Shorter, easier and more effective way of saving data? - lua

Thanks to this great community, I managed to make a save system for my game! However, it is kind of long and painful to write. I need help on how to (if possible) make this a little bit shorter and easier.
So, this is what I got (this example uses ONLY 1 variable to get the idea):
GameState = loadsave.loadTable("GameState.json")
if GameState == nil then
GameState = {
TotalPixoosGS = 0,
}
loadsave.saveTable(GameState, "GameState.json")
end
TotalPixoos = GameState.TotalPixoosGS
Let me quickly explain what I got here: GameState = loadsave.loadTable("GameState.json") is declaration of a table from .json file. I used .loadTable function which I got from here:
https://code.coronalabs.com/code/easy-saveload-table-data-corona-sdk
if GameState == nil then
GameState = {
TotalPixoosGS = 0,
}
If the file doesn't exist, it simply creates default game settings, in this case sets TotalPixoosGS variable to value of 0.
loadsave.saveTable(GameState, "GameState.json")
Again a function from the link above which simply creates .json file from GameState table, calls it GameState.json.
TotalPixoos = GameState.TotalPixoosGS
Finally, assigns the value of GameState.TotalPixoosGS to our variable TotalPixoos (if GameState.json doesn't exist, it will assign the value of 0). So far, pretty straight-forward, right?
Now, this code was called upon OPENING the application.
The following code is what I use upon EXITING application:
if ( event.type == "applicationExit" ) then
GameState = {
TotalPixoosGS = TotalPixoos,
}
loadsave.saveTable(GameState, "GameState.json")
end
Basically, what this does is: When the app is about to exit, you simply change the value of TotalPixoosGS to our current value of TotalPixoos (that is the variable which changes over time). Finally, we save the GameState table with the new, changed TotalPixoosGS.
Once the app launches again, the process will repeat.
Now, what is the problem? Well, when you have 1 variable, like in this case, it looks simple. However, when you gotta manage over 50 variables, it can be a pain to write. Is there any way I could shorten this?
Anyway, this is just a small chunk of code, to get the idea:
GameState = loadsave.loadTable("GameState.json")
if GameState == nil then
GameState = {
TotalPixoosGS = 0,
PixoosQuantityGS = 0,
PixoosPerSecondGS = 0,
BottlesQuantityGS = 0,
MaxBottlesFoundGS = 0,
BottlesPriceGS = 0.005,
WillFindBottlesChanceGS = 10,
CanFindBottlesGS = 0,
MaxClickableGS = 5,
MaxTrashCanValueGS = 5,
}
loadsave.saveTable(GameState, "GameState.json")
end
TotalPixoos = GameState.TotalPixoosGS
PixoosQuantity = GameState.PixoosQuantityGS
PixoosPerSecond = GameState.PixoosPerSecondGS
BottlesQuantity = GameState.BottlesQuantityGS
MaxBottlesFound = GameState.MaxBottlesFoundGS
BottlesPrice = GameState.BottlesPriceGS
WillFindBottlesChance = GameState.WillFindBottlesChanceGS
CanFindBottles = GameState.CanFindBottlesGS
MaxClickable = GameState.MaxClickableGS
MaxTrashCanValue = GameState.MaxTrashCanValueGS
See how much of ugly code there is? And this is upon exit:
if ( event.type == "applicationExit" ) then
GameState = {
TotalPixoosGS = TotalPixoos,
PixoosQuantityGS = PixoosQuantity,
PixoosPerSecondGS = PixoosPerSecond,
BottlesQuantityGS = BottlesQuantity,
MaxBottlesFoundGS = MaxBottlesFound,
BottlesPriceGS = BottlesPrice,
WillFindBottlesChanceGS = WillFindBottlesChance,
CanFindBottlesGS = CanFindBottles,
MaxClickableGS = MaxClickable,
MaxTrashCanValueGS = MaxTrashCanValue,
}
loadsave.saveTable(GameState, "GameState.json")
end
Anyone with a better way, or idea on how to deal with this?

