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Help In Lua

This is a discussion on Help In Lua within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; ok. this has been holding off a few of my projects. can sumone write a simple tutorial/damn good explination of ...

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Old 04-07-2006, 07:24 PM   #1

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Default Help In Lua

ok. this has been holding off a few of my projects. can sumone write a simple tutorial/damn good explination of how to do sprites in lua.

for example. when i press right i want it to show the runnin animation without images screen bliting OVER each other.
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Old 04-07-2006, 07:28 PM   #2
 
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i also want more tutorials. (ops... request... :S )
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Old 04-07-2006, 07:29 PM   #3
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http://www.lua.org/manual/5.0/ should be in there somewhere
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Old 04-07-2006, 07:39 PM   #4
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Sprites? Like assign a sprite to a character? I could help...
 
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Old 04-07-2006, 07:42 PM   #5

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Quote:
Originally Posted by TheMarioKarters
Sprites? Like assign a sprite to a character? I could help...
u know like in KONS game.....i went off a pre-done source for the sprites in sonic avol 3 but now i wanna get to understand it
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Old 04-07-2006, 07:44 PM   #6
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Quote:
Originally Posted by xodiac21
u know like in KONS game.....i went off a pre-done source for the sprites in sonic avol 3 but now i wanna get to understand it
if you really wanna understand it, look through the link i posted
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Old 04-07-2006, 07:44 PM   #7
 
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Quote:
Originally Posted by xodiac21
u know like in KONS game.....i went off a pre-done source for the sprites in sonic avol 3 but now i wanna get to understand it
hehe, KON just modified my game, so i coded most of it
its really not that hard, just putting an array of pointers,
and just changing the x value changes the frame
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Old 04-07-2006, 07:45 PM   #8

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Here is how animations work...

Well, you use a timer object and say that if timer >= [time] then blit [sprite]
Then you say if timer > maxtime then timer:reset()

EXAMPLE:
sprite1 = Image.load("blah")
sprite2 = Image.load("blah")
sprite3 = Image.load("blah")
timer1 = Timer.new()
timer1:reset(0)

while true do
screen:clear()
if timer1:time() >= 3000 then
timer1:reset(0)
timer1:start()
end
if timer1:time() >= 2000 then
screen:blit(0,0,sprite3)
elseif timer1:time() >= 1000 then
screen:blit(0,0,sprite2)
else
screen:blit(0,0,sprite1)
end
screen.waitVblankStart()
screen.flip()
end


Note that I havent tested this, I just typed it up.
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Old 04-07-2006, 07:45 PM   #9

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Quote:
Originally Posted by macca-hacker
if you really wanna understand it, look through the link i posted
That will NOT help since images and timers are part of LUAPLAYER, not LUA.
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Old 04-07-2006, 07:48 PM   #10
 
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he wants more like

sprite[1] = Image.load("blah")
sprite[2] = Image.load("blah")
sprite[3] = Image.load("blah")
x = 1

while true do
x = x + 1
screen:blit(0,0,sprite[x])
if x == 3 then
x = 1
end
screen.waitVblankStart(de lay between each frame)
screen.flip()
end
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Old 04-07-2006, 07:48 PM   #11

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Quote:
Originally Posted by youresam
Here is how animations work...

Well, you use a timer object and say that if timer >= [time] then blit [sprite]
Then you say if timer > maxtime then timer:reset()

EXAMPLE:
sprite1 = Image.load("blah")
sprite2 = Image.load("blah")
sprite3 = Image.load("blah")
timer1 = Timer.new()
timer1:reset(0)

while true do
screen:clear()
if timer1:time() >= 3000 then
timer1:reset(0)
timer1:start()
end
if timer1:time() >= 2000 then
screen:blit(0,0,sprite3)
elseif timer1:time() >= 1000 then
screen:blit(0,0,sprite2)
else
screen:blit(0,0,sprite1)
end
screen.waitVblankStart()
screen.flip()
end


Note that I havent tested this, I just typed it up.
wow that jus confused me......
Quote:
Originally Posted by Soulphalanx
he wants more like

sprite[1] = Image.load("blah")
sprite[2] = Image.load("blah")
sprite[3] = Image.load("blah")
x = 1

while true do
x = x + 1
screen:blit(0,0,sprite[x])
if x == 3 then
x = 1
end
screen.waitVblankStart(a number)
screen.flip()
end
ok this is alittle better
edit: AWW CRAP I THINK I GOT IT but now i g2 test
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Old 04-07-2006, 07:50 PM   #12
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Quote:
Originally Posted by youresam
That will NOT help since images and timers are part of LUAPLAYER, not LUA.
sorry my bad, is there any good documentation anywhere about this?
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Old 04-07-2006, 07:53 PM   #13

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Quote:
Originally Posted by macca-hacker
sorry my bad, is there any good documentation anywhere about this?
Yeah, the luaplayer wiki.

