Seite 82 von 342 ErsteErste ... 32 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 132 182 ... LetzteLetzte
Zeige Ergebnis 2.431 bis 2.460 von 10238

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; ummm... still dont get it but i see you do need some if statements to trigger moving1-4 to be true ...

  
  1. #2431
    words are stones in my <3
    Points: 35.274, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    Spokane
    Beiträge
    5.008
    Points
    35.274
    Level
    100
    My Mood
    Lonely
    Downloads
    1
    Uploads
    0

    Standard

    ummm... still dont get it but i see you do need some if statements to trigger moving1-4 to be true or not... Not if pad:left() and moving3==true.... youd need if pad:left() then moving3=true...then go and say if moving3==true then screen:blit and junk... much easier and understandable...and since i cnat see your whole code.. i dunno whats going on lol



    ...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. #2432
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    ok, tomorrow i put the whole code in a zip, now i m going to bed
    Bequiet!!!
    I'm learning cc©cc

  3. #2433
    Points: 10.633, Level: 68
    Level completed: 46%, Points required for next Level: 217
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    second star to the right...
    Beiträge
    139
    Points
    10.633
    Level
    68
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von EminentJonFrost
    This is a copy and paste from the "rotate" example in the new Luaplayer. (which is version 0.19)

    I'm learning this myself so I cant explain it to you, but I thought it'd be helpful to you (and others learning the same thing) if I posted it.

    Code:
    function rotate(image)
    	local w = image:width()
    	local h = image:height()
    	local result = Image.createEmpty(h, w)
    	for x=0,w-1 do
    		for y=0,h-1 do
    			result:pixel(h-y-1, x, image:pixel(x, y))
    		end
    	end
    	return result
    end
    
    function printRotated(x, y, text, color, image, rotateIndex)
    	rotateIndex = math.mod(rotateIndex, 4)
    	local w = string.len(text)
    	local result = Image.createEmpty(w * 8, 8)
    	result:print(0, 0, text, color)
    	if rotateIndex > 0 then
    		rotateIndex = rotateIndex - 1
    		for i=0,rotateIndex do
    			result = rotate(result)
    		end
    	end
    	image:blit(x, y, result)
    end
    
    cadetBlue = Color.new(95, 158, 160)
    
    printRotated(132, 0, "Don't ask what Lua Player", cadetBlue, screen, 0)
    printRotated(472, 76, "can do for you,", cadetBlue, screen, 1)
    printRotated(160, 264, "ask what you can do", cadetBlue, screen, 2)
    printRotated(0, 76, "for Lua Player!", cadetBlue, screen, 3)
    screen.flip()
    while true do
    	screen.waitVblankStart()
    end
    Cheers JonFrost, i think i understand it. thats the last piece in my code i'll need, i'll have a beta soon. btw this Thead is great, about 3 weeks ago i was stuck in a rutt with my learning of lua, so i started to read this, i've only got to page 70. but i'll carry on reading once i finish this dam simple game.

    hoping some people will give it a try before i release and give me some comments/advice.

    Tiboric
    Geändert von Tiboric (05-22-2006 um 12:18 AM Uhr)

  4. #2434
    QJ Gamer Silver
    Points: 9.678, Level: 66
    Level completed: 7%, Points required for next Level: 372
    Overall activity: 0%

    Registriert seit
    Jun 2005
    Ort
    The Migrant Fleet
    Beiträge
    908
    Points
    9.678
    Level
    66
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Tiboric
    Cheers JonFrost, i think i understand it. thats the last piece in my code i'll need, i'll have a beta soon. btw this Thead is great, about 3 weeks ago i was stuck in a rutt with my learning of lua, so i started to read this, i've only got to page 70. but i'll carry on reading once i finish this dam simple game.

    hoping some people will give it a try before i release and give me some comments/advice.

    Tiboric

    I wouldn't use that rotating code.. I used it and it made my game lag like crazy.

