bad argument #1 to 'pairs' (table expected, got nil) - lua

So I'm trying to program a space invaders like game in lua using löve2d, the first wave of enemies runs smoothly but once i try adding another wave to the levelctrl table i get this error: bad argument #1 to 'pairs' (table expected, got nil) on line 235 (even when i populate a second table)
function love.load()
hero = {}
hero.x = 400 - 16
hero.y = 450
hero.speedx = 300
hero.speedy = 50
hero.shots = {}
bgx = 0
bgs = .25
fleet1 = {}
f1x = 0
f1f = 0
lost = 0
score = 0
game = 0
menu = 1
startup = 1
--Images
bg = love.graphics.newImage("img/space.png")
bullet = love.graphics.newImage("img/shot.png")
player = love.graphics.newImage("img/player.png")
trail = love.graphics.newImage("img/trail.png")
ship1 = love.graphics.newImage("img/enemy1.png")
looser = love.graphics.newImage("img/looser.png")
boomp1 = love.graphics.newImage("img/boomp1.png")
boomp2 = love.graphics.newImage("img/boomp2.png")
boomp3 = love.graphics.newImage("img/boomp3.png")
boomp4 = love.graphics.newImage("img/boomp4.png")
boom1 = love.graphics.newImage("img/boom1.png")
boom2 = love.graphics.newImage("img/boom2.png")
boom3 = love.graphics.newImage("img/boom3.png")
boom4 = love.graphics.newImage("img/boom4.png")
winner = love.graphics.newImage("img/winner.png")
title = love.graphics.newImage("img/title.png")
message = love.graphics.newImage("img/message.png")
restart = love.graphics.newImage("img/restart.png")
icon = love.graphics.newImage("img/icon.gif")
boomtimer=0
isdead=0
boom={}
bgs = .25
bgx = 0
menublink = 0
menuf = 0
end
function love.update(dt)
if bgx < 600 then
bgx = bgx + bgs
else
bgx = -599
end
if bgs > .30 then
bgs = bgs - 2*dt
end
if menublink < 48 and menuf==0 then
menublink = menublink + 1
else
menuf=1
menublink = menublink -1
if menublink == 0 then
menuf=0
end
end
if menu == 1 then
hero = {}
hero.x = 400 - 16
hero.y = 450
hero.speedx = 300
hero.speedy = 50
hero.shots = {}
f1x = 0
f1f = 0
lost = 0
score = 0
boomtimer=0
isdead=0
won=0
boom={}
fleet1 = {}
for i=0,7 do
enemy = {}
enemy.width = 32
enemy.height = 16
enemy.img = ship1
enemy.x = i * (enemy.width + 64) + 48
if i<4 then
if i % 2 == 0 then
enemy.y = 0 - enemy.height
else
enemy.y = -16 - enemy.height
end
else
if i % 2 == 0 then
enemy.y = -16 - enemy.height
else
enemy.y = 0 - enemy.height
end
end
table.insert(fleet1, enemy)
end
boss = {}
level = 1
levelctrl = {}
table.insert(levelctrl, fleet1)
if love.keyboard.isDown(" ") then
menu = 0
game = 1
end
elseif game == 1 then
if isdead==0 then
if love.keyboard.isDown("left") then
if hero.x > 0 then
hero.x = hero.x - hero.speedx*dt
end
elseif love.keyboard.isDown("right") then
if hero.x < 800-32 then
hero.x = hero.x + hero.speedx*dt
end
end
if love.keyboard.isDown("up") then
if hero.y > 300 then
hero.y = hero.y - hero.speedy*dt
up=1
else
up=0
end
if bgs < 4 then
bgs = bgs + 5*dt
end
elseif love.keyboard.isDown("down") then
if hero.y < 600-64 then
hero.y = hero.y + hero.speedy*2*dt
end
else
up=0
end
end
for i,v in ipairs(hero.shots) do
v.y = v.y - dt * 300
end
if won == 0 then
local remShot = {}
local remEnemy = {}
for i,v in ipairs(hero.shots) do
if v.y < 0 then
table.insert(remShot, i)
end
for ii,vv in ipairs(levelctrl[1]) do
if CheckCollision(v.x,v.y,32,32,vv.x,vv.y,vv.width,vv.height) then
x = {}
x.x = vv.x
x.y = vv.y