The problem here is that you are storing the data in independent global variables that you need to store in the table to save and then fetch from the table to load.
You can avoid needing to do all of that if you just use the table itself as the global variable in your general code.
So instead of writing code that uses TotalPixoosGS or PixoosQuantityGS when checking the values/etc. you write code that uses GameState.TotalPixoosGS and GameState.PixoosQuantityGS instead and then just save and load directly from/to the global GameState table.

Related

Lua, local variables in a table

Sorry in advance if this is an incorrect question. I'm fairly new to Lua and I'm not sure how to go about this. I want to access a variable stored in a table from a function variable.
As far as I know there is no self-referencing tables before constructed.
An example would be this:
local bigTable = {
a = {
foo = 0,
bar = function(y)
print(foo) --Incorrect
end
}
}
What would be the best approach for this situation?
What you want to do is to create a table first, and append the keys to it:
local a = {}
a.foo = 0
a.bar = function()
print(a.foo)
end
local bigTable = {
a = a
}
bigTable.a.bar() -- prints 0
local bigTable = {
a = {
foo = 0,
bar = function(self, ...)
print(self.foo)
end,
}
}
-- Somewhere else in the code...
bigTable.a.bar(bigTable.a) --> 0
-- or the shorter but (almost) equivalent form:
bigTable.a:bar() --> prints 0
I anticipate your next question will be "What does the : do?", and for that there's lots of answers on SO already :)
Note that there's potential for a performance improvement here: if the above code gets called a lot, the bar method will be created again and again, so it could make sense to cache it; but that's pointless unless the surrounding code is already fast enough that this one allocation would have a noticeable impact on its runtime.

Trying to implement object-oriented programming in Lua, but it's not quite working

Ok, so I'm trying to follow the instructions found here: https://www.lua.org/pil/16.1.html to do something resembling OO programming in Lua (and the LOVE game framework), but it's not working. Here's the core of my code. I have a generic Object class:
local Object = {}
function Object:load(arg)
end
function Object:update(dt)
end
function Object:draw()
end
function Object:new(arg)
o = {}
setmetatable(o, self)
self.__index = self
o:load(arg)
return o
end
return Object
and a Ship class that inherits from it:
Object = require('objects.object')
local Ship = Object:new()
Ship.sprite = love.graphics.newImage('assets/sprites/ship.png')
Ship.sprite:setFilter('nearest', 'nearest', 0)
Ship.px = Ship.sprite:getWidth()/2
Ship.py = Ship.sprite:getHeight()/2
function Ship:load(arg)
self.x = arg.x or 0
self.y = arg.y or 0
self.sx = arg.sx or arg.s or 1
self.sy = arg.sy or arg.s or 1
self.rot = arg.rot or 0
self.tint = arg.tint or {255, 255, 255}
end
function Ship:draw()
love.graphics.setColor(self.tint)
love.graphics.draw(self.sprite, self.x, self.y, self.rot,
self.sx, self.sy, self.px, self.py)
love.graphics.setColor({255, 255, 255})
end
return Ship
Now the problem is, I create two of these Ships as members of another object with this code:
self.ship1 = Ship:new({x=50, y=self.y1, s=2, tint={0, 0.5, 1}})
self.ship2 = Ship:new({x=750, y=self.y2, s=-2, tint={1, 0.5, 0}})
But when I draw them, I only see one - the second. As it turns out, it's like the code above doesn't assign the new instances of Ship to ship1 and ship2, but directly to self, for reasons that I can't understand. Did I do something wrong or is this a weird bug of the interpreter?
It is not bug of the interpreter, it is designed behavior of the language. o={} creates global variable, which is not expected by the programmer here. "Why it is so?" is a frequent question to the language creator. There are many efforts to take control over that behavior simpler .
o = {} without local creates global variable global variable is accessible and shared between all the functions in the program, unless you use fancy environment scoping techniques. Using global variable inside a function opens up doors for various side effects, you should be careful with side effects.
I've removed some of the syntactic sugar and added code above can be equivalently written as follows:
Object.new = function(table_before_colon,arg)
highlander = {} --global variable, there can be only one
setmetatable(highlander,table_before_colon);
table_before_colon.__index = table_before_colon;
highlander:load(arg) -- table_before_colon.__index.load(highlander,arg)
return highlander
end
local Ship = Object:new()
--global highlander == Ship
--Ship.new points to Object.new
function Ship:load(arg)--equivalent to: Ship.load=function(self,arg)
--code that sets fields of the `self` object and is called from within new
self.x = arg.x or 0 -- equivalently highlander.x=arg.x or 0
end
Now, the presence of the global variable would not matter, if nothing happened to it in the period from the start of the new till the new returns. But, apparently, your other code is similar to this:
local OtherObject = Object:new()
--otherObject == highlander
OtherObject.load = function(new_other_obj,arg)
--highlander == new_other_obj
new_other_obj.ship1 = Ship:new({x=50, y=self.y1, s=2, tint={0, 0.5, 1}})
--highlander == new_other_obj.ship1
new_other_obj.ship2 = Ship:new({x=750, y=self.y2, s=-2, tint={1, 0.5, 0}})
--highlander == new_other_obj.ship2
end
So, OtherObject.load calls other functions, and those functions also access and modify the same global variable.
local some_object = OtherObject:new()
returns the global variable as it is at the end of the call, which is last set to the ship2 inside the call to Ship:new inside the call to OtherObject.load inside call to OtherObject:new.
Solved! Apparently, what was needed was this little snippet:
function Object:new(arg)
local o = {}
setmetatable(o, self)
self.__index = self
o:load(arg)
return o
end
Making o local in all my new methods solved everything. I don't know how it worked exactly but I assume having it in the global variable space broke something when the meta tables are set.

