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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; no, montrob... that will work, but kills anymore possibilities of higher platforms... if using that mehtod that is... Just use ...

  
  1. #2341
    words are stones in my <3
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    no, montrob... that will work, but kills anymore possibilities of higher platforms... if using that mehtod that is...

    Just use collision, if it collides with platform, then player.y = platform.y - 2 ish

    That will not have it in the platform if u have a semi off picture...

    Im planning on making a new lib that is just for math functions to minimize the questions and trouble with collision and rotation



    ...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


  2. #2342
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    Zitat Zitat von natan333
    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?

    try this:

    Code:
    move = Timer.new()
    move:stop()
    move:reset()
    
    if true then
    screen:blit(x1, y1, player2)
    x1 = x1 + 2 
    end
    
    move:start()
    if true and pause == true then
    
    if move:time() <= 15 then
    screen:blit(x0, y0, up2)
    end
    
    if move:time() > 15 and move:time() < 30 then
    screen:blit(x0, y0, up1)
    end
    
    if move:time() >= 30 then
    y0 = y0 - 2 
    move:reset() 
    end
    
    if pad:up() then
    pause = true
    end
    --------------------------------------------------------------------------------------

  3. #2343
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    in terms of the gravity thing i'd say, if x > whetever and x < whatever then
    if y >= the number (i think 183) then y = 183
    end
    end
    What did we think the world would look like in 2015?

    Zitat Zitat von Abe
    Either way, if you don't know, don't guess. Stick to answering questions about stuff you're qualified to answer, like Pokemon questions or something along those lines.
    http://forums.qj.net/501501-post26.html

  4. #2344
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    I'm qouting my own edit:
    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.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  5. #2345
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    Whats the biggest file u can play in homebrew games?
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  6. #2346
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    Zitat Zitat von Grimfate126
    try this:

    Code:
    move = Timer.new()
    move:stop()
    move:reset()
    
    if true then
    screen:blit(x1, y1, player2)
    x1 = x1 + 2 
    end
    
    move:start()
    if true and pause == true then
    
    if move:time() <= 15 then
    screen:blit(x0, y0, up2)
    end
    
    if move:time() > 15 and move:time() < 30 then
    screen:blit(x0, y0, up1)
    end
    
    if move:time() >= 30 then
    y0 = y0 - 2 
    move:reset() 
    end
    
    if pad:up() then
    pause = true
    end


    thx very much
    my code now is
    Code:
    if pad:up() then
    move:start()
    y0 = y0 - 2
    screen:blit(x0, y0, up1)
    end
    
    
    if pad:up() and move:time() > 0 then
    screen:blit(x0, y0, up2)
    end
    
    if pad:up() and move:time() > 150 then
    screen:blit(x0, y0, up1)
    end
    
    if pad:up() and move:time() > 300 then
    
    move:reset()
    end
    and it works like a charm :Jump:


    but ... the picture is buggy
    it dosent move the same as if its stopped
    like: There is a guy, if i move it up, some of his picture will mess up and goes down a little.
    if i press down, his foot get messtup and it goes up inside his body (so it disapear)

    is this is what supposed to happend or is there a code to fix it ?
    Geändert von natan333 (05-17-2006 um 02:55 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  7. #2347
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    depends on what language you're coding it in. If its in LUA it depends on what kind of file aswell. In C I dont know but i think as long as it doesn't exceed the PSP's memory it'll work, but I dont know that, its just a guess.
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

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

  8. #2348
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    this is the code is to tell what i mean
    Code:
    black = Color.new(0,0,0)
    up1 = Image.load("DotValley/up1.png")
    player1 = Image.load("DotValley/player1.png")
    
    x0 = 140
    y0 = 150
    
    
    while true do
    screen:clear(black)
    pad = Controls.read()
    ---
    screen:blit(x0, y0, player1)
    
    ------------------
    if pad:up() then
    y0 = y0 - 2
    screen:blit(x0, y0, up1)
    end
    
    ---
    
    if pad:down() then
    y0 = y0 + 2
    screen:blit(x0, y0, up1)
    end
    ------------------
    
    if pad:select() then
    break
    end
    ---
    screen.waitVblankStart()
    screen:flip()
    end
    when up1 is going up, it will be different from going down.

    or is there a code that i have to add to correct it ?
    Geändert von natan333 (05-17-2006 um 03:12 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  9. #2349
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    natan333, I am not sure if you should have screen:blit everytime you press up or down. I think because screen:blit(x0,y0,image) is under while true do, it will update the x0 and the y0. Just a guess. So it would be up and donw just without the screen:blit.

