-- This is Minecraft, but 2D, and in Lua.
-- **************************************
-- ID 0: Air
-- ID 1: Stone
-- ID 2 Logs
-- ID 3: Leaves
-- ID 4: Planks
-- ID 5: Crafting Table
-- ID 6: Furnance
-- ID 7: Player position detector block
-- **************************************
blockTable = { -- Stores all the blocks
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,7,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6,6}
}
tableRow = 1 -- Y value for block render pointer
tableColumn = 1 -- X value for block render pointer
runOnce = true -- Run a loop once
tickNum = 0 -- Number of ticks since startup
function renderBlock(X, Y, K) -- Render a block
if K == 1 then -- if blockID == 1, draw a grey square
screen.setColor(100,100,100)
print(X, Y)
screen.drawRectF(X, Y, 8, 8)
end
if K == 6 then -- If the blockID == draw a grey square
screen.setColor(100,100,100)
screen.drawRectF(X, Y, 8, 8)
end
end
function renderBlocks() -- Render all the blocks (Scans though the blockTable in a raster pattern)
while runOnce == true -- Run this code once
do
while #blockTable >= tableRow
do
while #blockTable[tableRow] >= tableColumn
do
print("TC " .. tableColumn)
tableColumn = tableColumn + 1
blockID = blockTable[tableRow][tableColumn]
renderBlock(tableRow, tableColumn, blockID)
if tableColumn > #blockTable[tableRow] then tableColumn = 1 end
end
runOnce = false
end
print("TR " .. tableRow)
tableRow = tableRow + 1
end
end
function onTick()
print("Tick! Tick count: " .. tickNum) -- Print the current tick, as well as say that there has been a tick
tickNum = tickNum + 1
end
function onDraw()
while runOnce == true -- Run this code once
do
renderBlocks()
runOnce = false
end
end
Here's my code in the IDE for the framework: Link
I have no clue why this is happening, I'm at a loss here.
When doing loops over tables it is far better to use for loops than while or repeat loops, that are far more difficult to understand and bugfix.
Use for index,value in ipairs(yourtable) do if you want to get the indices (number in the table) and the values associated or for key,value in pairs(yourtable) do if you want to get the keys (generally strings that is used as key for a value: yourTable["key"] = 0) and the values associated with it.
for row,innerTable in ipairs(blockTable) do
for col,value in ipairs(innerTable) do
print("TC " .. col)
blockID = value
renderBlock(row, col, blockID)
end
end
The last should do it inside your renderBlocks function. But that:
while runOnce == true do
-- Doing something
runOnce = false
end
Is not very nice stuff. If it shall only be called once, do not put it into a loop!
Also it would help to have a little better code identation to understand what is happening faster. And add some Space between blocks of code that handle different concerns.
Edit: So your function could look like this:
function renderBlocks()
if runOnce then
runOnce = false
for row,innerTable in ipairs(blockTable) do
for col,value in ipairs(innerTable) do
blockID = value
renderBlock(row, col, blockID)
end
end
end
end
There are a couple issues in your renderBlocks() function
function renderBlocks()
while runOnce == true do
while #blockTable >= tableRow do
while #blockTable[tableRow] >= tableColumn do
print("TC " .. tableColumn)
tableColumn = tableColumn + 1
blockID = blockTable[tableRow][tableColumn]
renderBlock(tableRow, tableColumn, blockID)
if tableColumn > #blockTable[tableRow] then
tableColumn = 1
end
end
runOnce = false
end
print("TR " .. tableRow)
tableRow = tableRow + 1
end
end
First we can look at the inner most loop. Here we have a problem with the contrition used to evaluate the loop and how it is incremented.
while #blockTable[tableRow] >= tableColumn do
print("TC " .. tableColumn)
tableColumn = tableColumn + 1 -- incremented here
blockID = blockTable[tableRow][tableColumn]
renderBlock(tableRow, tableColumn, blockID)
if tableColumn > #blockTable[tableRow] then
tableColumn = 1 -- reset here
end
end
in the loop body you do tableColumn = tableColumn + 1 and later in the same body you do if tableColumn > #blockTable[tableRow] then tableColumn = 1 end so this is a problem when tableColumn is increased to a value that would end the loop we reset it to 1 preventing the loop from ever ending.