  5. #2435
    Points: 10.633, Level: 68
    Level completed: 46%, Points required for next Level: 217
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    second star to the right...
    Beiträge
    139
    Points
    10.633
    Level
    68
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von montrob
    I wouldn't use that rotating code.. I used it and it made my game lag like crazy.
    got any sugestions then?

    but lag doesn't really matter that much in my game.

    thanks for the heads up though

  6. #2436
    QJ Gamer Silver
    Points: 9.678, Level: 66
    Level completed: 7%, Points required for next Level: 372
    Overall activity: 0%

    Registriert seit
    Jun 2005
    Ort
    The Migrant Fleet
    Beiträge
    908
    Points
    9.678
    Level
    66
    Downloads
    0
    Uploads
    0

    Standard

    I got no suggestions.. I just had to leave the text unrotated.. and well, if lag doesnt matter then use it.

  7. #2437
    QJ Gamer Green
    Points: 5.559, Level: 48
    Level completed: 5%, Points required for next Level: 191
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Beiträge
    506
    Points
    5.559
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Why dont you just use a prerotated image? Or is the text different each time?
    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. #2438
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Here is the whole code that the moving picture only stop working for only 1 blocking picture and not the others.

    search for Buggykiller and above that is the code to make the moving picture stopworking when it tryes to go inside block
    Angehängte Dateien Angehängte Dateien
    Geändert von natan333 (05-22-2006 um 12:47 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  9. #2439
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    so anyone knows whats the problem ?

    ~edit . ah never mind, one of the codes in buggy that was making only 1 block work
    Geändert von natan333 (05-22-2006 um 06:52 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  10. #2440
    QJ Gamer Silver
    Points: 9.678, Level: 66
    Level completed: 7%, Points required for next Level: 372
    Overall activity: 0%

    Registriert seit
    Jun 2005
    Ort
    The Migrant Fleet
    Beiträge
    908
    Points
    9.678
    Level
    66
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Altair
    Why dont you just use a prerotated image? Or is the text different each time?
    well its printing the score that you have for the game.. so ya its different every time

  11. #2441
    Points: 10.633, Level: 68
    Level completed: 46%, Points required for next Level: 217
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    second star to the right...
    Beiträge
    139
    Points
    10.633
    Level
    68
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Altair
    Why dont you just use a prerotated image? Or is the text different each time?
    its two countdown timers!

    so i could use pics, but its not something i favour.

    i've got some work to do on my bonus features.
    but its something im considering.

  12. #2442
    QJ Gamer Green
    Points: 5.559, Level: 48
    Level completed: 5%, Points required for next Level: 191
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Beiträge
    506
    Points
    5.559
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    One thing you could do is, you have all the numbers saved as a seperate image. Then you blit the right one at the right places. Hope thats clear enough.
    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. #2443
    Points: 10.633, Level: 68
    Level completed: 46%, Points required for next Level: 217
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    second star to the right...
    Beiträge
    139
    Points
    10.633
    Level
    68
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Altair
    One thing you could do is, you have all the numbers saved as a seperate image. Then you blit the right one at the right places. Hope thats clear enough.

    yeah thats what I was just talking about. :)

  14. #2444
    QJ Gamer Green
    Points: 5.559, Level: 48
    Level completed: 5%, Points required for next Level: 191
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Beiträge
    506
    Points
    5.559
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    yeah i see now, sorry. I read montrobs reaction after yours and he doesn't use this, i think. I should have added "@Montrob" before my post.
    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. #2445
    Points: 10.633, Level: 68
    Level completed: 46%, Points required for next Level: 217
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    second star to the right...
    Beiträge
    139
    Points
    10.633
    Level
    68
    Downloads
    0
    Uploads
    0

    Standard

    LOL, no worries,
    thanks for the help, i'll be needing lots more later on Im sure. :)

  16. #2446
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    guys i m stuck in something

    look at the picture

    I made the square boxes to make the player picture moves to be false if it tries to get through the boxes and i made player moves to be true if its at the left side and bellow of the boxs.

