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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 SG57 Well i got it from that luabin crud, i coopied and pasted, but look past the HTML ...

  
  1. #2581
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    Zitat Zitat von SG57
    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 ;-)
    oooh i see.

    I changed it to:

    screen:blit(x1, y1, Player[x].n)

    But where does the Player[x].n come into it?


    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.

  2. #2582
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    I dont think I understand...
    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.

  3. #2583
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    Hey - anyone know a good tutorial, or other reference point (including a game) in which I can learn how to set up a sprite system?

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    Zitat Zitat von Spiritbeast
    Hey - anyone know a good tutorial, or other reference point (including a game) in which I can learn how to set up a sprite system?
    a sprite system..? explain more please.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

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    Zitat Zitat von fraseyboy
    oooh i see.

    I changed it to:

    screen:blit(x1, y1, Player[x].n)

    But where does the Player[x].n come into it?
    remember the table i made several posts back? thats how.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  6. #2586
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    Zitat Zitat von EminentJonFrost
    a sprite system..? explain more please.
    Uh.. you know, sprites? I don't know how else I can put it... animated characters?

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    you want to make an animation?
    ..
    how new are you to this?
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  8. #2588
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    Zitat Zitat von EminentJonFrost
    you want to make an animation?
    ..
    how new are you to this?
    No, I am not a super lua noobie fresh off my first tutorial. I'll explain what I am trying to do more in depth.

    Lets say if a character is running. The character will display a running animation, which consists of muiltiple pictures, like frames. But, this character will also have a different animation for standing, and also one for jumping. So, I'd start off my saying "if player.motion == "jumping" then display the animation for the player jumping. What I was wondering is how I can implement an animation system.

  9. #2589
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    I just wanted to say to ShockD out there that you have a nice game in the making.

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    also, spiritbeast, now that i think about it, download shockD's PSPZelda game. In the script file found in there, he has sprites and animation. Look in there to get an idea of how to do it.

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    Zitat Zitat von emericaska8r
    also, spiritbeast, now that i think about it, download shockD's PSPZelda game. In the script file found in there, he has sprites and animation. Look in there to get an idea of how to do it.
    I'll take a look at that, Emerica. Thanks.

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    Hey is this how this works?

    Code:
    function check(dummy)
    if pad:dummy then
    screen:print(50, 100, "You just pressed".. dummy, black)
    end
    end
    
     then if i put something instead of dummy, it just rewrites the function with that worrd like..
    
    check(cross)
    
    would that take out dummy and replace it with cross?.. I think thats how this works

  13. #2593
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    Zitat Zitat von montrob
    Hey is this how this works?
    would that take out dummy and replace it with cross?.. I think thats how this works
    Yes, exept that you forgot the "()".

    Code:
    function check(dummy)
    if pad:dummy() then
    screen:print(50, 100, "You just pressed: ".. dummy, black)
    screen.blit() --Remove if not needed.
    end
    end
    
    check(cross)
    Geändert von HaxxBlaster (06-05-2006 um 03:03 PM Uhr)
    [CENTER]Some of my homebrew Applications/Games:
    [URL=http://forums.qj.net/showthread.php?t=47294&page=1&pp=10]Planet Fighter[/URL] | [URL=http://forums.qj.net/showthread.php?p=641672#post641672]Graphic Creator (V2.0)[/URL] | [URL=http://forums.qj.net/showthread.php?p=512717]Fire Pong[/URL] | [B][URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html#post1430891"][COLOR="Red"][SIZE="3"]Brushes v2.0[/COLOR][/SIZE][/B][/URL] [URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html"][B][SIZE="2"][COLOR="Black"]Released![/COLOR][/SIZE][/B][/URL]
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  14. #2594
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    Zitat Zitat von montrob
    Hey is this how this works?

    Code:
    function check(dummy)
    if pad:dummy then
    screen:print(50, 100, "You just pressed".. dummy, black)
    end
    end
    
     then if i put something instead of dummy, it just rewrites the function with that worrd like..
    
    check(cross)
    
    would that take out dummy and replace it with cross?.. I think thats how this works
    Zitat Zitat von HaxxBlaster
    Yes, exept that you forgot the "()".
    really...? cool.
    so, that makes whatever coding the is in the function able to work on any variable, and not just the one mentioned in it?

    what else does the inside of the parantheses do when a function is called? I've seen this use before, just never understood it.
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

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    yea same as jon frost i think thats cool. I would also like to know more about what all you can do with the inside of the parantheses things.

