Effect not showing up on guis - user-interface
I'm making an effect in my game where it scrolls through some choices and slows down to a stop on one choice.
There's 4 screens and I want each one to play the effect simultaneously, all the guis show up at the same time but the effect never plays. I've marked the part of the code that does the effect in the block of code below:
message.chooseduel = function(spins)
local lobby=workspace.Lobby
local screens=lobby.Screens
local n1,n2
for _, screen in pairs(screens:GetChildren()) do
local gui=screen.SurfaceGui
local ds=gui.DuelScreen
gui.Enabled=true
for i, v in pairs(ds.Container:GetChildren()) do
local ll
local lastpicked
local t = ds.Container:GetChildren()
local menuItems = #t -- number of menu items
local repeats = 1 -- Repeated
for R = 65 + spins, 1, -1 do
ll = t[repeats]
if ll:IsA("GuiObject") then
--**effect**--
local newgui = coroutine.wrap(function()
print("HI!")
ll.BackgroundColor3=Color3.fromRGB(130, 125, 56)
wait( R^-.7*.7 ) --
ll.BackgroundColor3=ll.BorderColor3
repeats = repeats % menuItems + 1
end)
newgui()
--**effect**--
end
end
ll = t[repeats]
ll.BackgroundColor3=Color3.fromRGB(230, 225, 156)
n1=string.sub(ll.n1.Image,64)
n2=string.sub(ll.n2.Image,64)
print("Returning:",n1,n2)
end
end
wait(2)
return {n1,n2}
end
Hope this helps:
message.chooseduel = function(spins)
spins = math.ceil(spins) -- just making sure.
local lobby=workspace.Lobby
local screens=lobby.Screens
local n1,n2
for _, screen in pairs(screens:GetChildren()) do
local gui=screen.SurfaceGui
local ds=gui.DuelScreen
gui.Enabled=true
spawn(function() -- I think this is where the coroutine / async function should start
local ll
local lastpicked -- Variable not used
local t = ds.Container:GetChildren()
local numMenuItems = #t -- number of menu items
local current = 1 -- Repeated
print("HI!")
for R = 65 + spins, 1, -1 do
ll = t[current]
if ll:IsA("GuiObject") then
ll.BackgroundColor3=Color3.fromRGB(130, 125, 56)
wait( R^-.7*.7 ) --
ll.BackgroundColor3=ll.BorderColor3
current = current % numMenuItems + 1
end
end
print("BYE!")
ll = t[current]
ll.BackgroundColor3=Color3.fromRGB(230, 225, 156)
n1=string.sub(ll.n1.Image,64) -- um... Interesting. wait what?
n2=string.sub(ll.n2.Image,64)
print("Returning:",n1,n2)
end)
end
wait(2)
return {n1,n2}
end
I'm not sure I totally get what you are doing here or how you have things set up, but in general you should try to move coroutines / spawned functions to the outsides of loops.
Related
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I'm building a game in Roblox and I'm trying to make an NPC go towards the player using PathfindingService, and when the path doesn't work it wanders. However, I keep getting the error message "Unable to cast to Dictionary - Server - Script" and I can't seem to find the source of the issue. I've checked my code for any tables or dictionaries that may be causing the problem, but I can't seem to find anything. Can anyone help me identify the issue and suggest a possible solution? local PathfindingService = game:GetService("PathfindingService") local Players = game:GetService("Players") local NPC = script.Parent local TargetPlayer = nil local Path = nil local CurrentWaypointIndex = 1 local WaypointReachedDistance = 2 function findTargetPlayer() local players = Players:GetPlayers() if #players > 0 then return players[1] end return nil end function findPathToTarget() if not TargetPlayer then return end local humanoid = TargetPlayer.Character and TargetPlayer.Character:FindFirstChild("Humanoid") if not humanoid then return end local startPosition = NPC.HumanoidRootPart.Position local endPosition = humanoid.RootPart.Position Path = PathfindingService:CreatePath(startPosition, endPosition) Path:ComputeAsync() if Path.Status == Enum.PathStatus.Success then CurrentWaypointIndex = 1 else NPC.Humanoid.WalkToPoint = NPC.HumanoidRootPart.Position + Vector3.new(math.random(-5,5), 0, math.random(-5,5)) end end function updateWaypoint() if not Path or CurrentWaypointIndex > #Path.Waypoints then return end local currentWaypoint = Path.Waypoints[CurrentWaypointIndex] local distanceToWaypoint = (currentWaypoint - NPC.HumanoidRootPart.Position).Magnitude if distanceToWaypoint <= WaypointReachedDistance then CurrentWaypointIndex += 1 end NPC.Humanoid:MoveTo(NPC.HumanoidRootPart.Position + Vector3.new(math.random(-5,5), 0, math.random(-5,5))) end function updateTarget() TargetPlayer = findTargetPlayer() if TargetPlayer then findPathToTarget() end end while true do updateTarget() updateWaypoint() wait(0.1) end I've tried various solutions, including changing the variable types and removing potential lists, but nothing has worked so far. I expected the script to run without errors and for the NPC to follow the player.