    Code:
    if moving1 == false and x0 <= block[c].x-14 and x0 >= block[c].x-16 and y0 >= block[c].y+16 then
    moving1 = true
    end
    The code above will make player picture to go up if its bellow the box and to the left side of the boxes as its showing at the picture above.

    At the picture above, player picture moves is true becuase its left side and bellow the box.

    The problem is:
    If there is another box at the left side of the 3 boxes so its above the player picture, player picture will try to get through the box but it stops when it pass 1-2 pixels.

    my question is? Is there a code that i can add in the code above to make the moving1 = true if it reads the color of the background to the left side of any box ?
    so if it dosent match the background color to the left side of a box, the player1 will not move up


    ~Edit like this code bellow for an example, i added "white == screenixel(block[c].x-14, block[c].y)" but it dosent work
    Code:
    if moving1 == false and x0 <= block[c].x-14 and x0 >= block[c].x-16 and y0 >= block[c].y+16 and white == screen:pixel(block[c].x-14, block[c].y) then
    moving1 = true
    end
    Geändert von natan333 (05-23-2006 um 02:34 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  17. #2447
    QJ Gamer Green
    Points: 13.310, Level: 75
    Level completed: 15%, Points required for next Level: 340
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    Here
    Beiträge
    2.715
    Points
    13.310
    Level
    75
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von natan333
    The problem is:
    If there is another box at the left side of the 3 boxes so its above the player picture, player picture will try to get through the box but it stops when it pass 1-2 pixels.

    my question is? Is there a code that i can add in the code above to make the moving1 = true if it reads the color of the background to the left side of any box ?
    so if it dosent match the background color to the left side of a box, the player1 will not move up


    ~Edit like this code bellow for an example, i added "white == screenixel(block[c].x-14, block[c].y)" but it dosent work
    Code:
    if moving1 == false and x0 <= block[c].x-14 and x0 >= block[c].x-16 and y0 >= block[c].y+16 and white == screen:pixel(block[c].x-14, block[c].y) then
    moving1 = true
    end
    Could it be this part:

    Code:
    x0 <= block[c].x-14 and x0 >= block[c].x-16
    Are you sure you meant for "x0" to be specifically in between those two #s?
    That means "x0" can only equal one number at all for "moving1" to be true.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  18. #2448
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von EminentJonFrost
    Could it be this part:

    Code:
    x0 <= block[c].x-14 and x0 >= block[c].x-16
    Are you sure you meant for "x0" to be specifically in between those two #s?
    That means "x0" can only equal one number at all for "moving1" to be true.

    if it dosent have "y0 >= block[c].y+16" picture player that have x0 and y0 axis will bypass any box and not bypass the corners bellow. and if it dosent have "x0 <= block[c].x-14 and x0 >= block[c].x-16 " it will just go through the box.
    the code i put works great but my question is what code i put to read the white background color to the left side so the white background will also be needed to make moving up true
    Geändert von natan333 (05-23-2006 um 03:15 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  19. #2449
    QJ Gamer Green
    Points: 13.310, Level: 75
    Level completed: 15%, Points required for next Level: 340
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    Here
    Beiträge
    2.715
    Points
    13.310
    Level
    75
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von natan333
    if it dosent have "y0 >= block[c].y+16" picture player that have x0 and y0 axis will bypass any box and bot bypass the corners bellow. and if it dosent have "x0 <= block[c].x-14 and x0 >= block[c].x-16 " it will just go through the box
    no no, look, I'm saying you limited that "moving1" to be true ONLY if

    "x0" is 14 < x > 16

    see?
    the chances are very narrow.
    at least I'm guessing, i dont what "x0" would equal otherwise.
    as for the "y0", I said nothing of it.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  20. #2450
    QJ Gamer Gold
    Points: 18.627, Level: 86
    Level completed: 56%, Points required for next Level: 223
    Overall activity: 0%

    Registriert seit
    Mar 2006
    Ort
    LOLWUT
    Beiträge
    2.625
    Points
    18.627
    Level
    86
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von natan333
    if it dosent have "y0 >= block[c].y+16" picture player that have x0 and y0 axis will bypass any box and not bypass the corners bellow. and if it dosent have "x0 <= block[c].x-14 and x0 >= block[c].x-16 " it will just go through the box.
    the code i put works great but my question is what code i put to read the white background color to the left side so it becames true
    If you are saying you want moving1 to be true if the background is white, then can't you do:
    Code:
    if screen:blit(480,272,white) == true then
    moving1 = true
    end
    I think that is what you meant, but I kept getting more as I kept re-reading it.

