oOOOooohhh.....so what do i do with the blank text again? by the way, here is a pic of that "test" looks like on my computer "the blue thunder looking thing"
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That comment wasn't aimed at you, it was at Shadowblind.Originally Posted by fg-54
Your problem here is that you dont have a problem or not describing well enough.
What are you trying to do?
shadow i had the same problem thats why i just used my psp
I know full well what it looks like. I dont understand what the hell is your problem that you are trying to convey. Are you trying to run your own Lua script?
@Shadow: Is the .cmd or .bat file in any other program besides notepad?
.....i'm trying to make a game....but first i want to start up that lua thing i need to make it.That comment wasn't aimed at you, it was at Shadowblind.
Your problem here is that you dont have a problem or not describing well enough.
What are you trying to do?
You do realise that LuaPlayer is NOT like GameMaker, Games Factory or Click and Play. You have to program for it like BASIC, Pascal, C/C++ etc.
Here is an example of a lua script/program that you run WITH LuaPlayer VIA batch files:
-- 2006-07-03
-- Added a pause and reset animation functions
-- 2006-07-02
-- Very quick and hacky animation test by yaustar
-- Note there are some REALLY bad practices here.
-- Preload some colours
GREEN = Color.new(0, 255, 0);
WHITE = Color.new(255, 255, 255);
BLACK = Color.new(0, 0, 0);
-- Constants for the various animations
Int_Standing = 1;
Int_Walking = 2;
Int_Attacking = 3;
-- Load the images
Image_Ken = {};
Image_Ken[Int_Standing] = Image.load("./KenStanding.png");
Image_Ken[Int_Walking] = Image.load("./KenWalking.png");
Image_Ken[Int_Attacking] = Image.load("./KenDragonPunch.png");
-- Properties for the Ken Sprite
KenSprite = {
Int_XPosition = 30,
Int_YPosition = 30,
Int_FrameWidth = 40,
Int_FrameHeight = 117,
Int_NumberOfFrames = 6,
Int_CurrentFrame = 0,
Int_FrameDelayInMs = 120,
Int_CurrentFrameTimerLapseInMs = 0,
Bool_Pause = false,
Int_State = Int_Standing,
Int_NumberOfTimesLooped = 0;
};
-- The update function for a sprite. Regulates the time between each frame and loops the animation
function UpdateGraphic(Sprite, Int_DeltatimeMs)
-- Check if the animation is paused
if not Sprite.Bool_Pause then
-- Update the timer lapse
Sprite.Int_CurrentFrameTimerLapseInMs = Sprite.Int_CurrentFrameTimerLapseInMs + Int_DeltatimeMs;
-- Check if the lapse is more then the Frame Delay
if Sprite.Int_CurrentFrameTimerLapseInMs > Sprite.Int_FrameDelayInMs then
-- If so, move to the next frame
Sprite.Int_CurrentFrame = Sprite.Int_CurrentFrame + 1;
-- Reset the Lapse
Sprite.Int_CurrentFrameTimerLapseInMs = Sprite.Int_CurrentFrameTimerLapseInMs - Sprite.Int_FrameDelayInMs;
end
-- Check if the current frame is the last one
if Sprite.Int_CurrentFrame == Sprite.Int_NumberOfFrames then
-- If so, loop back to 0
Sprite.Int_CurrentFrame = 0;
-- Increment the loop counter
Sprite.Int_NumberOfTimesLooped = Sprite.Int_NumberOfTimesLooped + 1;
end
end
end
-- Function to stop and resume the animation of a sprite
function PauseResume(Sprite)
Sprite.Bool_Pause = not Sprite.Bool_Pause;
end
-- Function to reset the animation of a sprite
function ResetAnimation(Sprite)
Sprite.Int_CurrentFrame = 0;
Sprite.Int_NumberOfTimesLooped = 0;
end
-- Function to check if the animation has finished
function CheckIfAnimationHasFinshed (Sprite)
if Sprite.Int_NumberOfTimesLooped > 0 then
return true;
else
return false;
end
end
-- Modify the state of the sprite
function ModifyState(Sprite, Int_IntendedAction)
-- If the Sprite is standing, then it can go to walking or standing
if Sprite.Int_State == Int_Standing and Int_IntendedAction ~= Int_Standing then
ResetAnimation(Sprite);
Sprite.Int_State = Int_IntendedAction;
return true;
end
-- If the Sprite is walking, then it can go to attack or standing
if Sprite.Int_State == Int_Walking and Int_IntendedAction ~= Int_Walking then
ResetAnimation(Sprite);
Sprite.Int_State = Int_IntendedAction;
return true;
end
-- If the Sprite is attacking, then do nothing
if Sprite.Int_State == Int_Attacking then
-- Do nothing
return false;
end
return false;
end
-- Update the sprite state
function UpdateState(Sprite)
-- If the Sprite is Attacking
if Sprite.Int_State == Int_Attacking then
-- If the Sprite has finsihed the attacking animation then go back to standing
if CheckIfAnimationHasFinshed(Sprite) then
ResetAnimation(Sprite);
Sprite.Int_State = Int_Standing;
end
end
end
-- Move the sprite by X and Y amount
function MoveSprite(Sprite, Int_X, Int_Y)
Sprite.Int_XPosition = Sprite.Int_XPosition + Int_X;