x.t = 0
table.insert(boom, x)
table.insert(remEnemy, ii)
table.insert(remShot, i)
end
end
end
for i,v in ipairs(levelctrl[1]) do
if CheckCollision(hero.x,hero.y,32,64,v.x,v.y,v.width,v.height) then
lost = 1
end
end
for i,v in ipairs(remShot) do
table.remove(hero.shots, v)
end
for i,v in ipairs(remEnemy) do
table.remove(levelctrl[1], v)
score = score + 1
end
if level == 1 then
for i,v in ipairs(levelctrl[1]) do
v.y = v.y + dt * 12
if v.y > 512 then
lost = 1
end
if v.x>0 and v.x < 768 then
if f1f == 0 then
if f1x<3 then
f1x = f1x + 1 * dt
v.x = v.x + 1
else
f1f = 1
end
else
if f1x>-3 then
f1x = f1x - 1 * dt
v.x = v.x - 1
else
f1f = 0
end
end
end
end
end
end
if empty(levelctrl[1]) == true and won == 0 then
level = level + 1
table.remove(levelctrl, 1)
if remEnemy ~= nil then
for k in pairs (remEnemy) do
remEnemy[k] = nil
end
end
end
if won == 1 and love.keyboard.isDown("return") then
menu = 1
game = 0
elseif lost == 1 and love.keyboard.isDown("return") then
menu = 1
game = 0
end
end
end
function love.draw()
love.graphics.setIcon(icon)
love.graphics.setColor(255,255,255,255)
love.graphics.draw(bg, 0, bgx)
love.graphics.draw(bg, 0, bgx-1199)
if menu == 1 then
love.graphics.draw(title)
if menuf == 1 then
love.graphics.draw(message)
end
elseif game == 1 then
for i,v in ipairs(hero.shots) do
love.graphics.draw(bullet, v.x, v.y)
end
if up==1 then
love.graphics.draw(trail, hero.x, hero.y)
end
for i,v in ipairs(levelctrl[1]) do
love.graphics.draw(v.img, v.x, v.y)
end
if lost == 0 then
love.graphics.draw(player, hero.x, hero.y)
else
isdead=1
if boomtimer<8 then
love.graphics.draw(boomp1, hero.x-16, hero.y)
boomtimer = boomtimer + 1
elseif boomtimer<16 then
love.graphics.draw(boomp2, hero.x-16, hero.y)
boomtimer = boomtimer + 1
elseif boomtimer<24 then
love.graphics.draw(boomp3, hero.x-16, hero.y)
boomtimer = boomtimer + 1
elseif boomtimer<32 then
love.graphics.draw(boomp4, hero.x-16, hero.y)
boomtimer = boomtimer + 1
else
love.graphics.draw(looser)
if menuf == 1 then
love.graphics.draw(restart, 0, 20)
end
end
end
for i,v in ipairs(boom) do
if v.t<8 then
love.graphics.draw(boom1, v.x, v.y-8)
v.t = v.t + 1
elseif v.t<16 then
love.graphics.draw(boom2, v.x, v.y-8)
v.t = v.t + 1
elseif v.t<24 then
love.graphics.draw(boom3, v.x, v.y-8)
v.t = v.t + 1
elseif v.t<32 then
love.graphics.draw(boom4, v.x, v.y-8)
v.t = v.t + 1
else
table.remove(boom, i)
end
end
if won == 0 then
if empty(levelctrl) then
won = 1
end
end
if won == 1 then
love.graphics.draw(winner)
if menuf == 1 then
love.graphics.draw(restart, 0, 20)
end
end
end
end
function shoot()
local shot = {}
shot.x = hero.x
shot.y = hero.y - 4
table.insert(hero.shots, shot)
end
function CheckCollision(ax1,ay1,aw,ah, bx1,by1,bw,bh)
local ax2 = ax1 + aw
local ay2 = ay1 + ah
local bx2 = bx1 + bw
local by2 = by1 + bh
return ax1 < bx2 and ax2 > bx1 and ay1 < by2 and ay2 > by1
end
function love.keyreleased(key)
if isdead==0 then
if (key == " ") then
shoot()
end
end
end
function empty(self)
for _, _ in pairs(self) do
return false
end
return true
end
that's all the code and more specifically i get a problem with this:
for i,v in ipairs(levelctrl[1]) do
love.graphics.draw(v.img, v.x, v.y)
end
levelctrl initially has 2 tables inside so after i remove the first one to bump the second one down, I recieve the bad argument error