Join tiles in Corona SDK into one word for a Breakout game grid?
I have a game project to re-implement Breakout. I want to display two words, each word on a line. They are joined by the bricks block. Inside, the top line is the first name, aligned left. The bottom line is the last name, aligned right. They are input from textboxes, and rendered as shown: Each second that passes, the screen will add a configurable number of bricks to the grid (for example, five bricks per second) until the two words appear complete. I displayed a letter of the alphabet which is created from the matrix(0,1). ...But I don’t know how to join them into one word. How can I join these letters? This is what I've gotten so far: Bricks.lua local Bricks = display.newGroup() -- static object local Events = require("Events") local Levels = require("Levels") local sound = require("Sound") local physics = require("physics") local Sprites = require("Sprites") local Func = require("Func") local brickSpriteData = { { name = "brick", frames = {Sprites.brick} }, { name = "brick2", frames = {Sprites.brick2} }, { name = "brick3", frames = {Sprites.brick3} }, } -- animation table local brickAnimations = {} Sprites:CreateAnimationTable { spriteData = brickSpriteData, animationTable = brickAnimations } -- get size from temp object for later use local tempBrick = display.newImage('red_apple_20.png',300,500) --local tempBrick = display.newImage('cheryGreen2.png',300,500) local brickSize = { width = tempBrick.width, height = tempBrick.height } --tempBrick:removeSelf( ) ---------------- -- Rubble -- needs to be moved to its own file ---------------- local rubbleSpriteData = { { name = "rubble1", frames = {Sprites.rubble1} }, { name = "rubble2", frames = {Sprites.rubble2} }, { name = "rubble3", frames = {Sprites.rubble3} }, { name = "rubble4", frames = {Sprites.rubble4} }, { name = "rubble5", frames = {Sprites.rubble5} }, } local rubbleAnimations = {} Sprites:CreateAnimationTable { spriteData = rubbleSpriteData, animationTable = rubbleAnimations } local totalBricksBroken = 0 -- used to track when level is complete local totalBricksAtStart = 0 -- contains all brick objects local bricks = {} local function CreateBrick(data) -- random brick sprite local obj = display.newImage('red_apple_20.png') local objGreen = display.newImage('cheryGreen2.png') obj.name = "brick" obj.x = data.x --or display.contentCenterX obj.y = data.y --or 1000 obj.brickType = data.brickType or 1 obj.index = data.index function obj:Break() totalBricksBroken = totalBricksBroken + 1 bricks[self.index] = nil obj:removeSelf( ) sound.play(sound.breakBrick) end function obj:Update() if(self == nil) then return end if(self.y > display.contentHeight - 20) then obj:Break() end end if(obj.brickType ==1) then physics.addBody( obj, "static", {friction=0.5, bounce=0.5 } ) elseif(obj.brickType == 2) then physics.addBody( objGreen,"static",{friction=0.2, bounce=0.5, density = 1 } ) end return obj end local currentLevel = testLevel -- create level from bricks defined in an object -- this allows for levels to be designed local function CreateBricksFromTable(level) totalBricksAtStart = 0 local activeBricksCount = 0 for yi=1, #level.bricks do for xi=1, #level.bricks[yi] do -- create brick? if(level.bricks[yi][xi] > 0) then local xPos local yPos if(level.align == "center") then --1100-((99*16)*0.5) xPos = display.contentCenterX- ((level.columns * brickSize.width) * 0.5/3) + ((xi-1) * level.xSpace)--display.contentCenterX --xPos = 300 +(xi * level.xSpace) yPos = 100 + (yi * level.ySpace)--100 else xPos = level.xStart + (xi * level.xSpace) yPos = level.yStart + (yi * level.ySpace) end local brickData = { x = xPos, y = yPos, brickType = level.bricks[yi][xi], index = activeBricksCount+1 } bricks[activeBricksCount+1] = CreateBrick(brickData) activeBricksCount = activeBricksCount + 1 end end end totalBricks = activeBricksCount totalBricksAtStart = activeBricksCount end -- create bricks for level --> set from above functions, change function to change brick build type local CreateAllBricks = CreateBricksFromTable -- called by a timer so I can pass arguments to CreateAllBricks local function CreateAllBricksTimerCall() CreateAllBricks(Levels.currentLevel) end -- remove all brick objects