  21. #2451
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von EminentJonFrost
    no no, look, I'm saying you limited that "moving1" to be true ONLY if

    "x0" is 14 < x > 16

    see?
    the chances are very narrow.
    at least I'm guessing, i dont what "x0" would equal otherwise.
    as for the "y0", I said nothing of it.

    from what it shows in my psp, the "x0" is 14 < x > 16 is telling to be true outside of the box to the left and right but it makes bug if there is more then 2 boxes close together so y0 >= block[c].y+16 makes to be left only to be true
    Bequiet!!!
    I'm learning cc©cc

  22. #2452
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von PSPduh
    If you are saying you want moving1 to be true if the background is white, then can't you do:
    Code:
    if screen:blit(480,272,white) == true then
    moving1 = true
    end
    I think that is what you meant, but I kept getting more as I kept re-reading it.
    like that is for the whole background. i want to make like a 16x , 16y invisible square to the left of all box so if its white in that invisible square, it becomes true for moving1 and if there is another color, it dosent do nothing
    Geändert von natan333 (05-23-2006 um 03:33 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  23. #2453
    QJ Gamer Blue
    Points: 4.561, Level: 43
    Level completed: 6%, Points required for next Level: 189
    Overall activity: 0%

    Registriert seit
    May 2006
    Beiträge
    224
    Points
    4.561
    Level
    43
    Downloads
    0
    Uploads
    0

    Standard

    does anyone know why my scripts keep getting an error because 'there is no loop to break'? The thing I have (by help of Jon Frost) is that at the beginning of a function it says :
    if quit == true then
    break
    end
    What is wrong with it, and why can't it break the function loop?
    Also, I just took that part out of my code, saved and retried the program, yet it had the same error? I am so confused.

  24. #2454
    words are stones in my <3
    Points: 35.274, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Ort
    Spokane
    Beiträge
    5.008
    Points
    35.274
    Level
    100
    My Mood
    Lonely
    Downloads
    1
    Uploads
    0

    Standard

    Think my friend...... think... break = break a loop = has to be in a loop... Not neccessarly a function...

    Basically, just put the 'if' statment for breaking the loop in the/a loop

    ...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


  25. #2455
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    hmm

    how can i make the opposite of
    Code:
    if moving1 == false and x0 >= block[c].x+16 and y0 >= block[c].y+16 then
    moving1 = true
    end
    Geändert von natan333 (05-23-2006 um 07:13 PM Uhr)
    Bequiet!!!
    I'm learning cc©cc

  26. #2456
    QJ Gamer Green
    Points: 13.310, Level: 75
    Level completed: 15%, Points required for next Level: 340
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    Here
    Beiträge
    2.715
    Points
    13.310
    Level
    75
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von natan333
    hmm

    how can i make the opposite of
    Code:
    if moving1 == false and x0 >= block[c].x+16 and y0 >= block[c].y+16 then
    moving1 = true
    end
    The opposite of that?
    (This is assuming you want "moving1" to be false again.)

    Code:
    if moving1 ~= false and x0 >= block[c].x+16 and y0 >= block[c].y+16 then
    moving1 = false
    end
    That what you mean?

    Zitat Zitat von emericaska8r
    does anyone know why my scripts keep getting an error because 'there is no loop to break'? The thing I have (by help of Jon Frost) is that at the beginning of a function it says :
    if quit == true then
    break
    end
    What is wrong with it, and why can't it break the function loop?
    Also, I just took that part out of my code, saved and retried the program, yet it had the same error? I am so confused.
    I'll take another look at it.