  16. #2596
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    Lol.. and ive been coding long functions for everysingle thing.. this will make the final of AlphaAttackPSP come alot faster!

  17. #2597
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    Zitat Zitat von EminentJonFrost
    really...? cool.
    so, that makes whatever coding the is in the function able to work on any variable, and not just the one mentioned in it?

    what else does the inside of the parantheses do when a function is called? I've seen this use before, just never understood it.
    you didnt know that?? i thought u did. you can also put multiple variables: such as:

    Code:
    function meOwnYou(me, you, own, bob, joe, mo, umm, topspin)

    and i have a (random) question:

    you know how ps2/xbox games are lik 4.7GB most of the times?? well, how much of that 4.7GB are the actual SCRIPTS, as opposed to the images/vids?
    just curious.
    Geändert von Grimfate126 (06-05-2006 um 09:42 PM Uhr)
    --------------------------------------------------------------------------------------

  18. #2598
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    Zitat Zitat von Grimfate126
    you didnt know that?? i thought u did. you can also put multiple variables: such as:

    Code:
    function meOwnYou(me, you, own, bob, joe, mo, umm, topspin)

    and i have a (random) question:

    you know how ps2/xbox games are lik 4.7GB most of the times?? well, how much of that 4.7GB are the actual SCRIPTS, as opposed to the images/vids?
    just curious.
    dont know...
    [CENTER][IMG]http://img148.imageshack.us/img148/6985/siglw8.jpg[/IMG][/CENTER]

  19. #2599
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    Just a snippet of a random question function, might help some one.

    Code:
    function RandomQuestion(Q1, Q2, Q3, Q4, x, y, Color)
    RQnr = math.random(1,4)
    
    if RQnr == 1 then
    screen:print(x,y, Q1, Color)
    elseif RQnr == 2 then
    screen:print(x,y, Q2, Color)
    elseif RQnr == 3 then
    screen:print(x,y, Q3, Color)
    elseif RQnr == 4 then
    screen:print(x,y, Q4, Color)
    end
    screen.flip()
    end
    Example of how to use:
    Code:
    if pad:cross() then
    RandomQuestion("How are you today?", "Who are you?", "Can you show me some magic?", "Hmm.. What should i do with this?", 20, 20, white)
    screen.waitVblankStart(200)
    end
    Geändert von HaxxBlaster (06-06-2006 um 01:30 PM Uhr)
    [CENTER]Some of my homebrew Applications/Games:
    [URL=http://forums.qj.net/showthread.php?t=47294&page=1&pp=10]Planet Fighter[/URL] | [URL=http://forums.qj.net/showthread.php?p=641672#post641672]Graphic Creator (V2.0)[/URL] | [URL=http://forums.qj.net/showthread.php?p=512717]Fire Pong[/URL] | [B][URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html#post1430891"][COLOR="Red"][SIZE="3"]Brushes v2.0[/COLOR][/SIZE][/B][/URL] [URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html"][B][SIZE="2"][COLOR="Black"]Released![/COLOR][/SIZE][/B][/URL]
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    cool.

  21. #2601
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    HaxxBlaster - Bad bad function seeing as how it is 4 questions specific...

    Why not expand your knowledge and that function to allow user input for how many questions via an array, then a optional parameters that match that of the arrays?

    Come on now... Stretch your brain past that of the easy way...

    ...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. #2602
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    You don't have to tell me, i definitely know this.
    It's just a very basic way of how to return one of the 4 random strings. But yes, very messy.
    Geändert von HaxxBlaster (06-06-2006 um 10:46 PM Uhr)
    [CENTER]Some of my homebrew Applications/Games:
    [URL=http://forums.qj.net/showthread.php?t=47294&page=1&pp=10]Planet Fighter[/URL] | [URL=http://forums.qj.net/showthread.php?p=641672#post641672]Graphic Creator (V2.0)[/URL] | [URL=http://forums.qj.net/showthread.php?p=512717]Fire Pong[/URL] | [B][URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html#post1430891"][COLOR="Red"][SIZE="3"]Brushes v2.0[/COLOR][/SIZE][/B][/URL] [URL="http://forums.qj.net/f-psp-development-forum-11/t-release-brushes-v20-99207.html"][B][SIZE="2"][COLOR="Black"]Released![/COLOR][/SIZE][/B][/URL]
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  23. #2603
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    i have a qestion how do i get the xmb clock

  24. #2604
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    Standard No LUA script error.