from memory local function ClearBricks() for i=1, #bricks do bricks[i] = nil end end -- stuff run on enterFrame event function Bricks:Update() -- update individual bricks if(totalBricksAtStart > 0) then for i=1, totalBricksAtStart do -- brick exists? if(bricks[i]) then bricks[i]:Update() end end end -- is level over? if(totalBricksBroken == totalBricks) then Events.allBricksBroken:Dispatch() end end ---------------- -- Events ---------------- function Bricks:allBricksBroken(event) -- cleanup bricks ClearBricks() local t = timer.performWithDelay( 1000, CreateAllBricksTimerCall) --CreateAllBricks() totalBricksBroken = 0 -- play happy sound for player to enjoy sound.play(sound.win) print("You Win!") end Events.allBricksBroken:AddObject(Bricks) CreateAllBricks(Levels.currentLevel) return Bricks Levels.lua local Events = require("Events") local Levels = {} local function MakeLevel(data) local level = {} level.xStart = data.xStart or 100 level.yStart = data.yStart or 100 level.xSpace = data.xSpace or 23 level.ySpace = data.ySpace or 23 level.align = data.align or "center" level.columns = data.columns or #data.bricks[1] level.bricks = data.bricks --> required return level end Levels.test4 = MakeLevel { bricks = { {0,2,0,0,2,0,0,2,0}, {0,0,2,0,2,0,2,0,0}, {0,0,0,0,2,0,0,0,0}, {1,1,2,1,1,1,2,1,1}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, {0,0,0,0,1,0,0,0,0}, } } Levels.test5 = MakeLevel { bricks = { {0,0,0,1,0,0,0,0}, {0,0,1,0,1,0,0,0}, {0,0,1,0,1,0,0,0}, {0,1,0,0,0,1,0,0}, {0,1,1,1,1,1,0,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0}, {1,0,0,0,0,0,1,0} } } -- Levels.test6 = MakeLevel2 -- { -- bricks = -- { ----A "a" = {{0,0,0,1,0,0,0,0}, -- {0,0,1,0,1,0,0,0}, -- {0,0,1,0,1,0,0,0}, -- {0,1,0,0,0,1,0,0}, -- {0,1,1,1,1,1,0,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}, -- {1,0,0,0,0,0,1,0}}, ----B -- "b" = {{1,1,1,1,0,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,1,0,0}, -- {1,1,1,1,0,0,0}, -- {1,0,0,0,1,0,0}, -- {1,0,0,0,0,1,0}, -- {1,0,0,0,0,1,0}, -- {1,1,1,1,1,0,0}}, --........... --....... --... -- --Z -- "z"= {{1,1,1,1,1,1,1,0}, -- {0,0,0,0,0,1,0,0}, -- {0,0,0,0,1,0,0,0}, -- {0,0,0,0,1,0,0,0}, -- {0,0,0,1,0,0,0,0}, -- {0,0,1,0,0,0,0,0}, -- {0,0,1,0,0,0,0,0}, -- {0,1,0,0,0,0,0,0}, -- {1,1,1,1,1,1,1,0}} -- } -- } -- stores all levels in ordered table so that one can be selected randomly by index Levels.levels = { --Levels.test4, Levels.test5 -- Levels.test6, } function Levels:GetRandomLevel() return self.levels[math.random(#Levels.levels)] end Levels.notPlayedYet = {} Levels.currentLevel = Levels:GetRandomLevel() -- Events function Levels:allBricksBroken(event) self.currentLevel = Levels:GetRandomLevel() end Events.allBricksBroken:AddObject(Levels) return Levels The work I've done thus far (same as above) as an external download: http://www.mediafire.com/download/1t89ftkbznkn184/Breakout2.rar
In the interest of actually answering the question: I'm not 100% sure what you mean by "How can I join these letters", but from poking through the code I have a guess, so please clarify on whether it is accurate, or if I am wrong about what you wanted. Scenario 1 You haven't successfully achieved the image illustrated in the screenshot - you've been able to draw one letter, but not multiple ones. In this case, you'll need to have a better understanding of what your code is doing. The CreateBricksFromTable function takes in a Level object, which is created by the MakeLevel function from a table with a bricks property, which is a table of tables that represent rows with columns in them, showing what type of brick should be at each position. In your commented-out level, you have created an table where the bricks field contains a field for each letter, but the MakeLevel function still expects a bricks field that directly contains the grid of blocks. You will have to - as it seems you attempted - create a MakeWordLevel function (or the like) that takes this letter list, and a word for each line, and constructs a larger grid by copying the appropriate letters into it. StackOverflow is not your programming tutor, and an SO question is not the right forum for having people write code for you or getting into step-by-step details of how to do this, but I'll leave you a basic