The problem seems to be around line 200:
if empty(levelctrl[1]) == true and won == 0 then
level = level + 1
table.remove(levelctrl, 1)
Here you remove the table from levelctrl when it's empty and increase the level. Since the table is empty already, can't you just re-use it instead of removing it (causing crashes on next rendering)? Removing the table.remove call should help.

I see
levelctrl = {}
table.insert(levelctrl, fleet1)
So levelctrl = {fleet1}
and some time later when you win,
if empty(levelctrl[1]) == true and won == 0 then
level = level + 1
table.remove(levelctrl, 1)
So levelctrl = {}
won is still 0, and game is still 1.
Then in your draw function
for i,v in ipairs(levelctrl[1]) do
love.graphics.draw(v.img, v.x, v.y)
end
At this point levelctrl = {} and levelctrl[1] = nil.
One solution would be to surround that bit of your draw function with
if not empty(levelctrl)
Also if you were trying to add fleet1 to levelctrl multiple times,
levelctrl = {}
table.insert(levelctrl, fleet1)
table.insert(levelctrl, fleet1)
table.insert(levelctrl, fleet1)
Then levelctrl would have three instances of the same table, and removing something from levelctrl[1] would remove it from fleet1 => all of the levels become empty at the same time.

Related

Cannot change the boolean in table lua love2d

I am creating a simple platformer with love2d in lua.
I want the player to stand on the ground so that it won't fall.
However I got some proablem that I cannot change the string of a table return from player.lua
(It is a table because the player.lua return m and the last sentance, and m is a table)
I tested that the isOnFloor function is work, but I just can't change the boolean in the player table.
Main.lua
local love = require("love")
local tileMapper = require("tile/tileMapper")
local player = require "player"
local isOnFloor = require("isOnFloor")
function love.load()
love.window.setMode(1080, 640)
love.window.setTitle("Simple Platformer")
tileMapper:spawn()
tiles = tileMapper.tiles
player:setValue()
love.keyboard.keyPressed = {}
end
function love.update(dt)
for i = 1, #tiles do
if isOnFloor(player.x, player.y, tiles[i].x, tiles[i].y, 32, 32 * 3, 72, 72) then
player.currentState = "ground" -- I wanna change it here but when I go back to
--player.lua and try to let it out put the self.currentState, nothing changed --
else
player.currentState = "air"
end
end
player:update(dt)
love.keyboard.keyPressed = {}
end
I try to print out the player.currentState the the line after I set the player.currentState = "ground". It printed out "ground"
But if I print it in player.lua, it is always "air"
player.lua(I didn't paste some of the code here)
m = {}
function m:setValue()
self.x = 400
self.y = 50
self.vtx = 0
self.y_input = 0
self.speed = 300
self.jumpForce = -800
self.gravity = 100
self.anim = {idle = {img = love.graphics.newImage("assets/Idle.png"), maxFrame = 10},
run = {img = love.graphics.newImage("assets/Run.png"), maxFrame = 11},
jump = {img = love.graphics.newImage("assets/Jump.png"), maxFrame = 0},
fall = {img = love.graphics.newImage("assets/Fall.png"), maxFrame = 0}}
self.currentAnim = nil
for i = 1, #self.anim do
self.anim[i]:setFilter("nearest", "nearest")
end
self.frame = 0
self.timer = 0
self.currentState = nil
end
function m:update(dt)
print(self.currentState)
---------------------- Player States Update ------------------------
self:getXInput()
if self.currentState == "ground" then
if self.vtx == 0 then
self.currentAnim = self.anim.idle
elseif not(self.vtx == 0) then
self.currentAnim = self.anim.run
end
elseif self.currentState == "air" then
self.y_input = self.y_input + self.gravity
if self.y_input > 0 then
self.currentAnim = self.anim.fall
elseif self.y_input < 0 then
self.currentAnim = self.anim.jump
end
end
------------------------ Anim --------------------
self:animUpdate(dt)
if love.keyboard.keyPressed["space"] == true then
self.y_input = self.jumpForce
end
self.x = self.x + self.speed * dt * self.vtx
self.y = self.y + self.y_input * dt
end
return m
If you have an idea of this porblem, please tell, thank you.