Now lets look at the next loop up. Here we never increment tableRow it is incremented just after the end of this loop so it is not possible for the loop to end.
while #blockTable >= tableRow do
while #blockTable[tableRow] >= tableColumn do
...
end
runOnce = false
end
I believe you intended
print("TR " .. tableRow)
tableRow = tableRow + 1
to occur within this loop not outside of it.
You're missing a few block definitions here. Don't think that's what's sending it into an infinite loop, but you might not see results, otherwise.
function renderBlock(X, Y, blockID) -- Render a block
if blockID == 0 then -- Air
-- screen.setColor(10, 20, 220, 0) -- is there an alpha channel?
screen.setColor(10, 20, 220)
elseif blockID == 1 then -- Stone
screen.setColor(100, 100, 100)
elseif blockID == 2 then -- Logs
screen.setColor(200, 50, 50)
elseif blockID == 3 then -- Leaves
screen.setColor(20, 220, 40)
elseif blockID == 4 then -- Planks
screen.setColor(180, 30, 10)
elseif blockID == 5 then -- Craft Table
screen.setColor(180, 30, 10)
elseif blockID == 6 then -- Furnace
screen.setColor(100, 100, 100)
elseif blockID == 7 then -- Player detect
screen.setColor(220, 30, 30)
end
print(X, Y)
screen.drawRectF(X, Y, 8, 8)
end
It's easy to use for loops. set initial condition, then the final, completed condition, and let it run the course.
function renderBlocks() -- Render all blocks (Scans though blockTable in a raster pattern)
for row = 1, #blockTable do
for col = 1, #blockTable[row] do
print("TC " ..col)
local blockID = blockTable[row][col]
renderBlock(row, col, blockID)
end
print("TR " ..row)
end
end
You likely don't need that runOnce. If you find you do for something else, go ahead, but it shouldn't be needed with a nested for loop.
function onDraw()
renderBlocks()
end
This script allows people to produce meth, starting production will succeed when you have the right amount of objects in your inventory.
Only when you don't have the right amount you should get a notification and you don't get that notification..
Following error pops up: SCRIPT ERROR: #ns-meth/server.lua:18: Attempt to index a nil value.
Code:
RSCore = nil
Citizen.CreateThread(function()
while RSCore == nil do
TriggerEvent('RSCore:GetObject', function(obj) RSCore = obj end)
Citizen.Wait(0)
end
end)
RegisterServerEvent('RSCore_methcar:start')
AddEventHandler('RSCore_methcar:start', function()
local src = source
local Player = RSCore.Functions.GetPlayer(src)
local amount = 0
if Player.Functions.GetItemByName('acetone').amount >= 5 and Player.Functions.GetItemByName('lithium').amount >= 2 and Player.Functions.GetItemByName('methlab').amount >= 1 then
TriggerClientEvent('RSCore_methcar:startprod', src)
Player.Functions.RemoveItem('acetone', 5)
Player.Functions.RemoveItem('lithium', 2)
else
if Player.Functions.GetItemByName('acetone').amount <= 4 and Player.Functions.GetItemByName('lithium').amount <= 1 and Player.Functions.GetItemByName('methlab').amount <= 0 then
RSCore.Functions.Notify("Je hebt niet de juiste benodigdheden!", "error")
end
end
end)
RegisterServerEvent('RSCore_methcar:stopf')
AddEventHandler('RSCore_methcar:stopf', function(id)
local src = source
local Players = RSCore.GetPlayers()
local Player = RSCore.Functions.GetPlayer(src)
for i=1, #Players, 1 do
TriggerClientEvent('RSCore_methcar:stopfreeze', Players[i], id)
end
end)
RegisterServerEvent('RSCore_methcar:make')
AddEventHandler('RSCore_methcar:make', function(posx,posy,posz)
