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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; this question may sound dumb....I was loading a game i made, and i got an error stating: libpng: Not a ...

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Old 11-04-2005, 08:47 PM   #241
 
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this question may sound dumb....I was loading a game i made, and i got an error stating: libpng: Not a PNG file
but all my pics are PNG/png

what do i do?
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Old 11-04-2005, 10:03 PM   #242

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specify if its .png or .PNG, ect.
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Old 11-05-2005, 09:11 AM   #243
 
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Quote:
Originally Posted by SG57
specify if its .png or .PNG, ect.
oh i just went in Paint and re-did the extensions, thanks
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Old 11-05-2005, 12:08 PM   #244

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now bout the resizer function
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Old 11-05-2005, 12:49 PM   #245

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Wow magician posted a link for you...
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Old 11-05-2005, 04:01 PM   #246

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i dont have privelages too itsaid
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Old 11-05-2005, 04:24 PM   #247

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O well here it is:

smile = Image.load("smiley.png")

function scaleImage(newX, newY, theImage)
newImage = Image.createEmpty(newX, newY)
for x = 1, newX do
for y = 1, newY do
newImage:blit(x,y , theImage, math.floor(x*(theImage:wi dth()/newX)),math.floor(y*(theI mage:height()/newY)), 1, 1)
end
end
return newImage
end

--main program
screen:blit(0, 0, smile)
screen:blit(0, 100, scaleImage(200,100,smile) )
screen:blit(100, 0, scaleImage(20,100,smile))
screen:flip()
screen.waitVblankStart(60 0)
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Old 11-05-2005, 11:23 PM   #248

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Smile

thank you alot now ehn u said:

smile = Image.load("smiley.png")

function scaleImage(newX, newY, theImage)
newImage = Image.createEmpty(newX, newY)
for x = 1, newX do
for y = 1, newY do
newImage:blit(x,y , theImage, math.floor(x*(theImage:wi dth()/newX)),math.floor(y*(theI mage:height()/newY)), 1, 1)
end
end
return newImage
end


do i just put my picture instead of "smiley.png" and it should work or do i have to mod it abit so it fits my pictures dimensions and such

also, am i basically defining the function then putting it in the loop or what cause im new to this "function" stuff for LUA everything else cool

so basically, can u just tel me how i could put my picture in their instead of smiley so i can get the hang of this function thing? thx alot if u can

==edit==

right now my dimensions of my picture are 400, 272
and where do iput the new dimensions? where you put the () after height and width next to newX and newY or what? sorry bout questions, just that ican make my game now that idont have to worry bout resizing if i can take ascreenshot when its resized lol and im done!
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Old 11-06-2005, 08:50 AM   #249
 
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Default My analog+D-pad movement script

I have been working with a movement script for my game, analog doesn't move make my character move in all directions, only left, right, up and down. how do i make it so moves anyway i push that analog?

here is my coding:

Code:
System.usbDiskModeActivate()

sprite = Image.load("jet2.png")
menubg = Image.load("menubg.png")
red = Color.new(255, 0, 0)
black = Color.new(0, 0, 0)

-- Players current X coord 
pcXpos = 30
-- Players current Y coord 
pcYpos = 115 
-- Show the X/Y coords to adjust the movement #'s 
screen:print(0, 0, tostring(pcXpos), red) 
screen:print(0, 0, tostring(pcYpos), red) 

function updateMove(xPos, yPos) 
--{ 
   analogPad = Controls.read() 
   dx = analogPad:analogX() 
   dy = analogPad:analogY() 
-- Up 
   if dx > -60 and dx < 40 and dy == -128  or analogPad:up() then 
      pcYpos = pcYpos - 4 
      playerDirection = "up" 
   end 
-- Left 
   if dy > -25 and dy < 40 and dx == -128 or analogPad:left() then 
      pcXpos = pcXpos - 4
      playerDirection = "left" 
   end 
-- Down 
   if dx > -40 and dx < 40 and dy == 127 or analogPad:down() then 
      pcYpos = pcYpos + 4
      playerDirection = "down" 
   end 
-- Right 
   if dy > -35 and dy < 45 and dx == 127 or analogPad:right() then 
      pcXpos = pcXpos + 4
      playerDirection = "right" 
   end 

