bmp aspect ratio issue - lua

I've been trying to understand how bmp files work so I can render some Mandelbrot set pictures and output them as bmp files since that seems to be one of the easiest methods but for some reason when I use an aspect ratio that isn't 1:1 even though its something to the power of 4 (so no padding is needed) I get weird artifacts like these 200:100 48:100 what I'm trying to do is turning an array of pixels that has white for even numbers and black for odd numbers into a bmp, this (100:100) is what it looks like with 1:1 aspect ratio.
I've tried reading through the wikipedia article to see if I can figure out what I'm doing wrong but I still don't get what I'm missing.
This is the script I've written in Lua so far:
ResolutionX = 100
ResolutionY = 100
local cos, atan, sin, atan2, sqrt, floor = math.cos, math.atan, math.sin, math.atan2, math.sqrt, math.floor
local insert, concat = table.insert, table.concat
local sub, char, rep = string.sub, string.char, string.rep
io.output("Test.bmp")
function Basen(n,b)
n = floor(n)
if not b or b == 10 then return tostring(n) end
local digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local t = {}
repeat
local d = (n % b) + 1
n = floor(n / b)
insert(t, 1, digits:sub(d,d))
until n == 0
return rep("0",32-#t)..concat(t,"")
end
FileSize = Basen(ResolutionY*ResolutionX*3 + 54,2)
FileSize4 = tonumber(sub(FileSize,1,8),2) or 0
FileSize3 = tonumber(sub(FileSize,9,16),2) or 0
FileSize2 = tonumber(sub(FileSize,17,24),2) or 0
FileSize1 = tonumber(sub(FileSize,25,32),2) or 0
Width = Basen(ResolutionX,2)
print("Width: ",Width)
Width4 = tonumber(sub(Width,1,8),2) or 0
Width3 = tonumber(sub(Width,9,16),2) or 0
Width2 = tonumber(sub(Width,17,24),2) or 0
Width1 = tonumber(sub(Width,25,32),2) or 0
Height = Basen(ResolutionY,2)
print("Height: ",Height)
Height4 = tonumber(sub(Height,1,8),2) or 0
Height3 = tonumber(sub(Height,9,16),2) or 0
Height2 = tonumber(sub(Height,17,24),2) or 0
Height1 = tonumber(sub(Height,25,32),2) or 0
BMPSize = Basen(ResolutionY*ResolutionX*3,2)
BMPSize4 = tonumber(sub(BMPSize,1,8),2) or 0
BMPSize3 = tonumber(sub(BMPSize,9,16),2) or 0
BMPSize2 = tonumber(sub(BMPSize,17,24),2) or 0
BMPSize1 = tonumber(sub(BMPSize,25,32),2) or 0
print("TotalSize: ",FileSize1,FileSize2,FileSize3,FileSize4,"\nWidth: ",Width1,Width2,Width3,Width4,"\nHeight: ",Height1,Height2,Height3,Height4,"\nImage data: ",BMPSize1,BMPSize2,BMPSize3,BMPSize4)
Result = {"BM"..char( --File type
FileSize1,FileSize2,FileSize3,FileSize4,--File size
0,0,0,0, --Reserved
54,0,0,0, --Where the pixel data starts
40,0,0,0, --DIB header
Width1,Width2,Width3,Width4, --Width
Height1,Height2,Height3,Height4, --Height
1,0, --Color planes
24,00, --Bit depth
0,0,0,0, --Compression
BMPSize1,BMPSize2,BMPSize3,BMPSize4, --The amount of bytes pixel data will consume
Width1,Width2,Width3,Width4,
Height1,Height2,Height3,Height4,
0,0,0,0, --Number of colors in palatte
0,0,0,0
)}
for X = 0, ResolutionX - 1 do
for Y = 0, ResolutionY - 1 do
insert(Result,rep(char(255 * ((X + 1) % 2) * ((Y + 1) % 2)),3))
end
end
io.write(table.concat(Result))