local src = source
local Player = RSCore.Functions.GetPlayer(src)
if Player.Functions.GetItemByName('methlab').amount >= 1 then
local Players = RSCore.Functions.GetPlayer(src)
for i=1, #Players, 1 do
TriggerClientEvent('RSCore_methcar:smoke',Players[i],posx,posy,posz, 'a')
end
else
TriggerClientEvent('RSCore_methcar:stop', src)
end
end)
RegisterServerEvent('RSCore_methcar:finish')
AddEventHandler('RSCore_methcar:finish', function(qualtiy)
local src = source
local Player = RSCore.Functions.GetPlayer(src)
print(qualtiy)
local rnd = math.random(-5, 5)
TriggerEvent('KLevels:addXP', src, 20)
Player.Functions.AddItem('meth', math.floor(qualtiy / 2) + rnd)
end)
RegisterServerEvent('RSCore_methcar:blow')
AddEventHandler('RSCore_methcar:blow', function(posx, posy, posz)
local src = source
local Players = RSCore.GetPlayers()
local Player = RSCore.Functions.GetPlayer(src)
for i=1, #Players, 1 do
TriggerClientEvent('RSCore_methcar:blowup', Players[i],posx, posy, posz)
end
Player.removeInventoryItem('methlab', 1)
end)
RegisterServerEvent('ns-meth:server:callCops')
AddEventHandler('ns-meth:server:callCops', function(streetLabel, coords)
local msg = "Er is een verdachte situatie op "..streetLabel..", mogelijks drugs productie."
local alertData = {
title = "Verdachte situatie",
coords = {x = coords.x, y = coords.y, z = coords.z},
description = msg
}
for k, v in pairs(RSCore.Functions.GetPlayers()) do
local Player = RSCore.Functions.GetPlayer(v)
if Player ~= nil then
if (Player.PlayerData.job.name == "police" and Player.PlayerData.job.onduty) then
TriggerClientEvent("ns-meth:client:robberyCall", Player.PlayerData.source, msg, streetLabel, coords)
TriggerClientEvent("rs-phone:client:addPoliceAlert", Player.PlayerData.source, alertData)
end
end
end
end)
I try to fix some old Basewars script for Gmod amd there is something i tried to fix but i dont know what i am missing there. Basicly its about a Bank script. This Bank could original store a amount of 2 Billion $. I would like to expand that storage amount to 1 Quadtrillion.
So Basicly the Basewars Gamemode allows players to have an high amount of money up to 10^18 $
= 1 Quintillion. I looked up into https://wiki.garrysmod.com/page/Category:number
so basicly lua uses double-precision floating-point format. So lua uses 32 bits for storing numbers and that means the number can be from a range of
-2,147,483,647 to 2,147,483,647.
The Basewars Gamemode uses a Function to make out of 10^18
= 1 Quintillion
function BaseWars.NumberFormat(num)
local t = BaseWars.LANG.Numbers
for i = 1, #t do
local Div = t[i][1]
local Str = t[i][2]
if num >= Div or num <= -Div then
return string.Comma(math.Round(num / Div, 1)) .. " " .. Str
end
end
return string.Comma(math.Round(num, 1))
end
The Gamemode is using that faction to convert the amount of money.
and here is the BaseWars.LANG.Numbers:
BaseWars.LANG = {}
BaseWars.LANG.__LANGUAGELOOK = {}
BaseWars.LANG.__LANGUAGELOOK.ENGLISH = {
Numbers = {
[5] = {10^6, "Million"},
[4] = {10^9, "Billion"},
[3] = {10^12, "Trillion"},
[2] = {10^15, "Quadtillion"},
[1] = {10^18, "Quintillion"},
},
CURFORMER = CURRENCY .. "%s",
CURRENCY = CURRENCY,
}
So i know that this function does work but i dont get it, how the variable num can be that high!
Why do i know what it does work ?
Here is what i tried and it manipulated the Capacity up to 1 Quadtrillion but at the point i manipluated a other Problem came up and i do not know what i do wrong!