Re-initialize table without losing references

I'd like to re-initialize a table without losing references to it.
What I want to achieve is defining tables in files, and when a file is changed (with a text editor) the file is reloaded, changing the table. Of course this doesn't change the table but creates a new instance, old references will still point to the old table.
Any suggestions?
EDIT: I want to elaborate on what I want to achieve. An example with game characters and weapons. I want to modify the weapons.lua and so affect the characters.
-- weapons.lua
sword = { damage = 3 }
-- characters.lua
character = { weapon = sword }
Adding a level of indirection (putting "sword" inside "weapons") like suggested by JWT doesn't help, unless I split character into { weaponTable = weapons, weaponKey = "sword" } but I don't see this as an option.
Anchor everything that needs to survive in the global environment. Nesting is fine, and this doesn't have to be your primary reference. (You can still local things, but make sure to initialize those local variables from the global environment and update the global if you change the local.)
To initialize the global values, say
foo = foo or value -- if foo is always true-ish
bar = (bar == nil) and value or bar -- if bar may be `false`
To initialize or update tables, you can
foo = foo or { }
foo.bar = foo.bar or 23
foo.baz = foo.baz or 42
-- and so on...
but that's kinda icky, so maybe say
function reinit( new, old ) -- (re)initialize one level, prefer old
if old == nil then return new end
if type( old ) ~= "table" then return old end
for k, v in pairs( new ) do
if old[k] == nil then old[k] = v end
end
return old
end
function reset( new, old ) -- (re)initialize one level, prefer new
if old == nil then return new end
if type( old ) ~= "table" then return new end
for k, v in pairs( new ) do old[k] = v end
return old
end
and then just
foo = reinit( { bar = 23, baz = 42 }, foo ) -- only setting if not defined
-- or
foo = reset( { bar = 23, baz = 42 }, foo ) -- always overriding given fields
or maybe make it even more fancy and say
function traverse( t, path )
local here, last, lastk, created = t
-- follow path of several keys starting from t, creating tables as needed
for k in path:gmatch "[^.]+" do
k = tonumber( k ) or k -- convert all-number keys to integer (for arrays)
local next = here[k]
if not next then
next, created = { }, true
here[k] = next
else
created = false
end
lastk, last, here = k, here, next
end
return here, last, lastk, created
end
function repopulate( path, value, update )
update = update or reinit -- pass 'reset' as 'update' for the other behavior
-- or something entirely different if that's what you need
local here, last, lastk, created = traverse( _G, path )
if type( value ) == "table" then
update( value, here )
else
if created then last[lastk] = nil end -- created one level too much
update( { [lastk] = value }, last )
end
end
and then (with arbitrary nesting)
-- No need to create 'state' first if it doesn't exist yet!
-- (If it exists, it will get updated, otherwise it's created)
repopulate( "state.player.weapon", { kind = "sword", damage = 11 } )
-- Do keep in mind that generally update order is relevant -- you may want to
-- give a newly created player a default inventory, but you may not want to
-- "refill" the player's inventory on every reload. So generally `repopulate`
-- with the parent and all child nodes for from-scratch creation, then
-- `repopulate` the child nodes that need to be checked & potentially updated
-- as well.
-- (So here you'd probably repopulate `state.player` first and then