Ok, here's a BMP version. I've put things in a module so it might be easier to use.
local writeBMP = {}
local floor = math.floor
local insert, concat = table.insert, table.concat
local sub, char, rep = string.sub, string.char, string.rep
local function Basen(n,b)
n = floor(n)
if not b or b == 10 then return tostring(n) end
local digits = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
local t = {}
repeat
local d = (n % b) + 1
n = floor(n / b)
insert(t, 1, digits:sub(d,d))
until n == 0
return rep("0",32-#t)..concat(t,"")
end
local function nextMul4(x)
if ( x % 4 == 0 ) then
return x
else
return x+4-(x%4)
end
end
local function clamp(x)
local y = x
if ( x > 255 ) then
y = 255
elseif ( x < 0 ) then
y = 0
end
return floor(y)
end
-- Accepts array of type pixelsXYC[X][Y][C] of numbers 0-255
-- C=1,2,3 are the red, green and blue channels respectively
-- X increases left to right, and Y increases top to bottom
function writeBMP.data(pixelsXYC, resolutionX, resolutionY)
local Pixels = pixelsXYC
local ResolutionX = resolutionX
local ResolutionY = resolutionY
assert(#Pixels == ResolutionX, "Table size and X resolution mismatch")
assert(#Pixels[1] == ResolutionY, "Table size and Y resolution mismatch")
local FileSize = Basen(ResolutionY*nextMul4(3*ResolutionX) + 54,2)
local FileSize4 = tonumber(sub(FileSize,1,8),2) or 0
local FileSize3 = tonumber(sub(FileSize,9,16),2) or 0
local FileSize2 = tonumber(sub(FileSize,17,24),2) or 0
local FileSize1 = tonumber(sub(FileSize,25,32),2) or 0
local Width = Basen(ResolutionX,2)
local Width4 = tonumber(sub(Width,1,8),2) or 0
local Width3 = tonumber(sub(Width,9,16),2) or 0
local Width2 = tonumber(sub(Width,17,24),2) or 0
local Width1 = tonumber(sub(Width,25,32),2) or 0
local Height = Basen(ResolutionY,2)
local Height4 = tonumber(sub(Height,1,8),2) or 0
local Height3 = tonumber(sub(Height,9,16),2) or 0
local Height2 = tonumber(sub(Height,17,24),2) or 0
local Height1 = tonumber(sub(Height,25,32),2) or 0
local BMPSize = Basen(ResolutionY*nextMul4(3*ResolutionX),2)
local BMPSize4 = tonumber(sub(BMPSize,1,8),2) or 0
local BMPSize3 = tonumber(sub(BMPSize,9,16),2) or 0
local BMPSize2 = tonumber(sub(BMPSize,17,24),2) or 0
local BMPSize1 = tonumber(sub(BMPSize,25,32),2) or 0
local Result = {}
Result[1] = "BM" .. char( --File type
FileSize1,FileSize2,FileSize3,FileSize4,--File size
0,0, --Reserved
0,0, --Reserved
54,0,0,0, --Where the pixel data starts
40,0,0,0, --DIB header
Width1,Width2,Width3,Width4, --Width
Height1,Height2,Height3,Height4, --Height
1,0, --Color planes
24,0, --Bit depth
0,0,0,0, --Compression
BMPSize1,BMPSize2,BMPSize3,BMPSize4, --The amount of bytes pixel data will consume
37,22,0,0, --Pixels per meter horizontal
37,22,0,0, --Pixels per meter vertical
0,0,0,0, --Number of colors in palatte
0,0,0,0
)
local Y = ResolutionY
while( Y >= 1 ) do
for X = 1, ResolutionX do
local r = clamp( Pixels[X][Y][1] )
local g = clamp( Pixels[X][Y][2] )
local b = clamp( Pixels[X][Y][3] )
Result[#Result+1] = char(b)
Result[#Result+1] = char(g)
Result[#Result+1] = char(r)
end
-- byte alignment
if ( ( (3*ResolutionX) % 4 ) ~= 0 ) then
local Padding = 4 - ((3*ResolutionX) % 4)
Result[#Result+1] = rep(char(0),Padding)
end
Y = Y - 1
end
return table.concat(Result)
end
function writeBMP.write(pixelsXYC, resolutionX, resolutionY, filename)
local file = io.open(filename,"wb")
local data = writeBMP.data(pixelsXYC, resolutionX, resolutionY)
file:write(data)
end
return writeBMP
A simple test:
-- writeBMP example
local writeBMP = require "writeBMP"
local resolutionX = 100
local resolutionY = 100
-- Pixel data
local pixels = {}
for x=1,resolutionX do
pixels[x] = {}
for y=1, resolutionY do
pixels[x][y] = {}
local red = 255*(resolutionX-x+resolutionY-y)/(resolutionX+resolutionY)
local green = 255*y/resolutionY
local blue = 255*x/resolutionX
pixels[x][y][1] = red
pixels[x][y][2] = green
pixels[x][y][3] = blue
end
end
writeBMP.write(pixels,resolutionX,resolutionY,"testwritebmp.bmp")
return
Note: In BMP, the Y axis starts on the bottom. I am more used to Y axis going from top down in computer graphics (so I wrote it that way).
Thanks HAX for the code.

