levelhelper-spritehelper-corona sdk- object collision - lua

I'm trying to make a game like DoodleJump.
In the level(320x9600), position of an object(bar1_67)(of course there are lots of objects) is (177,263) and objects have physics shape. Requiring the "LevelHelper.LevelHelperLoader", I loaded the level:
...
local loader={}
--loading level
loader.level=LevelHelperLoader:initWithContentOfFile("level1.plhs")
loader.level:instantiateObjects()
loader.level:removeBackgroundColor()
local lhGroup=loader.level:layerWithUniqueName("MAIN_LAYER")
group:insert(lhGroup)
--to scroll the level, and start from the bottom of level
lhGroup.y=-loader.level.lhGameWorldRect.size.height+display.contentHeight
...
After this step, new Y position of the bar1_67 (according to the device screen) is about -9000s.
Then I added the player, requiring the "SpriteHelper.SpriteHelperLoader":
...
sLoader = require("SpriteHelper.SpriteHelperLoader")
local _player={}
_player.player=sLoader:createSpriteWithName("player","sprites","extra.pshs")
_player.player:setReferencePoint(display.centerReferencePoint)
_player.player.x=display.contentWidth*0.5
_player.player.y=display.contentHeight*0.4
...
When starting the simulator, yes level was scrolled, but player collided with something invisible and stayed in the air.
Then I added this code to see whats happening:
...
function aa(self,event)
if(event.phase=="began") then
print(event.other.x, event.other.y, event.other.lhUniqueName)
end
end
_player.player.collision=aa
_player.player:addEventListener( "collision", _player.player )
...
Output is :
177 263 bar1_67
But as I said level was scrolled and bar1_67 is out of screen. What can/should I do?

Please use gamedevhelper.com forum in order to help you with LevelHelper related questions.
I don't know whats going on in this case but would it be possible for you to send me the project to have a look?

Related

Why isn't this Roblox function/script working?

I started with Roblox a few months ago and my only semi-related prior experience is in web development, so you're dealing with a noob here.
I'm having trouble awarding my game's currency to the players of the winning team of a round. Every other aspect of my currency seems to work fine - it displays, can update, saves with datastores etc.
This in-game currency is set up in the same manner as leaderstats (but not as a leaderstats) - it's created under the player at runtime (if that's the proper way of saying it) via a script in SSS.
The function I'm having issues with doesn't seem to do anything, and I've tried about 20 different variations, some of which were radically different from this. The one below is the last one I tried before giving up to seek help here.
function goldToWinningTeam()
local winningTeam = TeamManager:GetWinningTeam()
for i, Player in pairs(Players:GetPlayers()) do
if player.TeamColor == winningTeam.TeamColor then
player.currency.Gold.Value += 100
else
player.currency.Gold.Value += 50
end
end
end
This doesn't produce any output errors or interfere with other game logic as far as I can tell.
At the moment, for testing, the function above is in my main game script (a regular script). Its proper/ideal location, upon getting it to work, is also something I'd appreciate some feedback on. I was thinking either in my TeamManager or PlayerManager module scripts, or possibly my GameCurrecy script, which is a regular script in SSS.
Below are the TeamManager function(s) called from above. I've tried using either. Both work as expected for their intended purpose of displaying a victor at round end. I figured they would also work in this use case.
function TeamManager:GetWinningTeam()
local highestScore = 0
local winningTeam = nil
for _, team in ipairs(Teams:GetTeams()) do
if TeamScores[team] > highestScore then
highestScore = TeamScores[team]
winningTeam = team
end
end
return winningTeam
end
-- Below works identically for displaying victor
function TeamManager:HasTeamWon()
for _, team in ipairs(Teams:GetTeams()) do
if TeamScores[team] >= Configurations.DESTROYS_TO_WIN then
return team
end
end
return false
end
Again, I'm very new to this and it's only a hobby, please forgive any obvious ignorances.