Here how it was Original:
ENT.Capacity = 2000000000 --Max money in the bank. Can be bugs if it is more than 2000000000 (2 bil)
ENT.Money = 0
ENT.MaxPaper = 0
local Clamp = math.Clamp
function ENT:GSAT(slot, name, min, max)
self:NetworkVar("Int", slot, name)
local getVar = function(minMax)
if self[minMax] and isfunction(self[minMax]) then return self[minMax](self) end
if self[minMax] and isnumber(self[minMax]) then return self[minMax] end
return minMax or 0
end
self["Add" .. name] = function(_, var)
local Val = self["Get" .. name](self) + var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), getVar(max))
end
self["Set" .. name](self, Val)
end
self["Take" .. name] = function(_, var)
local Val = self["Get" .. name](self) - var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), getVar(max))
end
self["Set" .. name](self, Val)
end
end
function ENT:StableNetwork()
self:GSAT(2, "Capacity")
self:GSAT(3, "Money", 0, "GetCapacity")
self:GSAT(4, "Paper", 0, "MaxPaper")
self:GSAT(5, "Level", 0, "MaxLevel")
end
function ENT:ThinkFunc() --This Funtion is to auto collect all the Money of Printers
for k, v in pairs( ents.FindByClass( "bw_printer_*" ) ) do
if v:CPPIGetOwner() == self:CPPIGetOwner() then
if self:GetMoney() < self.Capacity then
local allmoney = v:GetMoney()
v:TakeMoney(allmoney)
self:AddMoney(allmoney)
end
end
end
for k, v in pairs( ents.FindByClass( "bw_base_moneyprinter" ) ) do
if v:CPPIGetOwner() == self:CPPIGetOwner() then
if self:GetMoney() < self.Capacity then
local allmoney = v:GetMoney()
v:TakeMoney(allmoney)
self:AddMoney(allmoney)
end
end
end
end
if CLIENT then
local Cp = self:GetCapacity()
local money = tonumber(self:GetMoney()) or 0
local cap = tonumber(Cp) or 0
local moneyPercentage = math.Round( money / cap * 100 ,1)
draw.DrawText( moneyPercentage .."%" , fontName .. ".Huge", w - 4-430, 71+610, self.FontColor, TEXT_ALIGN_CENTER)
local currentMoney = BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(money)
local maxMoney = BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(cap)
local font = fontName .. ".Big"
if #currentMoney > 16 then
font = fontName .. ".MedBig"
end
if #currentMoney > 20 then
font = fontName .. ".Med"
end
local fh = draw.GetFontHeight(font)
local StrW,StrH = surface.GetTextSize("")
local moneyW,moneyH = surface.GetTextSize(currentMoney)
draw.DrawText(currentMoney.. " / " .. BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(cap) , font,
w/2 - StrW/2-225 , (font == fontName .. ".Big" and 106 or 105 + fh / 4)+675, self.FontColor, TEXT_ALIGN_CENTER)
end
Here the changes i did:
removed line:
local cap = tonumber(Cp) or 0
added
local cap = 10^15
if self:GetMoney() < cap then
ENT.Capacity = 2000000000 --Max money in the bank. Can be bugs if it is more than 2000000000 (2 bil)
local cap = 10^15
ENT.Money = 0
ENT.MaxPaper = 0
local Clamp = math.Clamp
function ENT:GSAT(slot, name, min, max)
self:NetworkVar("Int", slot, name)
local getVar = function(minMax)
if self[minMax] and isfunction(self[minMax]) then return self[minMax](self) end
if self[minMax] and isnumber(self[minMax]) then return self[minMax] end
return minMax or 0
end
self["Add" .. name] = function(_, var)
local Val = self["Get" .. name](self) + var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), getVar(max))
end
self["Set" .. name](self, Val)
end
self["Take" .. name] = function(_, var)
local Val = self["Get" .. name](self) - var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), getVar(max))