How do I use lerp correctly, making sure it reaches the target value

I am trying to create a player in love2D, and I have a lerp function that brings the players speed to 0 , but I know I am not using the lerp function correctly because it never reaches the end value and starts acting funky and crazy, how do I use the lerp function correctly.
function love.load()
moon = require "Library/moon_light"
position = {x = 0, y = 0}
H = 0
V = 0
new_H = 0
new_V = 0
position["x"] = moon.Mid_point(0,0,1280,720)[1]
position["y"] = moon.Mid_point(0,0,1280,720)[2]
accel = 8
max_speed = 80
fps = 60
friction = 6
end
function love.update(dt)
if love.keyboard.isDown('escape') then
love.event.push('quit')
end
if love.keyboard.isDown("d") then
H = 1
elseif love.keyboard.isDown("a") then
H = -1
else
H = 0
end
if love.keyboard.isDown("w") then
V = -1
elseif love.keyboard.isDown("s") then
V = 1
else
V = 0
end
if H ~= 0 then -- use a new value and give it acceleration
new_H = H * accel * dt * fps
end
if H == 0 then -- Check if the player isnt moving lerp it to 0 so stopping the movement
new_H = moon.Lerp(new_H,0,friction * dt)
end
if V ~= 0 then
new_V = V * accel * dt * fps
end
if V == 0 then
new_V = moon.Lerp(new_V,0,friction * dt)
end
position["x"] = position["x"] + new_H -- Set the motion to the position
position["y"] = position["y"] + new_V
end
function love.draw()
love.graphics.rectangle("fill",position["x"] - 25,position["y"] - 25,50,50)
love.graphics.print("Horiztonal value : " .. H .. "\nVertical value : " .. V,100,400)
love.graphics.print("new_H value : " .. new_H .. "\nnew_V value : " .. new_V,100,440)
end
The lerp function, I think nothing is wrong with it, but just in case.
function moon_light.Lerp(start_v,end_v,percent)
return start_v + (end_v - start_v) * percent
end
EDIT I changed the lerp to be time based, from the suggestion and I also made a new variable called motion it seems setting the lerp to its self caused a weird issue, making it never reach 0:
if H ~= 0 then -- use a new value and give it acceleration
H_counter = 0
new_H = H * accel * dt * fps
motion_H = new_H
end
if H == 0 then -- Check if the player isnt moving lerp it to 0 so stopping the movement
if H_counter < slow_down_duration then
motion_H = moon.Lerp(new_H,0,H_counter/slow_down_duration)
H_counter = H_counter + dt
else
new_H = 0
motion_H = 0
end
end
if V ~= 0 then
V_counter = 0
new_V = V * accel * dt * fps
motion_V = new_V
end
if V == 0 then
if V_counter < slow_down_duration then
motion_V = moon.Lerp(new_V,0,V_counter/slow_down_duration)
V_counter = V_counter + dt
else
new_V = 0
motion_V = 0
end
end
position["x"] = position["x"] + motion_H -- Set the motion to the position
position["y"] = position["y"] + motion_V

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?.

