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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; jw but is their a not symbol? edit: also what does the following error mean? lua:14240: control structure too long ...

  
  1. #2701
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    Talking

    jw but is their a not symbol?

    edit: also what does the following error mean?

    lua:14240: control structure too long neas ','
    ?

    here is the line it is talking about:

    for i = 1,42 do


    Geändert von slicer4ever (06-19-2006 um 08:03 AM Uhr)
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    Standard does solitaire work on 2.6

    ive tried both v1 and v2 of the lua solitaire and they both load but freeze when i click any button, can you tell me what im doing wrong? :Cry:

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    they may call kernal commands are they lua files? (sorry not looking for them but if they are i could take a look)
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    Question

    hi,
    how do you call certain images from a sprite set?
    eg how would i select the bottom middle one from the sheet below?

    Edit: the image size is 144x256
    Geändert von JoeDaStudd (06-19-2006 um 09:02 AM Uhr)
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    just make independent pics of each on:
    like if you want the bottom left one you copy his pic onto a new image (just him use paint if you don't have anything that can modify pics)

    then load his pic and call him in your program when need him
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    ok thanks i thought i would be the easiest way but wanted to make sure it couldnt be done without using paint. Thanks again
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    anyone good with artificial intelligence? if so pm me cuz i need some quick help! thanks

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    Try to just think logical, with several steps if to take action or not.
    But it really depends on what type of game you are creating.
    [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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  9. #2709
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    so anyways how about my question?
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    Slice you got and error lua.14240 that means there somthing wrong on that line i just dont hope you have that much lines.Post a part of you code.
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  11. #2711
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    ok :

    well 1. that's only half way down my code i really have: 34139 lines of code
    2. it's worked untill i put the line beforehand so thus i ask what is the not symbol?
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  12. #2712
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    Zitat Zitat von Bronx
    anyone good with artificial intelligence? if so pm me cuz i need some quick help! thanks
    Anyone?!?!

  13. #2713
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    @Slicer:The not symbol is "~"

    @Bronx: Have you tried the tuts by Vaza? If so, I dont have any better advice. I have to get started with AI myself.

    Zitat Zitat von JoeDaStudd
    hi,
    how do you call certain images from a sprite set?
    eg how would i select the bottom middle one from the sheet below?

    Edit: the image size is 144x256
    You can "grab" a smaller image from a bigger one. You dont have to have them as seperate files. Altough that might be easier, but I believe this way the total image filesize is smaller. What you have to do for the bottom middle is this:
    Code:
    newImage:blit(0,0,sprite,49,193,48,192)
    where newImage becomes your bottom middle image.

    (I assumed one smaller piece is 144/3=48 wide and 256/4=64 high)
    Geändert von Altair (06-19-2006 um 01:54 PM Uhr)
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  14. #2714
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    Woops! doublepost...

    Zitat Zitat von slicer4ever
    jw but is their a not symbol?

    edit: also what does the following error mean?

    lua:14240: control structure too long neas ','
    ?

    here is the line it is talking about:

    for i = 1,42 do
    For the error, check here: http://www.lua.org/source/4.0.1/src_lcode.c.html

    Unfortunately I dont know C so someone else will have to explain this to you. Maybe the for loop is to big? As in 42 is to big? Cant imagine why though.
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  15. #2715
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    slice4ever - I need to see the line before that for loop and the line after the for loop...

    By the looks of it, you have a structure above the for loop, and you have set too large of a value/data type in it... im just guessing though, so...

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  16. #2716
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    yeah, i have used vaza's tut. but the cars only go one direction

  17. #2717
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    ok well then since when the games finished it well be open-source anyways i'll post my code just give me about 5 min to transfer it from my laptop(reason why i didn't post it before)

    edit: o and i thought the ~ was congruent not the not symbol do to in math you
    use:
    ~
    =

    to represent congruency but whatever that well allow me to optimize my code a lot more

    wait then i'm stupid cause == is congruency and i've neven even notice so well someone give me my sign i guess...