Sprite.Int_YPosition = Sprite.Int_YPosition + Int_Y;
end
-- Create a Timer Object
Clock = Timer.new();
-- Get the number of milliseconds since last call
function GetDeltatime()
local Int_Dtime = Clock:time();
Clock:reset();
Clock:start();
return Int_Dtime;
end
-- A Deley function to regulate FPS
function Delay(Int_NumberOfMsDelay)
-- Variable to keep count of the accumlated deltatime
local Int_CurrentTimePassed = 0;
-- Reset deltatime
GetDeltaTime();
-- While the accumlated deltatime is lower then Int_NumberOfMsDelay
while ( Int_CurrentTimePassed < Int_NumberOfMsDelay ) do
-- Loop
Int_CurrentTimePassed = Int_CurrentTimePassed + GetDeltaTime();
end
end
-- List of bools to store the last state of the Key
Bool_PadDLeftLastState = true;
Bool_PadDRightLastState = true;
Bool_PadDUpLastState = true;
Bool_PadDDownLastState = true;
Bool_PadDLbutLastState = true;
Bool_PadDRbutLastState = true;
Bool_PadDSqaureLastState = true;
Bool_PadDTriangleLastState = true;
Bool_PadDCrossLastState = true;
Bool_PadDCircleastState = true;
Bool_PadDSelectLastState = true;
Bool_PadDStartLastState = true;
-- true for Key Up, false for Key Down for readability
Bool_KeyUp = true;
Bool_KeyDown = false;
-- Main 'game' loop
while true do
-- Local move variables
Int_MoveX = 0;
Int_MoveY = 0;
-- Check if the dpad was pressed
Bool_DPadPressed = false;
-- Get the pad state
PspPadState = Controls.read();
-- Move the player
if PspPadState:up() then
ModifyState(KenSprite, Int_Walking);
if KenSprite.Int_State == Int_Walking then
Int_MoveY = -3;
Bool_DPadPressed = true;
end
end
if PspPadState:down() then
ModifyState(KenSprite, Int_Walking);
if KenSprite.Int_State == Int_Walking then
Int_MoveY = 3;
Bool_DPadPressed = true;
end
end
if PspPadState:left() then
ModifyState(KenSprite, Int_Walking);
if KenSprite.Int_State == Int_Walking then
Int_MoveX = -3;
Bool_DPadPressed = true;
end
end
if PspPadState:right() then
ModifyState(KenSprite, Int_Walking);
if KenSprite.Int_State == Int_Walking then
Int_MoveX = 3;
Bool_DPadPressed = true;
end
end
-- If the dpad was not pressed, go to standing state
if Bool_DPadPressed == false then
ModifyState(KenSprite, Int_Standing);
end
-- If the player has pressed start, exit the loop and end the 'game'
if PspPadState:start() then
break;
end
-- Pause / Resume the animation
if PspPadState:square() then
if Bool_PadDSqaureLastState == Bool_KeyUp then
PauseResume(KenSprite);
end
Bool_PadDSqaureLastState = Bool_KeyDown;
else
Bool_PadDSqaureLastState = Bool_KeyUp;
end
-- Restart the Animation
if PspPadState:triangle() then
if Bool_PadDTriangleLastState == Bool_KeyUp then
ResetAnimation(KenSprite);
end
Bool_PadDTriangleLastState = Bool_KeyDown;
else
Bool_PadDTriangleLastState = Bool_KeyUp;
end
-- Attacking button
if PspPadState:cross() then
if Bool_PadDCrossLastState == Bool_KeyUp then
-- Update the state of the sprite
ModifyState(KenSprite, Int_Attacking);
end
Bool_PadDCrossLastState = Bool_KeyDown;
else
Bool_PadDCrossLastState = Bool_KeyUp;
end
-- Update the Ken Sprite
UpdateState(KenSprite);
-- Get the deltatime
local Int_DeltatimeInMs = GetDeltatime();
-- Update the Ken sprite
MoveSprite(KenSprite, Int_MoveX, Int_MoveY);
UpdateGraphic(KenSprite, Int_DeltatimeInMs);
-- Blank the screen
screen:clear(WHITE);
-- Draw Ken to the screen
screen:blit(
KenSprite.Int_XPosition, -- X position of sprite
KenSprite.Int_YPosition, -- Y position of sprite
Image_Ken[KenSprite.Int_State], -- Image to blit
KenSprite.Int_CurrentFrame * KenSprite.Int_FrameWidth, -- X position in the Image to start blitting from
0, -- Y position in the Image to start blitting from
KenSprite.Int_FrameWidth, -- Width of the frame (clipping frame)
KenSprite.Int_FrameHeight -- Height of the frame (clipping frame)
);
-- Debug text
String_Display = "Current Frame: " .. KenSprite.Int_CurrentFrame;
screen:print(1, 1, String_Display, BLACK);
String_Display = "Deltatime: " .. Int_DeltatimeInMs;
screen:print(1, 9, String_Display, BLACK);
-- Wait for Vblank
screen.waitVblankStart(1);
-- Flip the buffers
screen.flip();
end
.....huh?You do realise that LuaPlayer is NOT like GameMaker, Games Factory or Click and Play. You have to program for it like BASIC, Pascal, C/C++ etc.
Here is an example of a lua script/program that you run WITH LuaPlayer VIA batch files:
*breathes*
I try this another way. What are you expecting LuaPlayer to be?
I repeat: You do realise that LuaPlayer is NOT like GameMaker, Games Factory or Click and Play. You have to program for it like BASIC, Pascal, C/C++ etc.
screen:print just so u know its not smilies lol
@fg: u code in the notepad silly
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