yes exactly do nothing for x amount of time
I'm able to do it another way but it would have been useful to have a function pause(time) that I can call when I need a x amount of pause
Search found 24 matches
- Wed Apr 19, 2006 8:41 am
- Forum: PSP Lua Player Development
- Topic: function that pause a loop for x amount of time
- Replies: 11
- Views: 6568
- Wed Apr 19, 2006 2:01 am
- Forum: PSP Lua Player Development
- Topic: function that pause a loop for x amount of time
- Replies: 11
- Views: 6568
- Tue Apr 18, 2006 12:06 pm
- Forum: PSP Lua Player Development
- Topic: function that pause a loop for x amount of time
- Replies: 11
- Views: 6568
- Tue Apr 18, 2006 10:35 am
- Forum: PSP Lua Player Development
- Topic: function that pause a loop for x amount of time
- Replies: 11
- Views: 6568
function that pause a loop for x amount of time
Ok, I'm working on an animation in lua for the intro of my game and I'm trying to do a pause in the loop as a function so I can use it anywhere I need a pause and just change the value of my pause like something like this function sleep(wait) if i <= to wait do i = i + 1 something missing here to pa...
- Wed Apr 12, 2006 10:18 am
- Forum: PSP Lua Player Development
- Topic: scale images
- Replies: 9
- Views: 5552
Hey LuMo you think something can be done with this function Image:magnify(mag) mag = mag or 2 -- 2 times in size by default local w = self:width() local h = self:height() local result = Image.createEmpty(mag*w, mag*h) for x = 0, w-1 do for y = 0, h-1 do result:fillRect(mag*x, mag*y, mag,mag, self:pi...
- Tue Mar 28, 2006 10:14 am
- Forum: PSP Lua Player Development
- Topic: Creating Masks... Alpha Value
- Replies: 3
- Views: 2389
- Sun Mar 12, 2006 7:57 pm
- Forum: PSP Lua Player Development
- Topic: Eight way pad
- Replies: 1
- Views: 1702
Eight way pad
Is it possible to make the analog stick react more like a 8 way pad
\ | /
-- -- <-----like this
/ | \
\ | /
-- -- <-----like this
/ | \
- Sun Mar 12, 2006 3:58 am
- Forum: PSP Lua Player Development
- Topic: invalid image size
- Replies: 5
- Views: 3778
- Sat Mar 11, 2006 12:37 pm
- Forum: PSP Lua Player Development
- Topic: Any bored coders?
- Replies: 0
- Views: 1695
Any bored coders?
Ok if you code lua,, and is bored or dunno what to code, private message me.
- Tue Mar 07, 2006 2:28 pm
- Forum: PSP Lua Player Development
- Topic: invalid image size
- Replies: 5
- Views: 3778
- Thu Feb 23, 2006 1:58 pm
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
- Thu Feb 23, 2006 1:35 am
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
Ok what it was doing I pretty much understood, it's the analog part that was bugging me I think I was under the illusion that the analog couldn't do that But now that you tell me I can control it like the d pad, this shouldn't be to hard big thanx man someone sugested to detect pixel around I think ...
- Wed Feb 22, 2006 3:37 pm
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
- Wed Feb 22, 2006 8:54 am
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
- Tue Feb 21, 2006 6:14 am
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
Thanx mate here's the analog function function analogS() pad = Controls.read() dx = pad:analogX() if math.abs(dx) > 32 then x0 = x0 - dx / 64 end dy = pad:analogY() if math.abs(dy) > 32 then y0 = y0 - dy / 64 end What I'm trying to is to be able to go around the red pixel zone but never be able to g...
- Mon Feb 20, 2006 4:16 am
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
Thanx it's not that yet but it seems to be closer to my goal since I don't get stop, now it kind breaks and jump over but I think I might manage except if got more great ideas like this one cause it really help the fact it doesn't stop totaly really helps me out now I feel I'm going somewhere, well ...
- Sun Feb 19, 2006 6:08 pm
- Forum: PSP Lua Player Development
- Topic: Analog stick question Help!
- Replies: 10
- Views: 6155
Analog stick question Help!
I move around a png with the analog, I use a colorpixel detection for my collision, I'm able to get it to stop when it hit the color but then i can't move , what must I do to get the analog stick to continu moving the png without passing the red zone (like an obstacle) while true do screen:clear() a...
- Sun Feb 19, 2006 4:04 am
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
- Sat Feb 18, 2006 9:48 pm
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
- Sat Feb 18, 2006 11:52 am
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
Variable = nil. If a variable is nil then it is immidiatly called to the garbage collector and removed since varibles that dont exist give you a nil/null format. Big thanx romero126 so if I understand this right if I called a png that takes lots of memory and then make it = nil it wil be out of the...
- Sat Feb 18, 2006 8:30 am
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
LUA is call based. If you run another script.. the previous script is still loaded in active memory. is there away to clear them from the memory, here's an example I call a level for a game it call images and other stuff that are only used for that level, so when I get to another level is there a w...
- Fri Feb 17, 2006 5:34 am
- Forum: PSP Lua Player Development
- Topic: how does memory work with lua
- Replies: 12
- Views: 7059
how does memory work with lua
If I have a script that calls another script, does the first script get erase from the memory or is it still running, if it's still running can I stop it from running and keep some variables in memory (do I need to write them to a file before) Hope it's clear, I'm new at lua since last friday, and I...
- Fri Feb 17, 2006 5:26 am
- Forum: PSP Lua Player Development
- Topic: Drawing images with transparent parts
- Replies: 9
- Views: 6885
another thing you can do to .png that will help get smaller image is to turn them to indexed colr (yeah you only get 256 colors but you can do amazing stuff with 256 colors) and you can have the transparency to, good way to make smaller files. lil update, indexed color will preserve the invisibility...
- Fri Feb 17, 2006 5:23 am
- Forum: PSP Lua Player Development
- Topic: TTLDE V2.1 - Text editor written by LUA
- Replies: 43
- Views: 28557