      -- Check to see if player is off screen
   if pcXpos >= 431 then -- Subtract sprite width
      pcXpos = 430
   elseif pcXpos < 0 then
      pcXpos = 00
   end
   if pcYpos >= 234 then -- Subtract sprite height
      pcYpos = 232
   elseif pcYpos < 0 then
      pcYpos = 00
   end 
--} 
end 


while true do

   screen:clear(black)
   updateMove()
   screen:blit(0, 0, menubg)
   screen:blit(pcXpos, pcYpos, sprite) 

   pad = Controls.read() 
   if pad:start() then break end 

   screen.waitVblankStart()
   screen.flip()

end
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Old 11-06-2005, 10:50 AM   #250
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Same way you are doing it, just add some more if's for other analog posistions..
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[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 11-06-2005, 04:20 PM   #251
 
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Quote:
Originally Posted by Virtue
Same way you are doing it, just add some more if's for other analog posistions..
oh ok, i was just checking
what if i wanted all way directional movement?
would i have to keep adding if statements?

Last edited by monster356; 11-06-2005 at 04:23 PM..
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Old 11-06-2005, 04:21 PM   #252
 
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new question!

well, how would i make a projectile(an arrow) spawn from my character when i press X? it only goes in one direction too, just if you wanted to know

Last edited by monster356; 11-06-2005 at 04:23 PM..
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Old 11-06-2005, 04:57 PM   #253
 
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okay, i did this

musicbg = Sound.load("music.wav")

musicbglay()
Music.volume(128)

but is doesnt work!

Also, what monster said, i would like to know that too!
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Old 11-07-2005, 08:50 AM   #254
 
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Okay, how do I make it so that when I press for exampel the X button on a small picture of a circle then the picture changes to a cross? =)
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Old 11-07-2005, 08:54 AM   #255
 
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I have an error string 6 on my user lua for 2.0. It also says there is an unexpected symbol, even after I installed the patch. Could this be because I put the new Pspmillionaire in the applications folder?
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Old 11-08-2005, 10:16 AM   #256
 
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Know what I mean?
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Old 11-08-2005, 10:18 AM   #257
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For Monsters thing, you just blit an image a little bit to the right of the characters x posistion, and then add a x = x + 3 or something to the bullets x posistion, so it will increase and go to the right.
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[B]Applications:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

[B]Games:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 11-08-2005, 11:49 AM   #258

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can someone help me it keeps saying its running the script but nuttin comes up

i am using lua the latest lua

heres my code

Quote:
System.usbDiskModeActivat e()

blue=Color.new(0,0,255)

oldinput = Controls.read()
input = Controls.read()
screen:clear()
gun1=Image.load("pics/gun1.png")
gun2=Image.load("pics/gun2.png")
gun3=Image.load("pics/gun3.png")
gun4=Image.load("pics/gun4.png")
gun5=Image.load("pics/gun5.png")
gun6=Image.load("pics/gun6.png")
gun7=Image.load("pics/gun7.png")
gun8=Image.load("pics/gun8.png")
gun9=Image.load("pics/gun9.png")
gun10=Image.load("pics/gun10.png")
gun11=Image.load("pics/gun11.png")
gun12=Image.load("pics/gun12.png")
gun13=Image.load("pics/gun13.png")
gun14=Image.load("pics/gun14.png")
gun15=Image.load("pics/gun15.png")
gun16=Image.load("pics/gun16.png")
gunlist = {gun1, gun2, gun3, gun4, gun5, gun6, gun7, gun8, gun9, gun10, gun11, gun12, gun13, gun14, gun15, gun16}
listpos = 1

function readinput()
input = Controls.read()
if input:oldinput() then
if input:left() and listpos > 1 then
listpos = listpos - 1
end

if input:right() and listpos < table.getn(gunlist) then
listpos = listpos + 1
end
oldinput = input
end

function drawgun()
screen:blit(0,0,gunlist[listpos])
screen.flip()
end

while not input:start() do
read:input()
drawgun()
screen.waitVblankStart()
screen:clear()
end
end
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Last edited by slicer4ever; 11-08-2005 at 12:06 PM..
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Old 11-08-2005, 02:01 PM   #259
 
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Quote:
Originally Posted by Virtue
For Monsters thing, you just blit an image a little bit to the right of the characters x posistion, and then add a x = x + 3 or something to the bullets x posistion, so it will increase and go to the right.
if that doesn't work i'll let you know

EDIT: this is my code:

there is something wrong with it, when i press X it shows my missle like pratically offscreen, it just appears over there
Code:
   if pad:cross() then
      bombX = pcXpos
      bombY = pcYpos
      while bombX < 480 do
         screen:clear(black)
         screen:blit(0, 0, menubg)
         screen:blit(pcXpos, pcYpos, sprite)
         screen:print(0, 20, tostring(dx), red) --analog coords
         screen:print(20, 20, tostring(dy), red) --analog coords
         screen:blit(bombX, bombY, missile)
         bombX = bombX + 5 --Controls missile speed
      end
   end

