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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; Yup, you do this: In your while true do loop put this code just below: Code: pad = Controls.read() Now, ...

  
  1. #2551
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    Yup, you do this:

    In your while true do loop put this code just below:
    Code:
    pad = Controls.read()
    Now, below that put this:

    Code:
    if pad:cross() and pad:square then
    action here
    end
    you can of course change cross and square to what ever buttons you want.




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  2. #2552
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    Zitat Zitat von kozine
    Yup, you do this:

    In your while true do loop put this code just below:
    Code:
    pad = Controls.read()
    Now, below that put this:

    Code:
    if pad:cross() and pad:square then
    action here
    end
    you can of course change cross and square to what ever buttons you want.
    Thank you :) but do i need a () at the end of the other pad:button
    Taking things too far one step at a time

  3. #2553
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    Yea you do sorry:

    Code:
    if pad:cross() and pad:square() then
    action here
    end


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    Zitat Zitat von kozine
    Yea you do sorry:

    Code:
    if pad:cross() and pad:square() then
    action here
    end
    Thank you :)
    Last question, can i limit the amount of time
    you can use this?
    Taking things too far one step at a time

  5. #2555
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    Probaly but I dont know how. Sorry!


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    Zitat Zitat von kozine
    Probaly but I dont know how. Sorry!
    Thabk you for your help, Ill leave that out for now :)
    Taking things too far one step at a time

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    Zitat Zitat von Ralan
    Thank you :)
    Last question, can i limit the amount of time
    you can use this?
    Try
    Code:
    controltimer=0
    
    if pad:cross() and pad:square() and controltimer <= 10 then
    --\\action here\\--
    controltimer=controltimer+1
    end
    That should count the control's until they are pressed 10 times.
    You may also need to insert another function to stop the pad
    from looping really fast ;).

    Sorry i just woke up so i can't exactly give a you a 110% brilliant
    padtacular code snippet :icon_razz .
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  8. #2558
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    I think u mean:
    Code:
    if pad:cross() and oldpad:cross() ~= pad:cross()
    Add that to your if(the one c5cha7 showed),and make it suit your code(the button inputted may be different)to slow down the pad looping.

    EDIT try this:
    Code:
    controltimer=0
    
    if pad:cross() and pad:square() and oldpad:cross() ~= pad:cross() and oldpad:square() ~= pad:square and controltimer <= 10 then
    --\\action here\\--
    controltimer=controltimer  +1
    end
    I think thats right...
    --Vaza
    Geändert von Vaza (06-01-2006 um 04:11 AM Uhr)

  9. #2559
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    Code:
    controltimer=0
    
    if pad:cross() and pad:square() and oldpad:cross() ~= pad:cross() and oldpad:square() ~= pad:square and controltimer <= 10 then
    --\\action here\\--
    controltimer=controltimer    +1
    end
    I've been meaning to ask this a long time: Whats with the "oldpad" and "pad" people keep using? Whats the difference?
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    Zitat Zitat von EminentJonFrost
    Code:
    controltimer=0
    
    if pad:cross() and pad:square() and oldpad:cross() ~= pad:cross() and oldpad:square() ~= pad:square and controltimer <= 10 then
    --\\action here\\--
    controltimer=controltimer    +1
    end
    I've been meaning to ask this a long time: Whats with the "oldpad" and "pad" people keep using? Whats the difference?

    Well you put oldpad = Controls.read() at the beginning of the code. It makes it so you cant hold down the button to do the action, you have to hit it repeatedly.

  11. #2561
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    quick question. Would this be the way to make the bullet stop after it hits a wall?


    Code:
    for e = 1,5 do
    if (paintballInfo[e].x + bulletwidth > wall.x) and (paintballInfo[e].x < wall.x + wallwidth) and (paintballInfo[e].y + bulletheight > wall.y) and (paintballInfo[e].y < wall.y + wallheight) then
    paintballInfo[e].firing = false
    end

  12. #2562
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    does anyone know how to edit strings?

    the value of somthing in my array is
    "2DU"
    when i hit left(i can do that) i want it to get rid of(subtract) the U and when i hit right i want it to put(add) the U back into the string.

  13. #2563
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    Zitat Zitat von soadnation
    does anyone know how to edit strings?

    the value of somthing in my array is
    "2DU"
    when i hit left(i can do that) i want it to get rid of(subtract) the U and when i hit right i want it to put(add) the U back into the string.
    http://lua-users.org/wiki/StringLibraryTutorial
    :)

    That should help.
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  14. #2564
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    Zitat Zitat von Mr.Game
    quick question. Would this be the way to make the bullet stop after it hits a wall?


    Code:
    for e = 1,5 do
    if (paintballInfo[e].x + bulletwidth > wall.x) and (paintballInfo[e].x < wall.x + wallwidth) and (paintballInfo[e].y + bulletheight > wall.y) and (paintballInfo[e].y < wall.y + wallheight) then
    paintballInfo[e].firing = false
    end
    looks like it.
    i gotta see the values for all those variables to be sure though.
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  15. #2565
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    hi, im posting from india. (that was random)

    quik question:

    i cant download windows lua here for a personal reason, so here is my question:

    is it possible to put timers in an array?? ex:

    Code:
    dude = {}
    
    for dudet = 1, 50 do
    dude[dudet] = Timer.new()
    end
    can someone test it out pls? thx.
    --------------------------------------------------------------------------------------

  16. #2566
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    yes, you can put anything into an array, as long as you define it before hand. In LUA you have nothing to worry about really, C theres syntax that you must get right before you do anything.

    oh and a quick reality check thing, a flashing on and off screen means too many flippings of the draw to display buffer, correct?

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  17. #2567
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    Zitat Zitat von Mr.Game
    quick question. Would this be the way to make the bullet stop after it hits a wall?