    EDIT - emericaska8r, check your PM or email.
    Geändert von EminentJonFrost (05-24-2006 um 04:20 AM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  27. #2457
    is not posting very often
    Points: 33.152, Level: 100
    Level completed: 0%, Points required for next Level: 0
    Overall activity: 99,6%

    Registriert seit
    Feb 2006
    Ort
    omnipresent
    Beiträge
    5.162
    Points
    33.152
    Level
    100
    Downloads
    0
    Uploads
    0

    Standard

    i think that that is what he means...
    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

  28. #2458
    QJ Gamer Green
    Points: 13.310, Level: 75
    Level completed: 15%, Points required for next Level: 340
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    Here
    Beiträge
    2.715
    Points
    13.310
    Level
    75
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Glynnder- PSPro
    i think that that is what he means...
    I think so too, but I've been wrong before.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  29. #2459
    Points: 5.745, Level: 48
    Level completed: 98%, Points required for next Level: 5
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    404
    Points
    5.745
    Level
    48
    Downloads
    0
    Uploads
    0

    Standard

    Code:
    if moving1 == false and x0 >= block[c].x+16 and y0 >= block[c].y+16 then
    moving1 = true
    end
    This code makes the player moving1 (up) to be true if its at the right side of the block and bellow it

    i want to change the right to left.
    Bequiet!!!
    I'm learning cc©cc

  30. #2460
    QJ Gamer Green
    Points: 13.310, Level: 75
    Level completed: 15%, Points required for next Level: 340
    Overall activity: 0%

    Registriert seit
    Dec 2005
    Ort
    Here
    Beiträge
    2.715
    Points
    13.310
    Level
    75
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von natan333
    Code:
    if moving1 == false and x0 >= block[c].x+16 and y0 >= block[c].y+16 then
    moving1 = true
    end
    This code makes the player moving1 (up) to be true if its at the right side of the block and bellow it

    i want to change the right to left.
    How is it stuck if the player it isnt touching and is not going to touch a block?
    I'm gonna go back read over everything again. This is confusing me. Plus, the way you explain it (no offense) is not helping.

    EDIT - OOOOOOHHHHH!! Ok. I get it now.

    All right, you want it luaplayer to check if theres a block in the way of the player, and if there is, the player cannot go through it. Makes sense. It was harder to understand that since some parts of your post were repetitive.

    Ok, umm...all right, heres an example:

    Code:
    -- box is 20x20 pixels
    box_x = 100
    box_y = 100
    box2_x = 120
    box2_y = 120
    
    --[[this means the box will cover from:
    
     (100, 100)____________(120, 100)
    |
    |
    |
    |
    |
    (100, 120)_____________(120, 120) <bottom right of pic
    
    ]]
    
    if player_x > box2_x or player_x < box_x and player_y > box2_y or player_y < box_y then 
    can_move = true
    end
    
    if player_x >= box_x and player_x <= box2_x then
    can_move = false
    end
    
    if player_y >= box_y and player_y <= box2_y then
    can_move = false
    end
    does that help you?
    Geändert von EminentJonFrost (05-24-2006 um 09:17 AM Uhr)
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]


 

Tags for this Thread

Forumregeln

  • Es ist Ihnen nicht erlaubt, neue Themen zu verfassen.
  • Es ist Ihnen nicht erlaubt, auf Beiträge zu antworten.
  • Es ist Ihnen nicht erlaubt, Anhänge hochzuladen.
  • Es ist Ihnen nicht erlaubt, Ihre Beiträge zu bearbeiten.
  •  





Alle Zeitangaben in WEZ -8. Es ist jetzt 09:01 PM Uhr.

Use of this Web site constitutes acceptance of the TERMS & CONDITIONS and PRIVACY POLICY
Copyright © , Caputo Media, LLC. All Rights Reserved. Cluster .