  10. #2350
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    hmm well, i toke out both "screen:blit(x0, y0, up1)"
    and left out with "screen:blit(x0, y0, player1)" only and it does the same thing
    Geändert von natan333 (05-17-2006 um 03:20 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  11. #2351
    &lt;img src=&quot;images/smilies/psp.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&quot;inlineimg&quot; /&gt; &lt;img src=&quot;images/smilies/Punk.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&
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    Zitat Zitat von natan333
    hmm well, i toke out both "screen:blit(x0, y0, up1)"
    and left out with "screen:blit(x0, y0, player1)" only and it does the same thing
    Try This

    Code:
    black = Color.new(0,0,0)
    up1 = Image.load("DotValley/up1.png")
    player1 = Image.load("DotValley/player1.png")
    
    x0 = 140
    y0 = 150
    
    
    while true do
    screen:clear(black)
    pad = Controls.read()
    ---
    screen:blit(x0, y0, player1)
    screen:blit(x0, y0, up1)
    
    ------------------
    if pad:up() then
    y0 = y0 - 2
    end
    
    ---
    
    if pad:down() then
    y0 = y0 + 2
    end
    ------------------
    
    if pad:select() then
    break
    end
    ---
    screen.waitVblankStart()
    screen:flip()
    end

  12. #2352
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    Zitat Zitat von Sousanator
    Try This

    Code:
    black = Color.new(0,0,0)
    up1 = Image.load("DotValley/up1.png")
    player1 = Image.load("DotValley/player1.png")
    
    x0 = 140
    y0 = 150
    
    
    while true do
    screen:clear(black)
    pad = Controls.read()
    ---
    screen:blit(x0, y0, player1)
    screen:blit(x0, y0, up1)
    
    ------------------
    if pad:up() then
    y0 = y0 - 2
    end
    
    ---
    
    if pad:down() then
    y0 = y0 + 2
    end
    ------------------
    
    if pad:select() then
    break
    end
    ---
    screen.waitVblankStart()
    screen:flip()
    end
    ??
    Wont that just make the "up1" image blit right on the "player1" image and never leave?
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  13. #2353
    &lt;img src=&quot;images/smilies/psp.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&quot;inlineimg&quot; /&gt; &lt;img src=&quot;images/smilies/Punk.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&
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    oops,, i didnt read the problem right,,

    what is up sopposed to be?
    is it like him jumping?

  14. #2354
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    Zitat Zitat von Sousanator
    oops,, i didnt read the problem right,,

    what is up sopposed to be?
    is it like him jumping?
    yep.
    but other than that, I dont fully get what it is he's trying to do.
    He said something about wanting it to appear different when going down then from when its jumping.
    (I'm guess, he wants to make it look like the player is falling, in which case, all need do is make a new image that looks like its falling, and blit it when you press down.)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  15. #2355
    &lt;img src=&quot;images/smilies/psp.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&quot;inlineimg&quot; /&gt; &lt;img src=&quot;images/smilies/Punk.gif&quot; border=&quot;0&quot; alt=&quot;&quot; title=&quot;&quot; cl***=&
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    for that i would use a timer
    (this is what I did in Serve N Go)
    this is also a 2 animation job
    Code:
    if Animation:time() >= 200 then
    Animation:reset(0)
    Animation:stop()
    end
    
    if pad:up() then 
    	Animation:start()
    	Direction = 1
    	playery = playery - 8 
    end
    	
    if pad:down() then 
    	Animation:start()
    	Direction = 2
    	playery = playery + 8 
    end 
    
    	if Animation:time() > 100 and Direction == 2 then
    			screen:blit(x, y, up2)
    		elseif Direction == 2 then
    			screen:blit(x, y, up1)
    	end
    
    	if Animation:time() > 100 and Direction == 2 then
    			screen:blit(x, y, down2)
    		elseif Direction == 1 then
    			screen:blit(x, y, down1)
    	end