-- `state.player.weapon` or other fields only if they should be updated anyway.)
-- e.g.:
repopulate( "state.player", {
x = 0, y = 0, hp = 100, mp = 100, level = 0, -- and so on
weapon = { kind = "sword", damage = 11 }, -- etc. etc.
} )
-- on reload always force a sword-kind weapon, leave rest (damage, ...) as-is
repopulate( "state.player.weapon", { kind = "sword" }, reset )
-- or alternatively: only if player has no weapon, give them a sword
repopulate( "state.player.weapon", { kind = "sword", damage = 3 } )
And you can go further, add metamethods to hide some of that shuffling, define different update policies, ... – you've seen some of the possibilities, now go and build your own version that fits your style and your code.
(While you're free to use the above code in any way, please note that it was written ad-hoc in the browser. I did some testing, fixed some glitches, and it seems to work now, but don't be surprised if there's still one or two bugs hiding in there. So play with this, change it, break it (and see how/why it breaks), adapt and extend it, ... – but unless you completely understand what it does and can fix any bugs, I strongly suggest you write your own version, or just stick to the basics. You probably don't need everything that this does, and you're likely to need other things that this doesn't do. As this is a central part of the reloading/live-coding infrastructure and everything has to be adapted to be reload-compatible, any mismatch between your tooling and what you actually need will result in a lot of pain everywhere in your code. So if you need something like this, put in a day or two to make it work the way you need it to, or you will regret it.)
(Free bonus warning: If you do OOP, you'll probably have to store and retrieve your classes instead of creating them every time, otherwise old objects from previous iterations will miss code updates and still run their old methods. I've forgotten about that more than just a couple of times and wasted several hours pondering "why isn't it fixed now?!?" after repeatedly re-loading code... So remember to anchor your metatables, anchor your classes!)
You could nest the tables in another table.
Before:
local a = { 1, 2, 3 }
local b = { 7, 8, 9 }
print(a[2] + b[2]) -- #=> 10
After:
local lookup = {
a = { 1, 2, 3 },
b = { 7, 8, 9 }
}
print(lookup.a[2] + lookup.b[2]) -- #=> 10
Then you can fully replace (or just update) a table in the lookup table and any dependent statements will use that updated value:
lookup.a = { 100, 50, 0 }
print(lookup.a[2] + lookup.b[2]) -- #=> 58
I don't know if it's exactly what you needed (As an ID is necessary) but I hope it will fit your needs.
meta = {
tables = {},
__call = function(arg, t)
for k, v in pairs(t) do
arg[k] = v
end
end,
__bnot = function(arg)
return arg.__key
end,
__newindex = function(arg, key, val)
meta.tables[arg.__key][key] = val
end,
__index = function(arg, key)
return meta.tables[arg.__key][key]
end
}
function RefTable(arg)
local newtable = {}
if arg ~= nil then
newtable.__key = arg
setmetatable(newtable, meta)
if meta.tables[arg] == nil then
meta.tables[arg] = {}
end
else
error("RefTable can't have nil key")
end
return newtable
end
-- Using the RefTable
sword = RefTable("Sword")
sword({damage = 3})
sword.cooldown = 10
character = {sword = sword}
print("base", sword.damage, sword.cooldown)
print("embed", character.sword.damage, character.sword.cooldown)
sword = RefTable("Sword")
sword({damage = 8, cooldown = 50})
print("embed2", character.sword.damage, character.sword.cooldown)
print(sword.__key, sword.cooldown)
ref = RefTable("Sword")
ref.cooldown = 1000
print(sword.cooldown)