Last edited by monster356; 11-08-2005 at 02:13 PM..
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Old 11-09-2005, 10:06 AM   #260
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Quote:
Originally Posted by slicer4ever
can someone help me it keeps saying its running the script but nuttin comes up

i am using lua the latest lua

heres my code
Edit - Nevermind
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[B]Applications:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

[B]Games:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 11-09-2005, 03:48 PM   #261
 
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Ok i have a question. This code works perfectly fine but i dont know how to continue from this point onwards.


Pad buttons.

How do i clear the buttons once they have been used so that the next time X is pressed, it will display a complete new line of text not "This Is The X Button And The Colour Used Is Green".
Code:
System.usbDiskModeActivate() 

screen:clear()

green = Color.new(0, 255, 0)
red = Color.new(255, 0, 0)
blue = Color.new(0, 0, 255)
pink = Color.new(255, 20, 147)
yellow = Color.new(255, 255, 0)

A = "This Is The X Button And The Colour Used Is Green" 
B = "This Is The [] Button And The Colour Used Is Red" 
C = "This Is The O Button And The Colour Used Is Blue" 
D = "This Is The  Button And The Colour Used Is Pink"
E = "This Is The Start Button And X O  [] Will Now Appear"

while true do
pad = Controls.read()
pad2 = Controls.read()
	
if pad:cross() then
screen:clear()
screen:print(10, 10, A, green)
screen.flip()
screen.waitVblankStart(60)
screen:clear()
screen.flip()
end

if pad:square() then
screen:clear()
screen:print(10, 20, B, red)
screen.flip()
screen.waitVblankStart(60)
screen:clear()
screen.flip()
end

if pad:circle() then
screen:clear()
screen:print(10, 30, C, blue)
screen.flip()
screen.waitVblankStart(60)
screen:clear()
screen.flip()
end

if pad:triangle() then
screen:clear()
screen:print(10, 40, D, pink)
screen.flip()
screen.waitVblankStart(60)
screen:clear()
screen.flip()
end


if pad:start() then
screen:clear()
screen:print(10, 50, E, yellow)
screen.flip()
screen.waitVblankStart(120)
screen:print(10, 10, A, green)
screen:print(10, 20, B, red)
screen:print(10, 30, C, blue)
screen:print(10, 40, D, pink)
screen:print(10, 50, E, yellow)
screen.flip()
screen.waitVblankStart(500)
screen:clear()
screen.flip()
end
end
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Old 11-09-2005, 04:58 PM   #262

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You need to make a counting function so that every time you press x its the var + 1
so the var would be:
count = 0

Then you would use:
If pad:cross() then count=count+1 end

And to display stuff to the screen you would put:

If count==1 then screenrint(x, y, "whatever")
elseif count==2 then screenrint(x, y, "more text here")
end
--and so on
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Old 11-09-2005, 05:18 PM   #263
 
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Thanks
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Old 11-09-2005, 05:24 PM   #264
 
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Is it possable to do an If inside an IF in lua?
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Old 11-09-2005, 05:33 PM   #265
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Yes ^
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[B]Applications:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

[B]Games:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 11-09-2005, 06:22 PM   #266
 
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is there any way to make the lua aplication exit to the psp menu? other than the HOME button?
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Old 11-09-2005, 06:42 PM   #267
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Not that I know of, no.
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[B]Applications:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,17,1667]PSP Alarm v0.5[/URL] [/b]

[B]Games:
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1669] Virtual Escape DEMO[/URL] [w/ Lancer]
[URL=http://files.pspupdates.qj.net/cgi-bin/cfiles.cgi?0,0,0,0,12,1577]PSP Dodge v1.0[/URL][/b]

[img]http://img517.imageshack.us/img517/4735/sig3qu.jpg[/img][/center]
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Old 11-09-2005, 07:01 PM   #268
 
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NVM Got It

Last edited by SSJGaz; 11-09-2005 at 07:48 PM..
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Old 11-09-2005, 10:03 PM   #269
 
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Edited

NVRM
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Old 11-10-2005, 07:13 PM   #270

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virtue u said nvm to my post sorry for being gon for a day or 2 but what were you ganna say??? and if anyone wants to see my problem just go back a page thy
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