outline. Your function would look something like this: local function MakeWordLevel(data, line1, line2) local level = {} ... return level end And then would have to: Populate all of the same properties that MakeLevel does Calculate how wide (level.columns) the level should be with all the letters Create a table in the same format as the bricks properties, but big enough to hold all of the letters Go through the input strings (line1 and line2), find the correct letter data from what is now the test6 array, and copy that data into the large table Assign that table as level.bricks This question already is a bit outside of what StackOverflow is intended for in that it asks about how to implement a feature rather than achieve a small, specific programming task, so any further followup should take place in a chatroom - perhaps the Hello World room would be helpful. Scenario 2: This was my original guess, but after considering and reading past edits, I doubt this is answering the right question You may want a solid "background" of, say, red blocks, surrounding your letters and making the field into a solid "wall", with the name in a different color. And you may want these bricks to slowly show up a few at a time. In that case, the main thing you need to do is keep track of what spaces are "taken" by the name bricks. There are many ways to do this, but I would start with a matrix to keep track of that - as big as the final playing field - full of 0's. Then, as you add the bricks for the name, set a 1 at the x,y location in that matrix according to that block's coordinate. When you want to fill in the background, each time you go to add a block at a coordinate, check that "taken" matrix before trying to add a block - if it's taken (1), then just skip it and move onto the next coordinate. This works if you're filling in the background blocks sequentially (say, left to right, top to bottom), or if you want to add them randomly. With random, you'd also want to keep updating the "taken" matrix so you don't try to add a block twice. The random fill-in, however, presents its own problem - it will keep taking longer to fill in as it goes, because it'll find more and more "taken" blocks and have to pick a new one. There are solutions to this, of course, but I won't go too far down that road when I don't know if that's even what you want.
I don't really understand (or read, for that matter) your code but from what I see joining them into complete words is easy. You have two possibilities. You can "render" them directly into your level/display data, simply copy them to the appropriate places, like this: -- The level data. local level = {} -- Create the level data. for row = 1, 25, 1 do local rowData = {} for column = 1, 80, 1 do rowData[column] = "." end level[row] = rowData end -- Now let us setup the letters. local letters = { A = { {".",".",".","#",".",".",".","."}, {".",".","#",".","#",".",".","."}, {".",".","#",".","#",".",".","."}, {".","#",".",".",".","#",".","."}, {".","#","#","#","#","#",".","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."}, {"#",".",".",".",".",".","#","."} }, B = { {"#","#","#","#",".",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".","#",".","."}, {"#","#","#","#",".",".","."}, {"#",".",".",".","#",".","."}, {"#",".",".",".",".","#","."}, {"#",".",".",".",".","#","."}, {"#","#","#","#","#",".","."} } } -- The string to print. local text = "ABBA" -- Let us insert the data into the level data. for index = 1, #text, 1 do local char = string.sub(text, index, index) local charData = letters[char] local offset = index * 7 for row = 1, 9, 1 do local rowData = charData[row] for column = 1, 7, 1 do level[row][offset + column] = rowData[column] end end end -- Print everything for row = 1, 25, 1 do local rowData = level[row] for column = 1, 80, 1 do io.write(rowData[column]) end print() end You save you letters in a lookup table and then copy them, piece by piece, to the level data. Here I replaced the numbers with dots and number signs to make it prettier on the command line. Alternately to that you can also "render" the words into a prepared buffer and then insert that into the level data by using the same logic.
how to generate endless random objects in corona SDK?