Welcome to Stack Exchange :)
I suggest having a look at PPM files, they are easy. They can be converted with other tools to png or bmp with other tools.
Wikipedia PPM Specification
Here is a PPM solution:
ResolutionX = 48
ResolutionY = 100
local cos, atan, sin, atan2, sqrt, floor = math.cos, math.atan, math.sin, math.atan2, math.sqrt, math.floor
local insert, concat = table.insert, table.concat
local sub, char, rep = string.sub, string.char, string.rep
local file = io.open("Test.ppm","w")
-- PPM File headers
local Output = { }
Output[1] = "P3"
Output[2] = tostring(ResolutionX) .. " " .. tostring(ResolutionY)
Output[3] = "255"
-- Image body
for Y = 0, ResolutionY - 1 do
for X = 0, ResolutionX - 1 do
local value = 255 * ((X + 1) % 2) * ((Y + 1) % 2)
Output[#Output+1] = rep(tostring(floor(value)),3," ")
end
end
-- Join lines together
local Result = table.concat(Output,"\n")
file:write(Result)
Notes: I could not get your code to write to file (see my usage of file). The inner loop must be X (columns) and the outer loop must be Y (rows) if the write order is English reading order (left-right down-up).

Related

Love2D trying to generate a chunk that has blocks inside it, but after moving a few chunks away it renders more chunks then intended

