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
Related
No matter how I approach Lua, I run into this error all the time, so I must not understand something inherit to the language:
attempt to call method 'func' (a nil value)
I've seen the error here a few times as well but the problem doesn't seem clear to me.
Here's my module:
actor.lua
Actor = {
x = 0,
mt = {},
new = function()
local new_actor = {}
new_actor.x = Actor.x
new_actor.mt = Actor.mt
return new_actor
end,
test = function(self, a, b)
print(a, b)
end
}
I'm using Löve.
main.lua
require "game/actor"
local a = Actor:new() --works fine
function love.load()
a.x = 10
print(a.x) --output: 10
a:test(11, 12) --error: attempt to call method 'test' (a nil value)
end
I'm also not sure when it's appropriate to use the previous styling over this in a module.
Actor = {
x = 0
}
Actor.mt = {}
function Actor.new()
print(42)
end
I'm honestly not sure what is more correct than the other but considering I run into a simple error either way, there's probably something I'm missing entirely?
It looks like you're trying to instance a kind of class made of metatables. You basically need to assign new_actor's metatable with Actor.mt. (Resuming the problem: when you're indexing new_actor you're not indexing Actor in this case)
setmetatable(new_actor, Actor.mt);
Even if the metatable is being added, it won't work until you put the meta "__index" event to index a table containing your class methods/values, in this case:
Actor.mt = {
__index = Actor
};
I'd suggest moving your class methods/values into a new table, like Actor.prototype, Actor.fn, etc... avoiding conflicts:
Actor.fn = {
test = function(self, a, b)
print(a, b)
end
};
Actor.mt = {
__index = Actor.fn
};
More about metatables in Lua 5.3 manual.
got some problem with metatable. This is my simple metatable:
local mt = {}
function mt:add(n)
return setmetatable({n = n}, {__index = mt})
end
function mt:get() return self.n end
Now I want to add some division like:
mt.math
mt.effect
Which each one has some own methods like:
mt.math:floor() return math.floor(self:get()) end
mt.effect:show(args) onMapShowEffect(self:get(), {x = x + (args[1] ~= nil or 0), ...) end
mt.effect:get() return getCurrentPos() end
Any ideas?
OK, trying make all details to share my problem.
Player = {}
function Player:add(this)
return setmetatable({this = this}, {__index = Player})
end
Player:get() return self.this end
Above code works perfectly on this example
function enterToGame(player1, player2)
local p1 = Player:add(player1)
local p2 = Player:add(player2)
print(p1:get()) -- ID1
print(p2:get()) -- ID2
Now I want to create some helpfully methods(functions) for table Player. I want to make it more flexible, so I want divide it for classes. Example:
Player.info = {
id = function() return Player:get() end,
}
Player.pos = {
get = function() return getPosition(Player:get()) end,
set = function(args) setPosition(Player:get(), args) end,
}
Player.speed = {
get = function() return getSpeed(Player:get()) end,
set = function(value) setSpeed(value) end,
improve = function(value) setSpeed(Player.speed.get() + value) end,
}
But its not work exactly what I want:
function enterToGame(player1, player2)
local p1 = Player:add(player1)
local p2 = Player:add(player2)
print(p1:get()) -- ID1
print(p2:get()) -- ID2
print(p1.info.id()) -- ID2 instead of ID1
print(p2.info.id()) -- ID2
When I put Player:get() in my methods its return last object declaration.
Based on what you state, if you do
mt.math = mt:add(123)
You don't need themt:get() because mt is the metatable for mt.math. Then
mt.math.floor = function(self) return math.floor(self.n) end
will work as expected. For example,
print(mt.math:floor())
prints 123.
EDIT 1: So now that I have a better understanding of what you are trying to do: normally you would do
p1:id()
p1:getPos()
p1:setPos()
p1:getSpeed()
p1:improveSpeed()
Note the colon, this is important, so that each method gets a "self" as first parameter, thereby given them the table instance to operate on (p1, in the above example). Instead you want to group methods so
p1.info:id()
p1.pos:get()
p1.pos:set()
p1.speed:improve()
p1.speed:get()
These methods will get a self that points to p1.info, p1.pos, etc. But those sub-tables have no knowledge of the container table (p1). The info and pos tables are in the Player class: they are shared by all instances of Player (p1, p2 etc). You have to make the info and pos tables non-shared:
function Player:add(player)
local pN= setmetatable( {n = player, info={}, pos={}}, {__index = Player})
pN.info.id = function() return pN.n end
pN.pos.set = function(x) return setPosition(pN, x) end
return pN
end
Then you get
> p1=mt:add(player1)
> p2=mt:add(player2)
> print(player1)
table: 0024D390
> print(p1.info.id())
table: 0024D390
> print(player2)
table: 0024D250
> print(p2.info.id())
table: 0024D250
All that said, I don't really like the idea of having to use closures like this, perhaps there are gotchas since not everything will be in Player.