so I am very new to coding in general and I am trying to make a vertically-scrolling endless runner which basically involves jumping onto platforms to stay alive.I want to generate the same platform in three different locations endlessly. I basically copied some code from an article on the internet and then changed it around to try to make it suit my needs. However, when I run my code in the simulator, one platform is generated in the same location and no others appear. Also, when I look at the console, random numbers do appear. here is the code I am using local blocks = display.newGroup () local groundMin = 200 local groundMax = 100 local groundLevel = groundMin local function blockgenerate( event ) for a = 1, 1, -1 do isDone = false numGen = math.random(3) local newBlock print (numGen) if (numGen == 1 and isDone == false) then newBlock = display.newImage ("platform.jpg") end if (numGen == 2 and isDone == false) then newBlock = display.newImage ("platform.jpg") end if (numGen == 3 and isDone == false) then newBlock = display.newImage ("platform.jpg") end newBlock.name = ("block" .. a) newBlock.id = a newBlock.x = (a * 100) - 100 newBlock.y = groundLevel blocks : insert(newBlock) end end timer.performWithDelay (1000, blockgenerate, -1) thank you very much in advance and sorry my description was so long
Your "a" variable is always going to be 1. Perhaps you meant to use: a = a + 1
Generate a random number, but every random seconds in LUA/Love2d
I am trying to generate a random number, every random seconds (the final purpose would be to change the color of a block from time to time, randomly). For that, I am using the Hump library (http://vrld.github.io/hump/#hump.timer). Here is my code at the moment, I am true beginner in LUA/Love2d coding. It generates a number, and displays it every seconds, instead of every random seconds... (but the random seconds is also generated). I don't really understand why it is not working. local Timer = require "timer" function love.load() text="t" number2=1 end local f = function() math.randomseed(os.time()) number = math.random( 2,10 ) text="in " .. number2 .. " seconds (random)... random number =" .. number return true end function love.update(dt) number2 = math.random( 2,4 ) Timer.update(number2) Timer.addPeriodic(number2, f) end function love.draw() love.graphics.print( text, 330, 300 ) end Thanks for any help !
While I am not familiar with Hump, it seems that you can easily use the timer's add function for your purpose, as it will call the function exactly once after x seconds, allowing you to schedule the next execution with a different delay: local timer = require("timer") local text = "" local function tick() -- Generate random number local newNumber = math.random(2, 10) local newDelay = math.random(2, 4) text = ("Current number: %d, next in %d seconds!"):format(newNumber, newDelay) -- Actually schedule the next call timer.add(newDelay, tick) end function love.load() tick() end function love.update(dt) timer.update(dt) end function love.draw() love.graphics.print(text, 330, 300) end
Radix sort not working in Lua
Firstly I should mention I've not been coding very long at all, although that much is probably obvious from my code :P I'm having two problems, firstly the sort isn't functioning correctly but does sort the numbers by their length. Any help here would be appreciated. Secondly it's changing both the table it grabs and the table it returns (not sure why). How do I prevent it changing the table it grabs? I'd prefer if people didn't post a fully optisimised premade code as I'm not going to learn or understand anything that way. function radix_sort(x) pass, bucket, maxstring = 0, x, 2 while true do pass = pass + 1 queue = {} for n=#bucket,1,-1 do key_length = string.len(bucket[n]) key = bucket[n] if pass == 1 and key_length > maxstring then maxstring = key_length end if key_length == pass then pool = string.sub(key, 1,1) if queue[pool + 1] == nil then queue[pool + 1] = {} end table.insert(queue[pool + 1], key) table.remove(bucket, n) end end for k,v in pairs(queue) do for n=1,#v do table.insert(bucket, v[n]) end end if pass == maxstring then break end end return bucket end
There's a lot of changes I made to get this working, so hopefully you can look through and pickup on them. I tried to comment as best I could. function radix_sort(x) pass, maxstring = 0, 0 -- to avoid overwriting x, copy into bucket like this -- it also gives the chance to init maxstring bucket={} for n=1,#x,1 do -- since we can, convert all entries to strings for string functions below bucket[n]=tostring(x[n]) key_length = string.len(bucket[n]) if key_length > maxstring then maxstring = key_length end end -- not a fan of "while true ... break" when we can set a condition here while pass <= maxstring do pass = pass + 1 -- init both queue and all queue entries so ipairs doesn't skip anything below queue = {} for n=1,10,1 do queue[n] = {} end -- go through bucket entries in order for an LSD radix sort for n=1,#bucket,1 do key_length = string.len(bucket[n]) key = bucket[n] -- for string.sub, start at end of string (LSD sort) with -pass if key_length >= pass then pool = tonumber(string.sub(key, pass*-1, pass*-1)) else pool = 0 end -- add to appropriate queue, but no need to remove from bucket, reset it below table.insert(queue[pool + 1], key) end -- empty out the bucket and reset, use ipairs to call queues in order bucket={} for k,v in ipairs(queue) do for n=1,#v do table.insert(bucket, v[n]) end end end return bucket end Here's a test run: > input={55,2,123,1,42,9999,6,666,999,543,13} > output=radix_sort(input) > for k,v in pairs(output) do > print (k , " = " , v) > end 1 = 1 2 = 2 3 = 6 4 = 13 5 = 42 6 = 55 7 = 123 8 = 543 9 = 666 10 = 999 11 = 9999
pool = string.sub(key, 1,1) always looks at the first character; perhaps you meant string.sub(key, pass, 1)