I have created a basic chunk generator, a chunk is area filled with squares, when the player moves a few blocks away from 0,0 it works correctly but after moving 4 chunks away it renders more then one chunk instead of one, I am not sure what I am doing wrong, I have given it a go changing some values, but I am left head scratching.
here is the full code, you can copy and paste into VSCODE with love2D to see what happens.
I think the main issue is somewhere around check_boarders function since that is what checks if the player is inside a chunk.
function Key_input(key)
if love.keyboard.isDown(key) then
return 1
else
return 0
end
end
function love.load()
Camera = require "camera"
Cam = Camera()
Basic_Player = {}
Basic_Player.X = 100
Basic_Player.Y = 100
Basic_Player.Speed = 15
Movement = {}
end
function love.update(dt)
Movement.X = Key_input("d") - Key_input("a")
Movement.Y = Key_input("s") - Key_input("w")
Basic_Player.X = Basic_Player.X + Movement.X * Basic_Player.Speed
Basic_Player.Y = Basic_Player.Y + Movement.Y * Basic_Player.Speed
Cam:lookAt(Basic_Player.X,Basic_Player.Y)
X, Y = Cam:position() -- Set cam position to global values
end
function love.draw()
love.graphics.setBackgroundColor(0.5,0.5,0.9)
Cam:attach() -- Renders the player and world inside its own scene
generate_world(10,0)
love.graphics.setColor( 0,0,1, 1 )
love.graphics.rectangle("fill",Basic_Player.X,Basic_Player.Y,30,30)
love.graphics.setColor( 1,1,1, 1 )
Cam:detach()
love.graphics.setColor( 1,0,0, 1 ) --Stays on the screen
love.graphics.print(X .. " / " .. Y ,300,400)
love.graphics.print(love.timer.getFPS( ) ,300,450)
love.graphics.setColor( 1,1,1, 1 )
end
function old_generate_world(_world_size, _seed) -- Before optimization
local _chunk_size = 30
local _block_size = 30
for i = 0, _world_size - 1 do
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val })
end
end
end
function generate_world(_world_size, _seed)
local _chunk_size = 10 -- Chunk size width and height
local _block_size = 30 -- block size inside the chunk
for i = 0, _world_size - 1 do -- loop through world size
for f = 0, _world_size - 1 do
local x_val = (_chunk_size * _block_size) * i -- Position value for actually building the chunks
local y_val = (_chunk_size * _block_size) * f
local chunk_x_local_size = 0 -- To make sure we get a length for when i and f = 0
local chunk_y_local_size = 0
if i == 0 then -- To make sure the size of the chunk isnt zero
chunk_x_local_size = _chunk_size * _block_size -- Get length of chunk when i = 0
else
chunk_x_local_size = x_val
end
if f == 0 then -- ditto
chunk_y_local_size = _chunk_size * _block_size
else
chunk_y_local_size = y_val
end
-- Checks if the player is inside a chunk if true draw it.
if Check_boarders({X = X,Y = Y},{X = x_val,Y = y_val}, {X = chunk_x_local_size, Y = chunk_y_local_size}) then
gen_chunk(_chunk_size,_block_size,_seed,{X = x_val ,Y = y_val }) -- Actually generate the chunk
end
love.graphics.setColor( 0,1,0, 1 )
love.graphics.rectangle("fill",x_val,y_val,15,15)
love.graphics.setColor( 1,1,1, 1 )
end
end
end
function Check_boarders(player_pos, boarder_pos, chunk_length) -- Checks player position is inside the boarder of the currently generated chunk
if player_pos.X > boarder_pos.X and player_pos.X < boarder_pos.X + chunk_length.X then -- Check if the player is greater then top left and less then top right
if player_pos.Y > boarder_pos.Y and player_pos.Y < boarder_pos.Y + chunk_length.Y then -- check if player is greater then top and less then bottom left
return true
end
end
return false
end
function gen_chunk(chunk_size,block_size,seed,position) -- chunk size is how many blocks inside the chunk, block size is self explain, seed n/a, pos starting chunk position
for i = 0, chunk_size - 1 do
for e = 0, chunk_size - 1 do -- loop until chunk size is met this is the amount of blocks being created
love.graphics.rectangle("fill",position.X + i * block_size,position.Y + e * block_size,block_size - 1,block_size - 1)
end
end
love.graphics.setColor( 1,0,0, 1 )
love.graphics.rectangle("fill",position.X ,position.Y,6,6)
love.graphics.setColor( 1,1,1, 1 )
end
You will need this camera.lua script just create it and paste this into it:
local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
local cos, sin = math.cos, math.sin
local camera = {}
camera.__index = camera
-- Movement interpolators (for camera locking/windowing)
camera.smooth = {}
function camera.smooth.none()
return function(dx,dy) return dx,dy end
end
function camera.smooth.linear(speed)
assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
return function(dx,dy, s)
-- normalize direction
local d = math.sqrt(dx*dx+dy*dy)
local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
if d > 0 then
dx,dy = dx/d, dy/d
end
return dx*dts, dy*dts
end
end
function camera.smooth.damped(stiffness)
assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
return function(dx,dy, s)
local dts = love.timer.getDelta() * (s or stiffness)
return dx*dts, dy*dts
end
end
local function new(x,y, zoom, rot, smoother)
x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
zoom = zoom or 1
rot = rot or 0
smoother = smoother or camera.smooth.none() -- for locking, see below
return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
end
function camera:lookAt(x,y)
self.x, self.y = x, y
return self
end
function camera:move(dx,dy)
self.x, self.y = self.x + dx, self.y + dy
return self
end
function camera:position()
return self.x, self.y
end
function camera:rotate(phi)
self.rot = self.rot + phi
return self
end
function camera:rotateTo(phi)
self.rot = phi
return self
end
function camera:zoom(mul)
self.scale = self.scale * mul
return self
end
function camera:zoomTo(zoom)
self.scale = zoom
return self
end
function camera:attach(x,y,w,h, noclip)
x,y = x or 0, y or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
if not noclip then
love.graphics.setScissor(x,y,w,h)
end
local cx,cy = x+w/2, y+h/2
love.graphics.push()
love.graphics.translate(cx, cy)
love.graphics.scale(self.scale)
love.graphics.rotate(self.rot)
love.graphics.translate(-self.x, -self.y)
end
function camera:detach()
love.graphics.pop()
love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
end
function camera:draw(...)
local x,y,w,h,noclip,func
local nargs = select("#", ...)
if nargs == 1 then
func = ...
elseif nargs == 5 then
x,y,w,h,func = ...
elseif nargs == 6 then
x,y,w,h,noclip,func = ...
else
error("Invalid arguments to camera:draw()")
end
self:attach(x,y,w,h,noclip)
func()
self:detach()
end
-- world coordinates to camera coordinates
function camera:cameraCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
local c,s = cos(self.rot), sin(self.rot)
x,y = x - self.x, y - self.y
x,y = c*x - s*y, s*x + c*y
return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
end
-- camera coordinates to world coordinates
function camera:worldCoords(x,y, ox,oy,w,h)
ox, oy = ox or 0, oy or 0
w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
local c,s = cos(-self.rot), sin(-self.rot)
x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
x,y = c*x - s*y, s*x + c*y
return x+self.x, y+self.y
end
function camera:mousePosition(ox,oy,w,h)
local mx,my = love.mouse.getPosition()
return self:worldCoords(mx,my, ox,oy,w,h)
end
-- camera scrolling utilities
function camera:lockX(x, smoother, ...)
local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
self.x = self.x + dx
return self
end
function camera:lockY(y, smoother, ...)
local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
self.y = self.y + dy
return self
end
function camera:lockPosition(x,y, smoother, ...)
return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
end
function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
-- figure out displacement in camera coordinates
x,y = self:cameraCoords(x,y)
local dx, dy = 0,0
if x < x_min then
dx = x - x_min
elseif x > x_max then
dx = x - x_max
end
if y < y_min then
dy = y - y_min
elseif y > y_max then
dy = y - y_max
end
-- transform displacement to movement in world coordinates
local c,s = cos(-self.rot), sin(-self.rot)
dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
-- move
self:move((smoother or self.smoother)(dx,dy,...))
end
-- the module
return setmetatable({new = new, smooth = camera.smooth},
{__call = function(_, ...) return new(...) end})