end
self["Set" .. name](self, Val)
end
end
function ENT:StableNetwork()
self:GSAT(2, "Capacity")
self:GSAT(3, "Money", 0, "GetCapacity")
self:GSAT(4, "Paper", 0, "MaxPaper")
self:GSAT(5, "Level", 0, "MaxLevel")
end
function ENT:ThinkFunc() --This Funtion is to auto collect all the Money of Printers
for k, v in pairs( ents.FindByClass( "bw_printer_*" ) ) do
if v:CPPIGetOwner() == self:CPPIGetOwner() then
if self:GetMoney() < cap then
local allmoney = v:GetMoney()
v:TakeMoney(allmoney)
self:AddMoney(allmoney)
end
end
end
for k, v in pairs( ents.FindByClass( "bw_base_moneyprinter" ) ) do
if v:CPPIGetOwner() == self:CPPIGetOwner() then
if self:GetMoney() < cap then
local allmoney = v:GetMoney()
v:TakeMoney(allmoney)
self:AddMoney(allmoney)
end
end
end
end
if CLIENT then
local Cp = self:GetCapacity()
local money = tonumber(self:GetMoney()) or 0
local moneyPercentage = math.Round( money / cap * 100 ,1)
draw.DrawText( moneyPercentage .."%" , fontName .. ".Huge", w - 4-430, 71+610, self.FontColor, TEXT_ALIGN_CENTER)
local currentMoney = BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(money)
local maxMoney = BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(cap)
local font = fontName .. ".Big"
if #currentMoney > 16 then
font = fontName .. ".MedBig"
end
if #currentMoney > 20 then
font = fontName .. ".Med"
end
local fh = draw.GetFontHeight(font)
local StrW,StrH = surface.GetTextSize("")
local moneyW,moneyH = surface.GetTextSize(currentMoney)
draw.DrawText(currentMoney.. " / " .. BaseWars.LANG.CURRENCY .. BaseWars.NumberFormat(cap) , font,
w/2 - StrW/2-225 , (font == fontName .. ".Big" and 106 or 105 + fh / 4)+675, self.FontColor, TEXT_ALIGN_CENTER)
end
So now if you i look into the game it looks like this:
and now i have the problem that when it collects money it does it up to 2 billion and if i try to change
local money = tonumber(self:GetMoney()) or 0
to
local money =self:GetMoney()
i get straight -2.1 Bil
or i tried to change the min max values:
function ENT:GSAT(slot, name, min, max)
self:NetworkVar("Int", slot, name)
local getVar = function(minMax)
if self[minMax] and isfunction(self[minMax]) then return self[minMax](self) end
if self[minMax] and isnumber(self[minMax]) then return self[minMax] end
return minMax or 0
end
self["Add" .. name] = function(_, var)
local Val = self["Get" .. name](self) + var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), 10^15)
end
self["Set" .. name](self, Val)
end
self["Take" .. name] = function(_, var)
local Val = self["Get" .. name](self) - var
if min and max then
Val = Clamp(tonumber(Val) or 0, getVar(min), 10^15)
end
self["Set" .. name](self, Val)
end
end
Basicly these lines:
Val = Clamp(tonumber(Val) or 0, getVar(min), 10^15)
if i run the game the Bank will just collect the money up to 2 Bill and then it goes to -2.1Bil. And at that point i dont know why and when a value does go buggy like it self sets to -2.1 Bil. does math.Round create this bug or do funktion return only return full integer ?
thx for any help
Because the network variable that the bank uses is an integer, it will only be able to store $(2^31-1) through $-(2^31-1). Try changing it to a networked float:
-- ...
function ENT:GSAT(slot, name, min, max)
-- self:NetworkVar("Int", slot, name), changes into:
self:NetworkVar("Float", slot, name)
-- ...
But, beware as the more money players accumulate the less precision will be put into those numbers.