Error: attempt to index global 'playerBul' (a nil value)

The error is saying:
game.lua:171: attempt to index global 'playerBul' (a nil value)
Sorry if I put too much unnecessary code, I just do not know what is causing this error.
here are all the files for this game:
menu.lua:
local menu = {}
local bannermenu;
local selection;
menu.name = 'Menu'
local function play()
mode = require('game')
mode.load()
end
local options = {
{['text'] = 'Play', ['action'] = play},
{['text'] = 'Exit', ['action'] = love.event.quit}
}
function menu.load()
bannermenu = love.graphics.newImage(BANNER)
selection = 1
pointer = love.graphics.newImage(POINTER)
mode = menu
end
function menu.update()
return mode
end
function menu.draw()
love.graphics.draw(bannermenu, 200,10)
for i = 1,#options do
if i == selection then
love.graphics.draw(pointer, 300, 200 + i *20)
end
love.graphics.printf(options[i].text,0,200 + i * 20, love.graphics.getWidth(), 'center')
end
end
function menu.keypressed(key)
if key == "up" then
selection = (selection - 2)%(#options) + 1
elseif key == "down" then
selection = (selection) % (#options) + 1
elseif key == "return" then
options[selection].action()
elseif key == "escape" then
love.event.quit()
end
end
return menu
main.lua
TITLE = 'Die Aliens Die!'
PLAYER_BULLET = 'Images/playerbullet.png'
ENEMY_BULLET = 'Images/enemybullet.png'
HEALTH_IMG = 'Images/life.png'
ENEMY_UFO = {
ENEMY_1 = 'Images/enemy1.png',
ENEMY_2 = 'Images/enemy2.png',
ENEMY_3 = 'Images/enemy3.png'
}
PLAYER_IMG = 'Images/spaceship.png'
YOU_WIN = 'Images/win.png'
BANNER = 'Images/banner.png'
POINTER = 'Images/pointer.png'
function love.load()
love.window.setTitle(TITLE)
mode = require "menu"
mode.load()
end
function love.draw()
mode.draw()
end
function love.keypressed(key, isrepeat)
mode.keypressed(key)
end
function love.update(dt)
mode.update(dt)
end
game.lua
local game = {}
local playerShip = {}
local alienUFO = {}
local bullets = {}
local alienBullets = {}
local playerBullets = {}
local aliens = {{},{},{},{},{},{},{},{},{},{}}
local health = 3
local score = 0
local level = 1
local alienMovement = true
local healthImage;
local alienQty = 0
local pause
--local function gameOver()
--local function gamwWin()
local function clearTable(t)
for i = #t,1,-1 do
table.remove(t,i)
end
end
local function clearAliens()
for i=#aliens,1,-1 do
for j = #aliens[i],1,-1 do
table.remove(aliens[i],j)
end
end
end
local function insertAliens()
alienQty = 0
for i=1,4 do
for j =1,10 do
local alien = {}
alien.x = (j-1) *alienUFO.width + 10
alien.y = (j-1) *alienUFO.width + 35
if level ==2 then
alien.life = 2
if level == 3 then
alien.life = 3
end
table.insert(aliens[j], alien)
alienQty = alienQty + 1
end
end
end
end
local function initGame()
clearTable(playerBullets)
clearTable(alienBullets)
clearAliens()
insertAliens()
playerShip.x = love.graphics.getWidth() / 2 - playerShip.width /2
end
local function playerShoot()
local bullet = {}
playerShip.x = playerShip.x + 32
playerShip.y = playerShip.y + 10
table.insert(playerBullets, bullet)
end
local function AlienShoot(x,y)
local bullet = {}
bullet.x = alienUFO.width/2
bullet.y = y -5
table.insert(alienBullets, bullet)
end
local function playerShots(dt)
if next(playerBullets) ~= nil then
for i = #playerBullets,1,-1 do
playerBullets[i].y = playerBullets[i].y - dt* playerBullets.bulletSpeed
if playerBullets[i].y < 0 then
table.remove(playerBullets,i)
else
for j = #aliens, 1,-1 do
for k = #aliens[j],1,-1 do
if next(playerBullets) ~= nil and playerBullets[i] ~= nil and
aliens[j][k].x <= playerBullets[i].x and aliens[j] [k].x + 50 >= playerBullets[i].x
and aliens[j][k].y <= playerBullets[i].y and aliens[j] [k].y + 47 >= playerBullets[i].y then
table.remove(playerBullets, i)
if level == 2 and aliens[j][k].life > 0 then
aliens[j][k].life = aliens[j][k].life - 1
if level == 3 and aliens[j][k].life > 0 then
aliens[j][k].life = aliens[j][k].life - 1
else
table.remove(aliens[j], k)
alienQty = alienQty - 1
score = score + 100
end
break
end
end
end
end
end
end
end
local function PlayerShot()
health = health - 1
if health == 0 then
love.event.quit() -- COME BACK HERE FOR LOSE
end
end
local function AlienShots(dt)
if next(alienBullets) ~= nil then
