x, y, green) -- this is line 36
    end
    
    if z == 4 then
    screen:pixel(x, y, blue)
    end
    
    screen.flip()
    screen.waitVblankStart()
    end
    whats wrong?
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  23. #2333
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    Zitat Zitat von EminentJonFrost
    I'm just making a for-fun script that has a visual effect, well, what I'm trying to achieve is a visual effect.

    an error that keeps popping up: lua: 36 : argument was incorrect

    heres my short script:

    Code:
    black = Color.new(0, 0, 0)
    white = Color.new(255, 255, 255)
    red = Color.new(255, 0, 0)
    green = Color.new(0, 255, 0)
    blue = Color.new(0, 0, 255)
    
    width = 480
    height = 272
    
    while true do
    
    pad = Controls.read()
    
    if pad:cross() then
    break
    end
    
    screen:clear(black)
    
    h = math.random(1, 100)
    
    x = width/h
    y = height/h
    
    z = math.random(1, 4)
    
    if z == 1 then
    screen:pixel(x, y, white)
    end
    
    if z == 2 then
    screen:pixel(x, y, red)
    end
    
    if z == 3 then
    screen:pixel(x, y, green) -- this is line 36
    end
    
    if z == 4 then
    screen:pixel(x, y, blue)
    end
    
    screen.flip()
    screen.waitVblankStart()
    end
    whats wrong?
    try this:
    Code:
    math.randomseed(os.time())
    
    black = Color.new(0, 0, 0)
    white = Color.new(255, 255, 255)
    red = Color.new(255, 0, 0)
    green = Color.new(0, 255, 0)
    blue = Color.new(0, 0, 255)
    
    width = 480
    height = 272
    
    h = math.random(1, 100)
    z = math.random(1, 4)
    
    x = width/h
    y = height/h
    
    
    while true do
    
    pad = Controls.read()
    
    if pad:cross() then
    break
    end
    
    screen:clear()
    
    if z == 1 then
    screen:pixel(x, y, white)
    elseif z == 2 then
    screen:pixel(x, y, red)
    elseif z == 3 then
    screen:pixel(x, y, green)
    elseif z == 4 then
    screen:pixel(x, y, blue)
    end
    
    screen.flip()
    screen.waitVblankStart()
    end
    you should use elseif statemnts, they lower the chance of an error bigtime.
    --------------------------------------------------------------------------------------

  24. #2334
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    how can i do

    if player.y == 138(pixel on my screen) then gravity = 138 so tha when i jump i don't past trugh the floor. cause the floor im jumping on is higher
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  25. #2335
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    Zitat Zitat von ZereoX
    how can i do

    if player.y == 138(pixel on my screen) then gravity = 138 so tha when i jump i don't past trugh the floor. cause the floor im jumping on is higher
    you need to post a little more coding up.
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  26. #2336
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    Here is the part of my code
    Code:
    player = {}
    player.gravity = 160
    player.y = 230
    player.x = 50
    player.jumpspeed = 10
    player.jumpstate = "ground"
    
    
    while true do
    pad = Controls.read()
    screen:clear()
    
    screen:blit(0,0,Background1)
    
    if pad:r() and oldpad:r() ~= pad:r() then
    bulletSetup()
    end
    
    
    if pad:left() then
    player.x = player.x - 2
    end
    if pad:right() then
    player.x = player.x + 2
    end
    
    if pad:cross() and player.jumpstate == "ground" then player.jumpstate = "jumping" end
    
    if player.jumpstate == "jumping" then
    player.jumpspeed = player.jumpspeed - 0.5
    player.gravity = player.gravity - player.jumpspeed
    end
    
    if player.gravity < 0 then
    player.jumpstate = "falling"
    end
    
    if player.gravity < 160 and player.jumpstate == "falling" then
    player.gravity = player.gravity + (player.jumpspeed + 3)
    end
    
    if player.gravity == 160 then
    player.jumpspeed = 10
    player.jumpstate = "ground"
    end
    
    if player.gravity > 160 then player.gravity = 160 end
    
    player.y = player.gravity
    
    screen:blit(player.x,player.y,player1)
    screen:blit(0,0,ground)
    i want to do when the legs of the player that mean the player.y touches the floor where its higher then the normal floor the gravity changes so that he stay on and not pass true it up to the same high as the prvious floor.
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  27. #2337
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    Code:
    player = {}
    player.gravity = 160
    player.y = 230
    player.x = 50
    player.jumpspeed = 10
    player.jumpstate = "ground"
    
    
    while true do
    pad = Controls.read()
    screen:clear()
    
    screen:blit(0,0,Background1)
    
    if pad:r() and oldpad:r() ~= pad:r() then
    bulletSetup()
    end
    
    
    if pad:left() then
    player.x = player.x - 2
    end
    if pad:right() then
    player.x = player.x + 2
    end
    
    if pad:cross() and player.jumpstate == "ground" then player.jumpstate = "jumping" end
    
    if player.jumpstate == "jumping" then
    player.jumpspeed = player.jumpspeed - 0.5
    player.gravity = player.gravity - player.jumpspeed
    end
    
    if player.gravity < 0 then
    player.jumpstate = "falling"
    end
    
    if player.gravity < 160 and player.jumpstate == "falling" then
    player.gravity = player.gravity + (player.jumpspeed + 3)
    end
    
    if player.gravity == 160 then
    player.jumpspeed = 10
    player.jumpstate = "ground"
    end
    
    if player.gravity > 160 then player.gravity = 160 end
    
    player.y = player.gravity
    
    screen:blit(player.x,player.y,player1)
    screen:blit(0,0,ground)
    
    second_floor = {}
    second_floor.y = 220 -- made it lower, just in case the player cant reach.
    second_floor.x1 = 100
    second_floor.x2 = 200
    
    if player.y <= second_floor.y and player.x >= second_floor.x1 and player.x <= second_floor.x2  then
    player.y = second_floor.y -- I forgot the ".y" last time.
    end
    try it now.
    i made two changes from the last time, one correcting a stupid mistake on my part.
    Geändert von EminentJonFrost (05-17-2006 um 07:13 AM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  28. #2338
    QJ Gamer Silver
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    does't work it don't even change somthing.
    Want me to send everything or you still have.
    Free Prizes at Prizerebel Join us!
    I already got 11 Gifts. Ask me for details or proof.

  29. #2339
    QJ Gamer Silver
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    Zitat Zitat von ZereoX
    does't work it don't even change somthing.
    Want me to send everything or you still have.
    Well instead of changing player.gravity you could say

    Code:
     if player.y >= 138 then
    player.y = 138

  30. #2340
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    Code:
    if true then
    screen:blit(x1, y1, player2)
    x1 = x1 + 2 
    end
    
    if true and pause == true then
    
    screen:blit(x0, y0, up2)
    screen.flip()
    screen.waitVblankStart(10  )
    
    screen:blit(x0, y0, up1)
    screen.flip()
    screen.waitVblankStart(10  )
    
    y0 = y0 - 2 
    end
    
    
    if pad:up() then
    pause = true
    end
    noone yet helped me yet, (i think noone knows how to fix it).
    anyways, is there a way to make the up1 and up2 change after each move?
    Bequiet!!!
    I'm learning cc©cc


 

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