I am analysing Fishies projest from sample codes of Corona and i couldn't understand that assignment.
background = ( backgroundLandscape == background and backgroundPortrait ) or backgroundLandscape
Here is the full code:
-- Seed randomizer
local seed = os.time();
math.randomseed( seed )
display.setStatusBar( display.HiddenStatusBar )
-- Preload the sound file (theoretically, we should also dispose of it when we are completely done with it)
local soundID = audio.loadSound( "bubble_strong_wav.wav" )
-- Background
local halfW = display.viewableContentWidth / 2
local halfH = display.viewableContentHeight / 2
-- Create a table to store all the fish and register this table as the
-- "enterFrame" listener to animate all the fish.
local bounceAnimation = {
container = display.newRect( 0, 0, display.viewableContentWidth, display.viewableContentHeight ),
reflectX = true,
}
local backgroundPortrait = display.newImage( "aquariumbackgroundIPhone.jpg", 0, 0 )
local backgroundLandscape = display.newImage( "aquariumbackgroundIPhoneLandscape.jpg", -80, 80 )
backgroundLandscape.isVisible = false
local background = backgroundPortrait
-- Handle changes in orientation for the background images
local backgroundOrientation = function( event )
-- TODO: This requires some setup, i.e. the landscape needs to be centered
-- Need to add a centering operation. For now, the position is hard coded
local delta = event.delta
if ( delta ~= 0 ) then
local rotateParams = { rotation=-delta, time=500, delta=true }
if ( delta == 90 or delta == -90 ) then
local src = background
-- toggle background to refer to correct dst
background = ( backgroundLandscape == background and backgroundPortrait ) or backgroundLandscape
background.rotation = src.rotation
transition.dissolve( src, background )
transition.to( src, rotateParams )
else
assert( 180 == delta or -180 == delta )
end
transition.to( background, rotateParams )
audio.play( soundID ) -- play preloaded sound file
end
end
-- Add a global listener
Runtime:addEventListener( "orientation", backgroundOrientation )
--
-- Fishies
local numFish = 10
local file1 = "fish.small.red.png"
local file2 = "fish.small.blue.png"
--
-- Define touch listener for fish so that fish can behave like buttons.
-- The listener will receive an 'event' argument containing a "target" property
-- corresponding to the object that was the target of the interaction.
-- This eliminates closure overhead (i.e. the need to reference non-local variables )
local buttonListener = function( event )
if "ended" == event.phase then
local group = event.target
-- tap only triggers change from original to different color
local topObject = group[1]
if ( topObject.isVisible ) then
local bottomObject = group[2]
-- Dissolve to bottomObject (different color)
transition.dissolve( topObject, bottomObject, 500 )
-- Restore after some random delay
transition.dissolve( bottomObject, topObject, 500, math.random( 3000, 10000 ) )
end
-- we handled it so return true to stop propagation
return true
end
end
--
--
--
-- Add fish to the screen
for i=1,numFish do
-- create group which will represent our fish, storing both images (file1 and file2)
local group = display.newGroup()
local fishOriginal = display.newImage( file1 )
group:insert( fishOriginal, true ) -- accessed in buttonListener as group[1]
local fishDifferent = display.newImage( file2 )
group:insert( fishDifferent, true ) -- accessed in buttonListener as group[2]
fishDifferent.isVisible = false -- make file2 invisible
-- move to random position in a 200x200 region in the middle of the screen
group:translate( halfW + math.random( -100, 100 ), halfH + math.random( -100, 100 ) )
-- connect buttonListener. touching the fish will cause it to change to file2's image
group:addEventListener( "touch", buttonListener )
-- assign each fish a random velocity
group.vx = math.random( 1, 5 )
group.vy = math.random( -2, 2 )
-- add fish to animation group so that it will bounce
bounceAnimation[ #bounceAnimation + 1 ] = group
end
--
-- Function to animate all the fish
function bounceAnimation:enterFrame( event )
local container = self.container
container:setFillColor( 0, 0, 0, 0) -- make invisible
local containerBounds = container.contentBounds
local xMin = containerBounds.xMin
local xMax = containerBounds.xMax
local yMin = containerBounds.yMin
local yMax = containerBounds.yMax
local orientation = self.currentOrientation
local isLandscape = "landscapeLeft" == orientation or "landscapeRight" == orientation
local reflectX = nil ~= self.reflectX
local reflectY = nil ~= self.reflectY
-- the fish groups are stored in integer arrays, so iterate through all the
-- integer arrays
for i,v in ipairs( self ) do
local object = v -- the display object to animate, e.g. the fish group
local vx = object.vx
local vy = object.vy
if ( isLandscape ) then
if ( "landscapeLeft" == orientation ) then
local vxOld = vx
vx = -vy
vy = -vxOld
elseif ( "landscapeRight" == orientation ) then
local vxOld = vx
vx = vy
vy = vxOld
end
elseif ( "portraitUpsideDown" == orientation ) then
vx = -vx
vy = -vy
end
-- TODO: for now, time is measured in frames instead of seconds...