Check Collision Between Ball And Array Of Bricks

Since I have a collision check function in Lua:
function onCollision(obj1,obj2)
obj1x = obj1.left
obj1y = obj1.top
obj1w = obj1.width
obj1h = obj1.height
obj2x = obj2.left
obj2y = obj2.top
obj2w = obj2.width
obj2h = obj2.height
if obj2x + obj2w >= obj1x and obj2y + obj2h >= obj1y and obj2y <= obj1y + obj1h and obj2x <= obj1x + obj1w then
return true
end
end
And I did make some panels as bricks using array table on my form, with this function, I did collision check between ball with each form sides without problems.
function createBricks()
for row = 1, brickRows do
bricks[row] = {}
for col = 1, brickColumns do
local x = (col - 1) * (width + gap) -- x offset
local y = (row - 1) * (height + gap) -- y offset
local newBrick = createPanel(gamePanel)
newBrick.width = brickWidth
newBrick.height = brickHeight
newBrick.top = y + 15
newBrick.left = x + 15
newBrick.BorderStyle = 'bsNone'
if level == 1 then newBrick.color = '65407' -- green
elseif level == 2 then newBrick.color = '858083' -- red
elseif level == 3 then newBrick.color = '9125192' -- brown
elseif level == 4 then newBrick.color = math.random(8,65255) end
bricks[row][col] = newBrick
end
end
end
Next how to detect if the ball collided with the bricks?. So far I did:
for row = 1, brickRows do
bricks[row] = {}
for col = 1, brickColumns do
dBrick = bricks[row][col]
if onCollision(gameBall,dBrick) then
dBrick.destroy() -- destroy the collided brick
end
end
end
I want to learn how to implement this collision logic in VB Net script which VB script easier for me, I did the whole game project using VB Net, now I try to re-write the project using CE Lua.
Private brickArray(brickRows, brickColumns) As Rectangle
Private isBrickEnabled(brickRows, brickColumns) As Boolean
For rows As Integer = 0 To brickRows
For columns As Integer = 0 To brickColumns
If Not isBrickEnabled(rows, columns) Then Continue For
If gameBall.IntersectsWith(brickArray(rows, columns)) Then
isBrickEnabled(rows, columns) = False
If gameBall.X + 10 < brickArray(rows, columns).X Or _
gameBall.X > brickArray(rows, columns).X + brickArray(rows, columns).Width _
Then
xVel = -xVel
Else
yVel = -yVel
End If
End If
Next
Next
And also this private sub, how to write it CE Lua?
Sub loadBricks()
Dim xOffset As Integer = 75, yOffset As Integer = 100
For row As Integer = 0 To brickRows
For column As Integer = 0 To brickColumns
brickArray(row, column) = New Rectangle(xOffset, yOffset, brickWidth, brickHeight)
xOffset += brickWidth + 10
isBrickEnabled(row, column) = True
Next
yOffset += brickHeight + 10
xOffset = 75
Next
End Sub
Function getBrickCount() As Integer
Dim Count As Integer = 0
For Each brick As Boolean In isBrickEnabled
If brick = True Then Count += 1
Next
Return Count
End Function
function onCollision(obj1,obj2)
obj1x = obj1.left
obj1y = obj1.top
obj1w = obj1.width
obj1h = obj1.height
obj2x = obj2.left
obj2y = obj2.top
obj2w = obj2.width
obj2h = obj2.height
if obj2x + obj2w >= obj1x and obj2y + obj2h >= obj1y and obj2y <= obj1y + obj1h and obj2x <= obj1x + obj1w then
return true
end
end
Then to detect collision the collision and remove from the table:
-- Drawback table
local function tcount( t )
local c = 0
for k,v in pairs(t) do
c = c + 1
end
return c
end
local count = #brickArray
for x = 1, count do
if onCollision(gameBall, brickArray[x]) then
if gameBall.Left + 10 < brickArray[x].Left or gameBall.Left > brickArray[x].Left + brickArray[x].Width then
xVel = -xVel else yVel = -yVel
end
playSound(findTableFile('strikeball.wav'))
brickArray[x] = brickArray[count]
brickArray[x] = x
brickArray[count] = nil
brickArray[x].Visible = false
tcount(brickArray)
end
end
The code above detected the collision and remove the object from the table, but that is not removed from display. How to remove the bricks from the table and display, using Cheat Engine Lua script?.