Why does My teleporter part Not teleport to another part

I am currently working on a game teleporter in Roblox (If you are unfamiliar with this, you touch a part and It takes you to a waiting area to soon be teleported to the game) Right now I am having trouble with the part that teleports you to that waiting area. (the name of the part teleporting you is called Teleporter. The name of the part you are being teleported to is called Lob)
The code I had put In was `
local Lob = game.Workspace.Lob
function Teleport()
game.Workspace.Teleporter.Touched:Connect(game.Players.LocalPlayer:MoveTo(Lob))
end
game.Workspace.Teleporter.Touched:Connect(Teleport)
What i got wasServerScriptService.Script:4: attempt to index nil with 'MoveTo'`
You're connecting the touched event inside of the function and outside of it.
Could you possibly do something like
function Teleport()
game:GetService("Players").LocalPlayer.Character.HumanoidRootPart.CFrame = Lob.CFrame)
end
workspace.Teleporter.Touched:Connect(Teleport)

How do I make this code function correctly?

I want to make a sort of Lobby system in Roblox Studio where if you have 4 people on a part you get sent to another place. I tried to set up a system for it, but it didn't work; can you help me through this?
I've tried making it so it says .Value at the end.
local TeleportService = game:GetService("TeleportService")
player_amount = script.Parent.Parent.Parent.Player_Count
local placeID_1 = 4119652438
local function onPartTouch(otherPart)
local player = game.Players:GetPlayerFromCharacter(otherPart.Parent)
if player then
player_amount.Value = player_amount.Value + 1
end
if player_amount == 4 then
TeleportService:Teleport(placeID_1, player)
end
end
script.Parent.Touched:Connect(onPartTouch)
I expected the output to be 0 then if one person steps on it, it would update the sign to say 1. But it only stays at 0.
This is not a viable solution as .Touched fires every frame the player touches a part, and only when they move. I suggest creating a hitbox, as I have done here

GMOD Lua Use type doesn't matter?

recently I have been creating an imitation HarborRP gamemode for Garry's Mod, and I'm trying to recreate the Smuggler NPC (You'll know what I mean if you've ever played HarborRP) So basically I want the NPC to open ONE Derma-Frame window when the player presses their use key on it. I have the NPC created and all of that, but when the player simply presses their use key on the NPC, a million windows pop up, I have the NPC/Entity's use type set to SIMPLE_USE, but it seems like that doesn't matter because so many windows pop up. the VGUI/Derma Frame's settings is set to MakePopup() but that doesn't matter either. See if you can find whats wrong with it, I have very little knowledge of LUA.
init.lua file:
include("shared.lua")
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
util.AddNetworkString("smug")
hook.Add("PlayerUse", "menuu", function(ply, ent)
net.Start("smug")
net.Send(ply)
end)
function ENT:Initialize()
self:SetModel('models/humans/group01/female_01.mdl')
self:SetHullType(HULL_HUMAN)
self:SetHullSizeNormal()
self:SetNPCState(NPC_STATE_SCRIPT)
self:SetSolid(SOLID_BBOX)
self:SetUseType(SIMPLE_USE)
self:DropToFloor()
end
cl_init.lua file:
include("shared.lua")
function ENT:Draw()
self.Entity:DrawModel()
end
net.Receive("smug", function()
if( !frame ) then
local frame = vgui.Create("DFrame")
frame:SetSize(900,600)
frame:SetPos(ScrW()/2-450,ScrH()/2-300)
frame:SetVisible(true)
frame:MakePopup()
frame:SetDeleteOnClose(true)
elseif (frame) then print("HI")
end
end)
shared.lua file:
ENT.Base = "base_ai"
ENT.Type = "ai"
ENT.PrintName = "[DEV] Smuggler NPC"
ENT.Category = "InVaLiD's HBRP Entities"
ENT.Author = "InVaLiD"
ENT.Spawnable = true
ENT.AdminSpawnable = true
ENT.AutomaticFrameAdvance = true
Something To Note
All of these files are in the addons/smug_npc/lua/entities/ folder.
Yes, I know I have weird names for things, that's just me.
I have a basic to no knowledge of lua, so explain things please :)
I really do appreciate your help, and your will to help people, please know that I thank you all for being here just to sort other people's problems even though you could be spending your time doing something productive, Thank you!
You need to put your code that does net.Send into the entities ENT:Use function rather than on the PlayerUse hook.
function ENT:Use(ply)
net.Start("smug")
net.Send(ply)
end
The below line which you already have in your code in the initialize function makes the entity call the ENT:Use function once when a player presses E on it, which it seems that you want to do so that is good:
self:SetUseType(SIMPLE_USE)
Also, I recommend checking out the gmod forums if you need developer help in future.
GMod forums: https://gmod.facepunch.com/f