  16. #2356
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    hmm, you guys dint get it

    it must be my pc and psp then

    this is the picture "player1"


    i put this picture to make it go up or down if i press the button.
    the picture colors dont move correctly (they kinda get blurr and mix a little while moving)
    some of the color get darker while moving

    also noticed that you can see the colors not right in black screen and in white screen a little
    Geändert von natan333 (05-17-2006 um 06:10 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  17. #2357
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    What is the largest mp3/wav file the luaplayer can play in a game?
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  18. #2358
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    Zitat Zitat von natan333
    hmm, you guys dint get it

    it must be my pc and psp then

    this is the picture "player1"


    i put this picture to make it go up or down if i press the button.
    the picture colors dont move correctly (they kinda get blurr and mix a little while moving)
    some of the color get darker while moving

    also noticed that you can see the colors not right in black screen and in white screen a little
    dont know..cant help you, sorry.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  19. #2359
    Developer
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    Zitat Zitat von JoeDaStudd
    What is the largest mp3/wav file the luaplayer can play in a game?
    MP3 isnt playable
    i think a WAV of 30secs MAX

  20. #2360
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    k, thank i thought it might be something like that
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  21. #2361
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    I have a question: How would you do something every time a timer increases by 10? So when the timer is 10 or 20 or 30 or 40, and only THOSE numbers that are evenly divisble by 10, something happens. Thank you for the help :icon_smil and i hope I didn't make it too :icon_sad: complicated. Sometimes I tend to over explain things.

  22. #2362
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    Talking

    a loop like so:
    for i = 1,4 do
    if timer == 10 * i then
    code
    end
    end
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  23. #2363
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    Zitat Zitat von slicer4ever
    a loop like so:
    for i = 1,3
    if timer == 10 * i then
    code
    end
    end
    THANK you so much. This will help me with a game that I am not making. :) I just wanted to know. Although, I might try to create a game with that.
    EDIT: how many milliseconds are in one second? I'm pretty sure it's not a million.
    Geändert von PSPduh (05-18-2006 um 02:26 PM Uhr)

  24. #2364
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    Talking

    no prob loops can come in handy=-)

    @ your edit 100
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  25. #2365
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    Zitat Zitat von PSPduh
    THANK you so much. This will help me with a game that I am not making. :) I just wanted to know. Although, I might try to create a game with that.
    EDIT: how many milliseconds are in one second? I'm pretty sure it's not a million.
    Yea, the prefix milli - means times (10 ^ -3)
    so there are 0.001 seconds in a millisecond i quess.

  26. #2366
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    Hey can anyone help me with clearing an image on the screen, yet not the whole screen? Here is my code:

    person = Image.load("player.png")

    while true do
    screen:blit(10,10, person)
    pad = Controls.read()
    if pad:cross() then
    screen:clear(person)
    screen.flip()
    break
    end
    screen.flip()
    end
    screen.waitVblankStart(10 0)

  27. #2367
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    what's wrong? what error are you getting?
    1. Failed....again...
    2. http://slicer.gibbocool.com/ stay updated on all my projects
    3. it'll be 5 years in june, that's nearly 1/4 of my life on this planet that i've visited these forums, what a ride it has been

  28. #2368
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    can you read:

    Hey can anyone help me with clearing an image on the screen, yet not the whole screen
    Free Prizes at Prizerebel Join us!
    I already got 11 Gifts. Ask me for details or proof.

  29. #2369
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    hi guys, i have a question. i am loading like 18 high detail images, form a standalone LUA eboot. when i run it on luaplayer WINDOWS, it work awesome, when i try it on the psp, it can load more than nine images.it gives me an error. i have luaplayer .18

    pls help me..
    --------------------------------------------------------------------------------------

  30. #2370
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    sorry for double post, but have a prob.

    i tried to do this:

    Code:
    for c = 1, 18 do
    
    desert..c = Image.load("sp/desert"..c..".png")
    
    end
    but it says this:

    Error: "=" expedcted near ".."

    i know its not the image loading part. so what is worng??
    --------------------------------------------------------------------------------------


 

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