Is it possible to change multiple values, by different amounts concurrently?

I'm trying to resize and relocate an object, by changing the x, y and area values, all at the same time.
I can do them one after another by running 3 separate for loops, but the animation needs to be smooth and as one.
I tried nesting another for loop inside the function but that provides the same result as 1 loop has to finish before the next one starts.
The only way I can find to complete it is to make 3 separate scripts and run all 3 at the same time.
SSxPOSA = 0.00
SSxPOSB = -12.00
SSyPOSA = 0.00
SSyPOSB = -6.55
SSsizeA = 1.00
SSsizeB = 0.2
function SSBox1X()
for i = SSxPOSA, SSxPOSB, 0.1
do
Object1X( i );
end;
end;
function SSBox1Y()
for i = SSyPOSA, SSyPOSB, 0.5
do
Object1Y( i );
end;
end;
function SSBox1Scale()
for i = SSsizeA, SSsizeB, 0.8
do
Object1Scale( i );
end;
end;
SSBox1X();
SSBox1Y();
SSBox1Scale();
Happy to read and learn best practice
If I understood your problem correctly, something like this should work:
function xys()
local x, y, s = SSxPOSA, SSyPOSA, SSsizeA
return coroutine.wrap(
function()
while x >= SSxPOSB and y >= SSyPOSB and s >= SSsizeB do
coroutine.yield(x,y,s)
x = x - 0.1
y = y - 0.5
s = s - 0.8
end
end)
end
SSxPOSA = 0.00
SSxPOSB = -12.00
SSyPOSA = 0.00
SSyPOSB = -6.55
SSsizeA = 1.00
SSsizeB = 0.2
for x,y,s in xys() do
print(x,y,s)
--Object1X(x)
--Object1Y(y)
--Object1Scale(s)
end
And, because of floating point comparison not always yielding the expected result, it's probably better to convert to integers and divide just before using. Like so:
function xys()
local x, y, s = SSxPOSA, SSyPOSA, SSsizeA
return coroutine.wrap(
function()
while x >= SSxPOSB and y >= SSyPOSB and s >= SSsizeB do
coroutine.yield(x/100,y/100,s/100)
x = x - 10
y = y - 50
s = s - 80
end
end)
end
SSxPOSA = 0
SSxPOSB = -1200
SSyPOSA = 0
SSyPOSB = -655
SSsizeA = 100
SSsizeB = 20
for x,y,s in xys() do
print(x,y,s)
--Object1X(x)
--Object1Y(y)
--Object1Scale(s)
end
You can also do it without coroutines:
function xys()
local x, y, s = SSxPOSA, SSyPOSA, SSsizeA
return function()
if x < SSxPOSB or y < SSyPOSB or s < SSsizeB then return end
local xx, yy, ss = x/100, y/100, s/100
x = x - 10
y = y - 50
s = s - 80
return xx,yy,ss
end
end