Lua: Desired Results are Received Then Not Without Changing Code

Right now I'm trying to use Lua to receive variables from barcodes sent out from an outside source. When I run this, there is a variable rotation from the local function rot(input) that appears to be "buggy". If I run this code exactly as it is with the print statements below, the rotation will appear and disappear. Please help me understand why this may happen?
Please note: There are two aspects of this code that I'm currently working on. A) Code128 is not properly retrieving the variables. B)My code can definitely be shortened. But I'm new and learning as I go. The main purpose for this thread is to help me understand why code will sometimes display the desired result, then won't the next minute?
Thank you.
Edited: I've updated the code a bit to make it cleaner. Condensed all of my string.match statements into tables with other barcode related fields. Still learning and looking to make it even more cleaner. I love learning this, but am still having the same problem with my local function rot(input) and getting intermittent results. Any help is greatly appreciated!
local function rot(input)
rotTable = {["R"] = "cw", ["I"] = "180", ["B"] = "ccw"}
for k,v in pairs (rotTable) do
if input == k then
rotation = v
else
rotation = ""
end
end
return rotation
end
local function barCode(input)
local bcID = string.match(input,"%^(B%w)")
if bcID == "BY" then
bcID = string.match(input,"%^BY.*%^(B%w)")
end
local bcTable = {
["BC"] = {"code128", 10, string.match(input,"%^BY.*%^BC(%u),(%d*),(%u),%u,%u%^FD(.*)%^FS")},
["B2"] = {"bc2of5i", 20, string.match(input,"%^B2(%u),(%d*),(%u),%u,%u%^FD(.*)%^FS")},
["BE"] = {"ean13", 10, string.match(input,"%^BE(%u),(%d*),(%u),%u%^FD(.*)%^FS")},
["B8"] = {"ean8", 10, string.match(input,"%^B8(%u),(%d*),(%u),%u%^FD(.*)%^FS")},
["B3"] = {"code39", 10, string.match(input,"%^B3(%u),%u,(%d*),(%u),%u%^FD(.*)%^FS")},
["BU"] = {"upc_a", -1, string.match(input,"%^BU(%u),(%d*),(%u),%u%,%u^FD(.*)%^FS")}
}
for k,v in pairs (bcTable) do
if bcID == k then
bcFields = v
bcType, qzone, bcR, bcH, bcHr, bcData = unpack(bcFields)
end
end
hPos = 0
vPos = 0
bcOutput = '<'..bcType..' qzone=\"'..qzone..'\" hbb=\"0\" vbb=\"0\" bbwidth=\"1\" hpos=\"'..hPos..'\" vpos=\"'..vPos..'\" rotation = \"'..rot(bcR)..'\" bgcolor=\"0\" barcolor=\"255\" textcolor=\"255\" barwidth=\"1\" height=\"8\">'..bcData..'</'..bcType..'>'
return bcOutput
end
print(barCode("^BY3^BCN,102,N,N^FDCHF05000042^FS"))
print(barCode("^B2B,110,N,N,N^FD45681382^FS"))
print(barCode("^BUN,183,N,N,N^FD61414199999^FS"))
print(barCode("^B8I,146,N,N^FD212345645121^FS"))
print(barCode("^BEB,183,N,N^FD211234567891^FS"))
I'm not sure what is wrong with your code, if anything, but rot can be written more simply as
local rotTable = {["R"] = "cw", ["I"] = "180", ["B"] = "ccw"}
local function rot(input)
return rotTable[input] or ""
end
In general, you shouldn't need to search Lua tables. For instance, the loop for k,v in pairs (bcTable) do can be replace by indexing as in the code above.