    edit2: k here we go: dl a working version and a non working version (the line for non-working is on 14240 and search for -- in the working to figure out where the code is that's surpose to be there

    note i know this is a highly un-optimized codeing but that well be improved upon in the future

    here:
    http://slicer4ever.50megs.com/lua%20risk.rar
    Geändert von slicer4ever (06-19-2006 um 07:35 PM Uhr)
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  18. #2718
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    Well.... in C the 'not equal to' operator is the !...

    if ( true != 1 )
    break;
    }

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

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  19. #2719
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    Talking

    yea same for flash so why i tried that i kept thinking ~= ment congruent not,not


    edit: since the new copyright thing has came out i have all my own pic's(thanks to deanaw22) i'm just using the idea and name would i need to change the name and if so i'll change it to:
    the world domination game

    edit: also you forgot your opening bracket also isn't 1 another way for saying true where's 1 is true and 0 is false or is that only on calculators?
    Geändert von slicer4ever (06-19-2006 um 07:39 PM Uhr)
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  20. #2720
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    boolean is: true and false

    1 and 0 are just numbers. They could just as easily been 9 and 374 for that matter. It depends on what you associate them with.

    BTW I can't download the file, or is it already gone or something? It says Forbidden!
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  21. #2721
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    i have a question: in the lus snippet "firing multiple bullets" by pspmillionaire, the bullets shot, but they only shot half the time you pressed "X". like you had to press it a couple of times to get a bullet to shoot. i know that this is becuase of the oldpad satements. is there a better way to make the bullets shoot, so that EVERY time you press "X', a bullet shoots??? thx.
    --------------------------------------------------------------------------------------

  22. #2722
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    Zitat Zitat von Bronx
    yeah, i have used vaza's tut. but the cars only go one direction
    You can add 4 major operators for it then.

    Code:
    math.randomseed(os.time())
    
    --This determines the direction the AI will go.
    PositionAI = math.random(1, 50)
    
    if PositionAI == 1 then
    Char.Direction = "Left"
    elseif PositionAI == 2 then
    Char.Direction = "Right"
    elseif PositionAI == 3 then
    Char.Direction = "Up"
    elseif PositionAI == 4 then
    Char.Direction = "Down"
    end
    
    --[[ This means if math.random chooses 1, 2, 3 or 4,
     the direction of the Character will change
    This is just sample code, you may want to make 
    it more complicated]]--
    
    CharacterAI = math.random(1, 100)
    
    --[[ If math.random Chooses 1 or 2,
    the Characters action will change to the action associated
    with that number.
    if it doesnt choose 1 or 2 then the action
    that was active previously will continue being executed
    until it is changed.]]--
    
    --Action 1 and 2 can be whatever you want, you can add more, by duplicating some code and changing variables
    
    if CharacterAI == 1 then
    CharAction = "Action1"
    elseif CharacterAI == 2 then
    CharAction = "Action2"
    end
    
    if CharAction == "Action1" then
    if Char.Direction == "Left" then
    --Action1 code moving left here
    end
    if Char.Direction == "Right" then
    --Action1 code moving Right here
    end
    if Char.Direction == "Up" then
    --Action1 code moving up here
    end
    if Char.Direction == "Down" then
    --Action1 code moving down here
    end
    end
    
    if CharAction == "Action2" then
    if Char.Direction == "Left" then
    --Action2 code moving left here
    end
    if Char.Direction == "Right" then
    --Action2 code moving Right here
    end
    if Char.Direction == "Up" then
    --Action2 code moving up here
    end
    if Char.Direction == "Down" then
    --Action2 code moving down here
    end
    end
    --Vaza

  23. #2723
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    Zitat Zitat von Vaza
    You can add 4 major operators for it then.

    Code:
    math.randomseed(os.time())
    
    --This determines the direction the AI will go.
    PositionAI = math.random(1, 50)
    
    if PositionAI == 1 then
    Char.Direction = "Left"
    elseif PositionAI == 2 then
    Char.Direction = "Right"
    elseif PositionAI == 3 then
    Char.Direction = "Up"
    elseif PositionAI == 4 then
    Char.Direction = "Down"
    end
    
    --[[ This means if math.random chooses 1, 2, 3 or 4,
     the direction of the Character will change
    This is just sample code, you may want to make 
    it more complicated]]--
    
    CharacterAI = math.random(1, 100)
    