Table value doesn't change

I have a 2 dim array and all it's cells filled with zeros.
What i'm trying to do is to take some randomly chosen cells and fill it with 4 or 5
but what i get is either empty gird with all value equal to zero or i get just one value that has changed to 4 or 5 and that's my code below:
local grid = {}
for i=1,10 do
grid[i] = {}
for j=1,10 do
grid[i][j] = 0
end
end
local empty={}
for i=1,10 do
for j=1,10 do
if grid[i][j]==0 then
table.insert(empty,i ..'-'.. j)
end
end
end
local fp=math.floor(table.maxn(empty)/3)
local fx,fy
for i=1,fp do
math.randomseed(os.time())
math.random(0,1)
local fo=math.random(0,1)
math.random(table.maxn(empty))
local temp= empty[math.random(table.maxn(empty))]
local dashindex=string.find(temp,'-')
fx=tonumber(string.sub(temp,1,dashindex-1))
fy=tonumber(string.sub(temp,dashindex+1,string.len(temp)))
if fo==0 then
grid[fx][fy]=4
elseif fo==1 then
grid[fx][fy]=5
end
end
for i=1,10 do
for j=1,10 do
print(grid[i][j])
end
print('\n')
end
I'm not sure what the for i=1,fp loop is doing with temp and fo, for example the seed should only be set once, and also, the return value on line after local fo is ignored, seems very messy. But based on your post, if you really just want to randomly select N cells from your 2D array and set those to either 4 or 5 (randomly), this should work:
-- maybe N = fp
local N = 5
math.randomseed(os.time())
local i = 1
repeat
fx = math.random(1, 10)
fy = math.random(1, 10)
if grid[fx][fy] == 0 then
grid[fx][fy] = math.random(4,5)
i = i + 1
end
until i > N
Note however that the closer N is to number of items in array (100 in your example), the longer it will take for the loop to complete. If this is a concern, then for large N values, you could do the opposite: initialize each cell to 4 or 5 randomly, and then randomly set size - N of them to 0.
math.randomseed(os.time())
local rows = 10
local columns = 10
local grid = {}
if N > rows*columns/2 then
for i=1,rows do
grid[i] = {}
for j=1,columns do
grid[i][j] = math.random(4,5)
end
end
local i = 1
repeat
fx = math.random(1, 10)
fy = math.random(1, 10)
if grid[fx][fy] ~= 0 then
grid[fx][fy] = 0
i = i + 1
end
until i > N
else
for i=1,rows do
grid[i] = {}
for j=1,columns do
grid[i][j] = 0
end
end
local i = 1
repeat
fx = math.random(1, 10)
fy = math.random(1, 10)
if grid[fx][fy] == 0 then
grid[fx][fy] = math.random(4,5)
i = i + 1
end
until i > N
end

Getting differen coordinates in lua

I have this code:
local function createBlocks()
local rowcount = 8
local colcount = 4
local blockWidth = display.contentWidth / (colcount*4)
local blockHeight = display.contentWidth / (rowcount*2)
local row
local col
local pan = 3
local i=0
for row = 1, rowcount do
for col = 1, colcount do
local x = (col - 1) * blockWidth + pan
local y = (row + 1) * blockHeight + pan
local random= math.random(1,6)
random = revisarTres(i, random)
print (random)
print ("primeras")
print (x)
print (y)
block[i] = display.newImage(images[random], x, y)
block[i].value= random
block[i]:addEventListener("touch", blockTouch)
i=i+1
end
end
print ("coordenadas")
for i=0,31 do
print (i)
print (block[i].x)
print (block[i].y)
end
end
Why I get a differen x and y value?
print (block[i].x)
print (x)
print (block[i].y)
print (y)
Hope you can help me, I'm new with lua and I have been stuck here a long time.
Thank you
Try this:
local image = display.newImage(images[random], 0, 0)
image.x = x
image.y = y
image.value = random
image:addEventListener("touch", blockTouch)
block[i] = image

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