for i = #alienBullets,1,-1 do
alienBullets[i].y = alienBullets[i].y + dt * alienUFO.bulletSpeed
if alienBullets[i].y > love.graphics.getHeight() then
table.remove(alienBullets, i)
elseif playerShip.x <= alienBullets[i].x and playerShip.x + playerShip.width >= alienBullets[i].x
and playerShip.y <= alienBullets[i].y and playerShip.y + playerShip.height >- alienBullets[i].y then
table.remove(alienBullets, i)
PlayerShot()
end
end
end
end
local function nextLVL()
level = level + 1
if level == 2 then
alienUFO.image = love.graphics.newImage(alienUFO.ENEMY1)
alienUFO.speed = 100
alienUFO.shotProb = 20
alienUFO.bullet = alienBul.image
initGame()
elseif level == 3 then
alienUFO.image = love.graphics.newImage(alienUFO.ENEMY2)
initGame()
elseif level > 3 then
love.event.quit() -- COME BACK HERE FOR WIN
end
end
function game.load()
pause = false
level = 1
health = 3
score = 0
playerShip.speed = 300
playerShip.bulletSpeed = 300
playerShip.width = 75
playerShip.height = 71
alienUFO.speed = 70
alienUFO.width = 50
alienUFO.height = 47
alienUFO.ENEMY1 = ENEMY_UFO.ENEMY_1
alienUFO.ENEMY2 = ENEMY_UFO.ENEMY_2
alienUFO.ENEMY3 = ENEMY_UFO.ENEMY_3
alienUFO.bulletSpeed = 300
alienUFO.image = love.graphics.newImage(alienUFO.ENEMY3)
playerShip.IMAGE = PLAYER_IMG
playerShip.image = love.graphics.newImage(playerShip.IMAGE)
healthImage = love.graphics.newImage(HEALTH_IMG)
playerShip.x = love.graphics.getWidth() / 2 - playerShip.width/2
playerShip.y = love.graphics.getHeight() - 100
playerBul.image = love.graphics.newImage(PLAYER_BULLET)
alienBul.image = love.graphics.newImage(ENEMY_BULLET)
initGame()
end
function game.draw()
if pause then
love.graphics.print('GAME PAUSED',love.graphics.getWidth()/2 - 20,20)
end
if next(playerBullets) ~= nil then
for i = 1, #playerBullets do
love.graphics.draw(playerBul.image, playerBullets[i].x, playerBullets[i].y)
end
end
if next(alienBullets) ~= nil then
for i = 1, #alienBullets do
love.graphics.draw(alienBul.image, alienBullets[i].x, alienBullets[i].y)
end
end
if next(aliens) ~= nil then
for i = 1, #aliens do
for j = 1, #aliens[i] do
love.graphics.draw(alienUFO.image, aliens[i][j].x, aliens[i][j].y)
end
end
end
love.graphics.print('Score: '..score, love.graphics.getWidth() - 100,20)
love.graphics.draw(playership.image, playership.x, playerShip.y)
for i = 1, lives do
love.graphics.draw(healthImage, 10+ 1 * 15,20)
end
end
function game.update(dt)
if not pause then
if alienQty == 0 then
nextLVL()
end
if love.keyboard.isDown("right") then
playerShip.x = playerShip.x + dt * playerShip.speed
elseif love.keyboard.isDown("left") then
playerShip.x = playerShip.x - dt * playerShip.speed
end
if love.keyboard.isDown(" ") then
playerShoot()
end
playerShots(dt)
AlienShots(dt)
if love.math.random(1,100) < alienUFO.shotProb then
local r = love.math.random(1,#aliens)
if next(aliens[r]) ~= nil then
alienShoot(aliens[r][#aliens[r]].x, aliens[r][#aliens[r]].y)
end
end
if alienMovement then
for i = 1, #aliens do
for j = 1, #aliens[i] do
aliens[i][j].x = aliens[i][j].x + dt * alienUFO.speed
if aliens[i][j].x + alienUFO.width + 2 >= love.graphics.getWidth() then
alienMovement = false
end
end
end
else
for i =1, #aliens do
for j = 1, #aliens[i] do
aliens[i][j].x = aliens[i][j].x - dt * alienUFO.speed
if aliens[i][j].x - 2 <= 0 then
alienMovement = true
end
end
end
end
if playerShip.x < 0 then
playerShip.x = 0
elseif playerShip.x > love.graphics.getWidth() - 75 then
playerShip.x = love.graphics.getWidth() -75
end
end
end
end
function game.keypressed(key)
if key =='p' then
pause = not pause
end
end
return game
you haven't defined a load function on the game table you return in game.lua. it looks like you already wrote the load logic but wrote it as a local function named loadGame. to fix your issue update game.lua to export the load function and just have it call the load function you've already created, like this:
function game.load()
loadGame()
end
somewhere before you return the game table in game.lua, say after your definition of game.keypressed
or you could alternatively just change local function loadGame() to function game.load() to remove the local function and redefine it as exported functionality