To about 3 or 4 posts up, using a variable is a BAD idea because if your program is taking its sweet time, it will make the delay between animations different. With timers running in the background, it is as accurate as possible.
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Old 04-07-2006, 07:54 PM   #14
 
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i just wrote that up in a couple of seconds
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Old 04-07-2006, 07:59 PM   #15

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Quote:
Originally Posted by Soulphalanx
i just wrote that up in a couple of seconds
Thats not the point... the point is, that although it was simpler, it was a bad example to use because lets say that at certain parts of it the fps drops and the animation will be slower.
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Old 04-07-2006, 08:02 PM   #16
 
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true, but i didnt want to think that much
but using the pointer array is probably what he wants

just change using a variable to using a timer and that should work better
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Old 04-07-2006, 08:12 PM   #17

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ok got a prob.

attempt to index global 'sprite' (a nil value)

heres the source

Code:
sprite[1] = Image.load("pics/sprite1.png")
sprite[2] = Image.load("pics/sprite2.png")
sprite[3] = Image.load("pics/sprite3.png")
x = 1

while true do

x = x + 1

screen:blit(0,0,sprite[x])

if x == 3 then
x = 1
end

screen.waitVblankStart(0)
screen.flip()
end
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Old 04-07-2006, 08:15 PM   #18

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Yeah, is there a tutorial on moving sprites, jumping, shooting, etc.? I really want to start working on a sidescrolling, platforming, shooting game? The tutorials I've read haven't given me much clue on this... so what are some good tutorials, or lua scripts to look at if I want to start learning this type of coding in Lua?
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Old 04-07-2006, 08:22 PM   #19

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Quote:
Originally Posted by xodiac21
ok got a prob.

attempt to index global 'sprite' (a nil value)

heres the source

Code:
sprite[1] = Image.load("pics/sprite1.png")
sprite[2] = Image.load("pics/sprite2.png")
sprite[3] = Image.load("pics/sprite3.png")
x = 1

while true do

x = x + 1

screen:blit(0,0,sprite[x])

if x == 3 then
x = 1
end

screen.waitVblankStart(0)
screen.flip()
end
i hate being this close and not being able to figure it out!!

i think it has sumthing to do with
Code:
screen:blit(0,0,sprite[x])
the "x" is not being used as a variable maybe idk
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Old 04-07-2006, 08:24 PM   #20
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Quote:
Originally Posted by xodiac21
ok got a prob.

attempt to index global 'sprite' (a nil value)

heres the source

Code:
sprite[1] = Image.load("pics/sprite1.png")
sprite[2] = Image.load("pics/sprite2.png")
sprite[3] = Image.load("pics/sprite3.png")
x = 1

while true do

x = x + 1

screen:blit(0,0,sprite[x])

if x == 3 then
x = 1
end

screen.waitVblankStart(0)
screen.flip()
end
Change to screen:blit(0,0,sprite[1])

Not sure if you can use a variable...
 
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Old 04-07-2006, 08:31 PM   #21

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looks like u can't even use "[]" in the image load.!!!!1

guess someone else gotta show a sample
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Old 04-07-2006, 08:39 PM   #22

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Dude

sprite = {}

you need to DEFINE it first!!

And, yeah, you CAN use a variable, but dont make it change the sprite EVERY frame. (The PSP gets 60 fps)
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Old 04-07-2006, 08:45 PM   #23

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ok my brain hurts lol. i need to sleep BYE
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Old 04-08-2006, 12:59 AM   #24

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Lol, can anyone help, i need to know how to rename a directory on the memory stick using lua code...

Like "ms0:/FIRST" renamed to "ms0:/SECOND" but retaining the files...

Is this possible?
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Old 04-08-2006, 05:56 AM   #25

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Quote:
Originally Posted by LordSturm
Lol, can anyone help, i need to know how to rename a directory on the memory stick using lua code...

Like "ms0:/FIRST" renamed to "ms0:/SECOND" but retaining the files...

Is this possible?
We don't need two LUA help threads.
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Old 04-08-2006, 06:18 AM   #26
 
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help pleh phel leph!!
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Old 04-08-2006, 06:42 AM   #27

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Quote:
Originally Posted by xodiac21
looks like u can't even use "[]" in the image load.!!!!1

guess someone else gotta show a sample
Either define it with sprites{} or change the names to something like sprites1 and sprites2
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Old 04-08-2006, 07:08 AM   #28

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xigency, before you tell the program what sprite[1] and sprite[2] is, you first need to say what sprite is.

sprite = {}

that means that sprite is a table. now you may start loading the images into the table.

make sense?
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Old 04-08-2006, 07:46 AM   #29

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umm...can sumone jus write a sample code
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Old 04-08-2006, 07:57 AM   #30

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I did....
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