local dx = vx
local dy = vy
local bounds = object.contentBounds
local flipX = false
local flipY = false
if (bounds.xMax + dx) > xMax then
flipX = true
dx = xMax - bounds.xMax
elseif (bounds.xMin + dx) < xMin then
flipX = true
dx = xMin - bounds.xMin
end
if (bounds.yMax + dy) > yMax then
flipY = true
dy = yMax - bounds.yMax
elseif (bounds.yMin + dy) < yMin then
flipY = true
dy = yMin - bounds.yMin
end
if ( isLandscape ) then flipX,flipY = flipY,flipX end
if ( flipX ) then
object.vx = -object.vx
if ( reflectX ) then object:scale( -1, 1 ) end
end
if ( flipY ) then
object.vy = -object.vy
if ( reflectY ) then object:scale( 1, -1 ) end
end
object:translate( dx, dy )
end
end
-- Handle orientation of the fish
function bounceAnimation:orientation( event )
print( "bounceAnimation" )
for k,v in pairs( event ) do
print( " " .. tostring( k ) .. "(" .. tostring( v ) .. ")" )
end
if ( event.delta ~= 0 ) then
local rotateParameters = { rotation = -event.delta, time=500, delta=true }
Runtime:removeEventListener( "enterFrame", self )
self.currentOrientation = event.type
for i,object in ipairs( self ) do
transition.to( object, rotateParameters )
end
local function resume(event)
Runtime:addEventListener( "enterFrame", self )
end
timer.performWithDelay( 500, resume )
end
end
Runtime:addEventListener( "enterFrame", bounceAnimation );
Runtime:addEventListener( "orientation", bounceAnimation )
-- This function is never called,
-- but shows how we would unload the sound if we wanted to
function unloadSound()
audio.dispose(soundID)
soundID = nil
end
Lua has a slightly strange behaviour when it comes to ands and ors.
The expression a and b evaluates to a if a is considered false (only nil and false is considered false, all other values including 0 are considered true) and if a is considered true the expression evaluates to b.
The expression a or b evaluates to a if a is considered true and b if a is considered false.
Note: in both cases if the expression evaluates to a that value of b isn't even evaluated. This is called short circuit logic. In and if a is false, the and can't possibly be true, so there is no point in wasting computation time to evaluate b. Similarly, if a is true in a or b there is no point to evaluate b as the or can't possibly be false.
The construct cond and valiftrue or valiffalse (or the equivalent, due to operator precedence, (cond and valiftrue) or valiffalse) is equivalent to other language's ternary if statement, with one caveat: valiftrue must not evaluate to false. If that is the case, the whole expression will always evaluate to valiffalse. (Try and reason it out, that's the best way I find to get a grip on this construct.)
was about to post in detail but #JPvdMerwe got it spot on.
To be precise,
background = ( backgroundLandscape == background and backgroundPortrait ) or backgroundLandscape
translates to
if backgroundLandscape == background then
background = backgroundPortrait
else
background = backgroundLandscape
end
EDIT
As #JPvdMerwe pointed out, in this case, if backgroundPortrait is false then
background = backgroundLandscape
will be executed all the time.