Some insight on Object key accessing in lua

Im just alittle curious, as well as a bit confused. In my lua code im setting a new object like so from the start.
enemy = {};
enemy.__index = enemy;
function enemy.new(args)
Obj = {};
setmetatable(Obj,enemy);
Obj.name = "bullet";
Obj.x = args.x;
Obj.y = args.y;
Obj.spriteTexFile= "Invader.png";
Obj.sprite = display.newImage( Obj.spriteTexFile);
Obj.sprite:setReferencePoint ( display.TopLeftReferencePoint );
Obj.sprite.x = Obj.x;
Obj.sprite.y = Obj.y;
Obj.sprite.alpha = 0;
Obj.health = 100;
Obj.activeBul = false;
Obj.bullet = Bullet.new({x=Obj.sprite.x,y=Obj.sprite.y});
return Obj;
end
...
return enemy;
end
So when instantiating a new Enemy obj I call the new function above. NOW in the same file, a function in the Enemy Object I have the following function for example which allows me to acces the "self.bullet", a Bullet Object created when the Enemy is created. It also allows me to call the function trajectBullet in this Bullet instants.
function enemy:shoot()
local Bullet = require "Bullet";
local DEFAULTTIME = 5;--Movement time per space
self.bullet:trajectBullet({x=self.sprite.x,y=display.contentHeight, time =
DEFAULTTIME*display.contentHeight-self.sprite.y)});
end
My Question comes with a call like the following. If I try setting a property of a Bullet in this case, the owner property, i get a nil error and wont let me change it. If someone could help me understand alittle how accessing keys and properties really works that would help me out alot.
function enemy:setBulletOwner()
self.bullet.owner = self;
end
UPDATE:
bullet = {};
bullet.__index = bullet;
function bullet.new(arg)
local Obj = {};
setmetatable ( Obj, bullet );
Obj.sprite = display.newRect( 0, 0, 3, 7 );
Obj.sprite.x = arg.x;
Obj.sprite.y = arg.y;
Obj.sprite:setFillColor ( 255, 255, 255 );
Obj.sprite:setReferencePoint ( display.TopLeftReferencePoint );
Obj.owner = nil;
return Obj;
end
function bullet:trajectBullet(arg)
self.sprite.tween = transition.to(self.sprite,{ tansistion = easing.outExpo, y = arg.y, x=arg.x,time= arg.time,onComplete = function() bullet:cancelTween(self.sprite);
self.owner.sprite:dispatchEvent( {name = "canShootAgain"} ); end});
end
Keep in mind Obj.owner should be getting set from the function below.
function enemy:setBulletOwner()
print("BULLET MADE");
self.bullet.owner = self;
end
You should have your classes set up like this
Bullet
Bullet = {}
Bullet_mt = { __index = Bullet }
function Bullet:new(co_ordinates)
local obj = {x=co_ordinates[1],y=co_ordinates[2]}
obj.owner = "You" --etc...
return setmetatable(obj,Bullet_mt)
end
Enemy
Enemy = {slogan="Gettm!'"}
Enemy_mt = {__index = Enemy;}
function Enemy:new(args)
local obj = {}
--etc..
obj.bullet = Bullet:new({0,0})
return setmetatable(obj,Enemy_mt)
--alert return setmetatable(obj,getmetatable(self))
end
function Enemy:getBulletOwner()
return self.bullet.owner;
end
You shouldn't be requiring "Bullet" each time the enemy shoots in enemy:shoot. When you want to create a bullet for an enemy if you only want the enemy to have one bullet you should
create a new 'instance' of the bullet class and associate it with the key bullet like you've been doing obj.bullet= Bullet.new(...) but also introduce this functionality into a method of Enemy (so you can add a new bullet after the old one goes out of range etc...).
If a index doesn't exist within a table, it will go looking for the index in the table associated with __index in the metatable assigned to the table in question. As an example say a = Enemy:new(), and we wanted to find out the slogan of the enemy, via a.slogan we would look for the index slogan in a but not find it. So we would then go check what __index was associated with in the metatable of a, in this case Enemy. So we look for slogan in Enemy, it exists so we end up with `"Gettm!'".
Adding the following code beneath the class definitions
en = Enemy:new()
print(en:getBulletOwner())
print(en.slogan)
Produces
You
Gettm!'
Also be weary of the difference between a:b(arg1,arg2) and a.b(arg1,arg2). a:b(arg1,arg2) is essentially equivalent to a.b(a,arg1,arg2) where a is bound to self within the function. An example of this would be:
print(en.getBulletOwner())
produces
lua: l.lua:22: attempt to index local 'self' (a nil value)
while
print(en:getBulletOwner())
produces
You

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