Flawed game logic in Lua code

The code is for a simple snake clone and I don't want to let the snake me able to go left if it's going right already.
It works if I just press LEFT when going RIGHT but if I for example presses UP then LEFT within the time frame it starts to move left.
function self.update(dt)
if love.keyboard.isDown(self.left) and self.prevvelocity.x ~= 1 then
self.velocity.x = -1
self.velocity.y = 0
end
if love.keyboard.isDown(self.right) and self.prevvelocity.x ~= -1 then
self.velocity.x = 1
self.velocity.y = 0
end
if love.keyboard.isDown(self.up) and self.prevvelocity.y ~= 1 then
self.velocity.x = 0
self.velocity.y = -1
end
if love.keyboard.isDown(self.down) and self.prevvelocity.y ~= -1 then
self.velocity.x = 0
self.velocity.y = 1
end
if self.timeSinceLastMove < self.speedinverted then
self.timeSinceLastMove = self.timeSinceLastMove + dt
else
table.remove(self.tail, 1)
tail = { x = self.position.x, y = self.position.y }
table.insert(self.tail, tail)
self.position.x = self.position.x + self.velocity.x * tileSize
self.position.y = self.position.y + self.velocity.y * tileSize
self.prevvelocity = self.velocity
self.timeSinceLastMove = 0;
end
end
function self.update(dt)
if love.keyboard.isDown(self.left) and self.prevvelocity.x ~= 1 then
self.velocity.x = -1
self.velocity.y = 0
end
if love.keyboard.isDown(self.right) and self.prevvelocity.x ~= -1 then
self.velocity.x = 1
self.velocity.y = 0
end
if love.keyboard.isDown(self.up) and self.prevvelocity.y ~= 1 then
self.velocity.x = 0
self.velocity.y = -1
end
if love.keyboard.isDown(self.down) and self.prevvelocity.y ~= -1 then
self.velocity.x = 0
self.velocity.y = 1
end
self.timeSinceLastMove = self.timeSinceLastMove + dt
if self.timeSinceLastMove >= self.speedinverted then
self.timeSinceLastMove = self.timeSinceLastMove - self.speedinverted
self.position.x = self.position.x + self.velocity.x * tileSize
self.position.y = self.position.y + self.velocity.y * tileSize
table.remove(self.tail, 1)
local head = { x = self.position.x, y = self.position.y }
table.insert(self.tail, head)
self.prevvelocity = { x = self.velocity.x, y = self.velocity.y }
end
end

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