    --[[ If math.random Chooses 1 or 2,
    the Characters action will change to the action associated
    with that number.
    if it doesnt choose 1 or 2 then the action
    that was active previously will continue being executed
    until it is changed.]]--
    
    --Action 1 and 2 can be whatever you want, you can add more, by duplicating some code and changing variables
    
    if CharacterAI == 1 then
    CharAction = "Action1"
    elseif CharacterAI == 2 then
    CharAction = "Action2"
    end
    
    if CharAction == "Action1" then
    if Char.Direction == "Left" then
    --Action1 code moving left here
    end
    if Char.Direction == "Right" then
    --Action1 code moving Right here
    end
    if Char.Direction == "Up" then
    --Action1 code moving up here
    end
    if Char.Direction == "Down" then
    --Action1 code moving down here
    end
    end
    
    if CharAction == "Action2" then
    if Char.Direction == "Left" then
    --Action2 code moving left here
    end
    if Char.Direction == "Right" then
    --Action2 code moving Right here
    end
    if Char.Direction == "Up" then
    --Action2 code moving up here
    end
    if Char.Direction == "Down" then
    --Action2 code moving down here
    end
    end
    --Vaza
    thanks. i did actually set enemy.direction = math.random(1, 50) but it didnt work. ill try to do u posted here

  24. #2724
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    Talking

    damit ok 1 min i'll re-upload them somewheres else

    edit: here we go:

    http://www.geocities.com/slicer4ever06/lua_risk.zip
    Geändert von slicer4ever (06-20-2006 um 08:02 AM Uhr)
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  25. #2725
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    Wow thats way too much code and not very clear (to me that is, I dont code to clear myself, but its completely clear to me).
    You do the same thing alot of times, only for different table entries, why dont you use a for loop for that, instead of everything beneath eachother?
    I counted the amount of lines for one thing that you do for all the countries and its 11607!!! I think this could be reduced to like 250?

    Anyway Its to much for me to help you Im sorry. Its also pretty hard without being able to run it, since I dont have the pics. I hope SG57 can help you. Atleast he knows C so he'll probably can tell you how to handle that error.
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  26. #2726
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    Talking

    yes well as of which at the time i did most of the codeing i didn't know how to incorporate the number into the name if you notice i uselike:

    countries1
    countries2
    etc

    now i know i could have done sometin like:

    for i = 1,42 do
    countries..i
    end

    at the time i didn't know how to add the current i to the end of the name and i didn't relize ~ was the not symbol although i have an idea for now of how i may be able to bypass my currentsituation

    edit: i did manage to bypass the section i was haveing the problem with but now a new one has come:

    i use:

    for i = 1,maxplayers do
    then i do:
    player..i..circle

    although that's the line i get the error on should that when lua reads it make it as:

    player1circle
    player2circle
    etc
    Geändert von slicer4ever (06-20-2006 um 12:18 PM Uhr)
    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

  27. #2727
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    Zitat Zitat von slicer4ever
    although that's the line i get the error on should that when lua reads it make it as:

    player1circle
    player2circle
    etc
    Could you rephrase that, as I dont understand.

    You could also use an array:
    for i = 1,maxplayers do
    player[i]circle
    end
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

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

  28. #2728
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    what i was asking is when i do the following:

    for i = 1,maxplayers do
    player..i..circle
    end

    when luaplayer goes and reads that line(player..i..circle) shouldn't it output it as:
    player1circle
    player2circle
    player3circle
    player4circle
    player5circle
    etc

    but either way i'm around that now and about to release to my beta testers in 5-10 min
    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

  29. #2729
    QJ Gamer Green
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    That's great news! Lol evrytime you ask something you solve it yourself before I even understand your quesion. How long do you think untill official release?

    Also is everything functional? I mean the game works as it would in real life?
    LUA manual:
    [url]http://www.lua.org/manual/5.0/manual.html[/url]

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

  30. #2730
    QJ Gamer Gold
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    Talking

    no i still need cards and alot of other things but i have a big battle system i need to ensure is working properly so this is why i'm giving it to my beta's as soon as i get my laptop to read my flash drive

    edit: the not symbol(~) is just what i needed to cut down my code just enough to get it working=-)
    Geändert von slicer4ever (06-20-2006 um 04:15 PM Uhr)
    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


 

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