I can't run my code?

i made a script for garry's mode, using lua to code a script that allows me to when i bind a key, it will do a jump, then a 360 turn and shoot, but when i finished coding it, it won't let me run a test on it, why is this, and can you by chance tell me what i did wrong in the code. I am also 90% sure that the turn doesn't make a full 360, so if you could help me with that, i will be greatful. thanks.
Code:
function 360JumpShot()
timer.simple(.01,jump)
timer.simple(.02,turn)
timer.simple(.04,turn)
timer.simple(.06,turn)
timer.simple(.08,turn)
timer.simple(.10,turn)
timer.Simple(.12,Turn)
timer.Simple(.14,Turn)
timer.Simple(.16,Turn)
timer.Simple(.18,Turn)
timer.Simple(.20,Turn)
timer.Simple(.22,Turn)
timer.Simple(.24,Turn)
timer.Simple(.26,Turn)
timer.Simple(.28,Turn)
timer.Simple(.30,Turn)
timer.Simple(.32,Turn)
timer.Simple(.34,Turn)
timer.Simple(.36,Turn)
timer.Simple(.36,Turn)
timer.Simple(.40,Turn)
timer.Simple(.45,Turn)
timer.Simple(.50,Turn)
timer.Simple(.55,Turn)
timer.Simple(.60,Turn)
timer.Simple(.65,Turn)
timer.Simple(.70,Turn)
-- Get Noscoped
timer.simple(.7,function() RunConsoleCommand("+attack") end)
timer.simple(.72,function() RunConsoleCommand("-attack") end)
end
function Turn()
-- Turn(360)
LocalPlayer():SetEyeAngles(LocalPlayer():EyeAngles()-Angle(0,10,0))
end
function jump()
LocalPlayer():EyeAngles() LocalPlayer():SetEyeAngles(Angle(a.p-a.p-a.p, a.y-180, a.r))
end
-- Console Command
concommand.ADD("360Jump",360JumpShot)
alright, i got it to work.
Firstly, you cannot start your functions with digits so change
function 360JumpShot()
concommand.ADD("360Jump",360JumpShot)
to
function JumpShot()
concommand.Add("360Jump",JumpShot)
note that i also changed ADD to Add because LUA is case sensitive, considering that.. change
timer.simple(.01,jump)
timer.simple(.02,turn)
timer.simple(.04,turn)
timer.simple(.06,turn)
timer.simple(.08,turn)
timer.simple(.10,turn)
timer.simple(.7,function() RunConsoleCommand("+attack") end)
timer.simple(.72,function() RunConsoleCommand("-attack") end)
to
timer.Simple(.01,jump)
timer.Simple(.02,Turn)
timer.Simple(.04,Turn)
timer.Simple(.06,Turn)
timer.Simple(.08,Turn)
timer.Simple(.10,Turn)
timer.Simple(.7,function() RunConsoleCommand("+attack") end)
timer.Simple(.72,function() RunConsoleCommand("-attack") end)
after these changes your script works fine but you might want to find a way to move faster because your camera movement is very slow and is probably not exactly what you want.

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