    Whenever I try to run this script on my psp I get an error saying no lua script.
    I uploaded it so someone could look at it and find out why it is not working. Right now it is a very simple game and it shoukd have a moveable player and a loading screen. The reason it is so big is because I am working on making a tileengine and I need a lot of tiles and alot of sprites.
    Angehängte Dateien Angehängte Dateien

  25. #2605
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    Zitat Zitat von cwirsing
    Whenever I try to run this script on my psp I get an error saying no lua script. I uploaded it so someone could look at it and find out why it is not working. Right now it is a very simple game and it shoukd have a moveable player and a loading screen. The reason it is so big is because I am working on making a tileengine and I need a lot of tiles and alot of sprites.
    I flipped through the script, and what I noticed is you loaded about 190+ images, and you can reduce by using a for loop. All of those lines could be reduced.

    Code:
    linkswordstrikeu = {} --Make your image into a table
    for a = 1, 6 do
    linkswordstrikeu[a] = Image.load("sprites/link/linkswordstrikeu" ..a..".EXTENSION OF IMAGE")
    end
    Easily do that with all the other images, and you could make ALL of that into very little. For example, you loaded tiles upto 178, you could do that like this:
    Code:
    tile = {} --Make your image into a table
    for b = 1, 178 do
    tile[b] = Image.load("tiles/tile" ..b..".png")
    end
    Just reduced that whole chunk of code into 4 lines. Just saying, and the script error, I don't know. Unless you put System.usbActiviate, (something like that) and put it in the beginning of your code, and you tried it with a 2.00+ PSP, it wouldn't work.

  26. #2606
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    So your saying there is nothing wrong with my script but I can reduce the size of it.

  27. #2607
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    Zitat Zitat von cwirsing
    So your saying there is nothing wrong with my script but I can reduce the size of it.
    I did not say there is nothing wrong with your script. And I quote:

    Zitat Zitat von PSPduh, which is me
    Just saying, and the script error, I don't know. Unless you put System.usbActiviate, (something like that) and put it in the beginning of your code, and you tried it with a 2.00+ PSP, it wouldn't work.
    I said I did not know but then said about System.usbActivate. I remember somebody saying that that would not work on 2.00+ PSP's.

    Obviously something is wrong with your script if it is not running properly.
    Try to name it script.lua instead of index.lua.
    --PSPduh

  28. #2608
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    I fixed the problem.
    the problem was

    screen:clear()

    was like this

    screen:clear)

    EDIT
    I am trying to insert a new font into my game but I can't get it to work.
    Here is the code

    Code:
    font = Font.load("font.ttf")
    
    image:fontPrint(font, 194, 136, Loading: 0%, [color = white]) 
    screen.flip()
    Geändert von cwirsing (06-07-2006 um 06:24 PM Uhr)

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    I found this in the code section of the PSP-Programming website:


    Code:
     
    nil image:fontPrint(font, x, y, text, [color = black])
    When it says image:fontPrint, I think it wants the variable name of a user specified image or just screen to print it on the screen image (the screen image always exists. Such as in screen:clear(), screen:blit(x,y,image source), etc.).

  30. #2610
    QJ Gamer Silver
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    The Migrant Fleet
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    Standard

    OK this function takes up about 300 lines, but this is basically it except for changes in X and Y values and such

    I basically just made this function as a dummy..




    At first i got the error "attempt to index global 'dummybb'" So i made a table for dummy

    dummybb = {blow = 1, go = false}
    dummybb[1] = { x = 0, y = 40, go = true}
    dummybb[2] = { x = 0, y = 50, go = true}
    dummybb[3] = { x = 0, y = 60, go = true}


    ok.. so now

    I added

    check(circle)
    check(cross)
    check(triangle)
    check(square)

    in my loop, but they bombs dont blow up when they hit the building. Any help?

    Code:
    function check(dummy)
    if dummybb[1].x + 49 >= house1x and dummybb[1].x + 49 <= house1x + 21 and dummybb[1].y + 20 >= house1y and dummybb[1].y <= house1y + 20 and tile1show1a == 1 then
    dummybb[1].go = false
    tile1show1a = 2
    end
    if tile1show1a >= 2 then
    screen:fillRect(house1x, house1y, 21, 21, blue)
    screen:blit(house1x, house1y, house1R)
    end


 

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