I am trying to construct a method that automatically adds and renames objects in Lua. I have the add method for adding the object, but I am not sure how to make it so that it renames each object. I'm thinking of adding an if statement, but I don't know how to construct it in a way that it will rename the object each type it loops.
Here is what I have so far:
frogBody = {density = .8, friction = 0.3, bounce = 0.1, radius = 10} -- body Type
local onPlayerSpawnObject = function(object) -- method to spawn object
local layer = map:getTileLayer("Enemies")
local frog = movieclip.newAnim{ "FrogMini.png", "frogMiniRed.png" } -- object that spawns
frog.x = object.x ; frog.y = object.y
frog.myName = "frog"
frog.isHit = false
physics.addBody(frog, frogBody)
end
Thank you for all of your help!
I think that what you mean is that you would like to access the frogs objects from your example distinctively ?
If that is the case you could either assign the return of the add function to a lua table, or directly assign to the table inside your function.
local frogs = {}
frogBody = {density = .8, friction = 0.3, bounce = 0.1, radius = 10} -- body Type
local onPlayerSpawnObject = function(object) -- method to spawn object
local layer = map:getTileLayer("Enemies")
local frog = movieclip.newAnim{ "FrogMini.png", "frogMiniRed.png" } -- object that spawns
frog.x = object.x ; frog.y = object.y
frog.myName = "frog"
frog.isHit = false
physics.addBody(frog, frogBody)
table.insert(frogs, frog)
end
-- To print a distinct frog from the collection, replace 1 by your index
print (frogs[1].myName)
Below is the gist of the system i'm having issues with. I seem to understand self, ., and :. I just seem to be missing something. What's happening is that when it calls "Object:setSomeObjectIsAttachedTo()" if I simply print "self" i'll get a table address printed. If i go a step further and try to print "self.someObject" i get nil, which shouldn't happen because in Object it has a key someObject which was created at the start in "Object.new(args)" of course if tried to go a step further it wouldn't even be able to go there since its nil. Please Help!!
Object File
Object = {};
ObjectMeta = {__index = Object};
function Object.new(args)
Obj = {};
Object.someObject = OtherObject.new(args)
return setmetatable(Obj,ObjectMeta );
end
function Object:setSomeObjectIsAttachedTo()
--OtherObject instance Should set its attached property to
--This instance of Object
self.someObject.ObjectImAttachedTo = self;
end
--Calls after new to set the ObjectImAttachedTo Property, So it isnt nil
Object:setSomeObjectIsAttachedTo();
return Object;
OtherObject File
OtherObject = {};
OtherObjectMeta = {__index = OtherObject};
function OtherObject.new(args)
Obj = {};
Obj.ObjectImAttachedTo =nil;
return setmetatable(Obj,ObjectMeta );
end
return Object;
UPDATE
Scene
Scene = {};
ObjectContainer = {};
function Scene.new()
end
function Scene.addObjects()
local Object= require "Object"
local StartX = 50;
local StartY = 20;
local counter = 0;
for i=0, 17 do
ObjectContainer[i] = Object.new({x=StartX,y=StartY});
end
end
Scene.addObjects();
return Scene
end
The table Object does not have a field named someObject, though instances returned by Object.new() do have that field. These are two different tables, roughly corresponding to a class and one of its instances.
ADDENDUM
With the revised code, Object doesn't have the field someObject until you call Object.new(). So, you must call Object.new() before you call Object:setSomeObjectIsAttachedTo();. Note that OtherObject.new() must be defined before you can call Object.new().
ADDENDUM2 in answer to question "so what would you suggest i do to fix this?"
function Object.new(args)
Obj = {};
Obj.someObject = OtherObject.new(args)
Obj.someObject.ObjectImAttachedTo = Obj;
return setmetatable(Obj,ObjectMeta );
end
and get rid of Object:setSomeObjectIsAttachedTo();
in my game.lua file I have this:
function new()
local obj = display.newGroup();
currentLevel = Level.new(1);
currentLevel.game = obj; //also tried currentLevel.game = self;
function obj:replay()
print("game - replay")
end
return obj;
end
In the Level lua file, I try to call the replay function in game.lua:
game = {};
...
game:replay();
But I get this error:
attempt to call method 'replay' (a nil value)
How can I keep a reference to the game file in level.lua?
Don't you mean game = new(), instead of game = {}? If you create game with {} then it is an empty table.