    Code:
    for e = 1,5 do
    if (paintballInfo[e].x + bulletwidth > wall.x) and (paintballInfo[e].x < wall.x + wallwidth) and (paintballInfo[e].y + bulletheight > wall.y) and (paintballInfo[e].y < wall.y + wallheight) then
    paintballInfo[e].firing = false
    end
    I cant tell exactly but Im sure that you have a variable for the speed of the paintball? Just make an array of speeds for each individual paintball, that way you can make a simpel if statemnet saying if speed[x] hits wall/collision, then that speed = 0, then time it for like 2 seconds to make it disappear, x++.

    hope you understand it somewhat?

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  18. #2568
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    Zitat Zitat von SG57
    yes, you can put anything into an array, as long as you define it before hand. In LUA you have nothing to worry about really, C theres syntax that you must get right before you do anything.

    oh and a quick reality check thing, a flashing on and off screen means too many flippings of the draw to display buffer, correct?
    Correct SG57, if the screen flashes too much, it means you have extra "screen.flip()"s around your script somewhere.
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  19. #2569
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    has anyone had experience in string manipulation?

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    Zitat Zitat von soadnation
    has anyone had experience in string manipulation?
    Manipulation how?
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  21. #2571
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    this is what i have

    "2DU"

    what i want to do is have it replace the 3rd charecter in it. but instead of supplying the text i want tell it to look at a certain part of the array

  22. #2572
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    Arrow

    I'm making my first game in Lua, a Tag clone called TagX, which is basicly two player tag (on one psp) with fun maps, powerups stuff like that. Trust me, its fun. But it won't be fun unless I complete it, so please help me!

    I need to find out a way to get collision detection (tagging) working. There are 4 sprites for each player, one for each direction.

    Eg.

    Player1n
    Player1e
    Player1s
    Player1w

    Player2n
    Player2e
    Player2s
    Player2w

    What I want to do, is make it so that when a player goes over another player, they swap sprites so that the player1 is now player2 and the player2 is player1 for every angle. If I didnt make it so they change directions it would be easy, but it has to swap for EVERY sprite in every direction.

    Can anyone help me? :mrgreen:
    92% of the teenage population listens to rap music. If you're part of the 8% that listens to real music, copy and paste this into your sig.

  23. #2573
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    how about this:

    Code:
    Player = { Player1 = { n = Image.load("image"), e = Image.load("image"), s = Image.load("image"), w = Image.load("image") }, Player2 = { n2 = Image.load("image"), e2 = Image.load("image"), s2 = Image.load("image"), w2 = Image.load("image") } }
    
    x = 1
    
    if [player1 and 2 meet] then
    if x == 1 then
    x = 2
    elseif x == 2 then
    x = 1
    end
    end
    
    screen:blit(player_x, player_y, Player[x].n) -- when the 'x' changes, the sprites used will change.
    Do you understand that?
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  24. #2574
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    Sort of...

    How would I do 'the IF Player1 and player2 meet' thing?
    Geändert von fraseyboy (06-02-2006 um 05:06 PM Uhr)
    92% of the teenage population listens to rap music. If you're part of the 8% that listens to real music, copy and paste this into your sig.

  25. #2575
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    Zitat Zitat von fraseyboy
    Um... Not really....

    How would I do the IF Player1 and player2 meet?
    dont get it? you may need to learn a bit more then.

    as for the two players meeting:

    Code:
    if player1_x == player2_x and player1_y == player2_y then
    in words, that 'if' statement is:
    If player1 is on the same 'x' point and the same 'y' point as player2 then...
    [the code i showed before]
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  26. #2576
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    Zitat Zitat von EminentJonFrost
    dont get it? you may need to learn a bit more then.

    as for the two players meeting:

    Code:
    if player1_x == player2_x and player1_y == player2_y then
    in words, that 'if' statement is:
    If player1 is on the same 'x' point and the same 'y' point as player2 then...
    [the code i showed before]
    Ohhh i think i get it now... I'll try it and see.
    92% of the teenage population listens to rap music. If you're part of the 8% that listens to real music, copy and paste this into your sig.

  27. #2577
    QJ Gamer Silver
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    Hmm. It says 'attempt to index global ?, a nil value'.

    Its on line 157 and that appears to be the...

    screen:blit(player_x, player_y, Player[x].n) bit....


    Where does Player_x and Player_y come from?


    Heres my code BTW: http://pastebin.com/754753
    Geändert von fraseyboy (06-02-2006 um 05:38 PM Uhr)
    92% of the teenage population listens to rap music. If you're part of the 8% that listens to real music, copy and paste this into your sig.

  28. #2578
    words are stones in my <3
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    Code:
    1. <LI class=li2>-- Player Coordinates
    2. <LI class=li1>x1 = 45 <LI class=li2>y1 = 34 <LI class=li1>x2 = 415 <LI class=li2>y2 = 240
    I found this in your code, looks to me like the co-ordinates for the player, and there not in use because?

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

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  29. #2579
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    Zitat Zitat von SG57
    Code:
    1. <LI class=li2>-- Player Coordinates
    2. <LI class=li1>x1 = 45 <LI class=li2>y1 = 34 <LI class=li1>x2 = 415 <LI class=li2>y2 = 240
    I found this in your code, looks to me like the co-ordinates for the player, and there not in use because?
    where'd you get them from? I can't see them anywhere in my code...
    92% of the teenage population listens to rap music. If you're part of the 8% that listens to real music, copy and paste this into your sig.

  30. #2580
    words are stones in my <3
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    Well i got it from that luabin crud, i coopied and pasted, but look past the HTML junk to see it, imtoo lazy to do it myself ;-)

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

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