Creating a timer on event in Warcraft in Lua - events

I'm looking for help checking for when the event "SPELL_INTERRUPT" fires so I can display a timer in the game World of Warcraft.
This is the code so far
local SPELL_LOCKOUTS = {
-- [interruptSpellID] = lockoutDuration, -- Spell Name (Class)
[2139] = 6, -- Counterspell (Mage)
[1766] = 5, -- Kick (Rogue)
[96231] = 4, -- Rebuke (Paladin)
[147362] = 3, -- Counter Shot (Hunter)
[6552] = 4, -- Pummel (Warrior)
[115781] = 6, -- Optical Blast (Warlock)
[47528] = 4, -- Mind Freeze (Death Knight)
[19647] = 6, -- Spell Lock (Warlock)
[173320] = 5, -- Spear Hand Strike (Monk)
[2139] = 6, -- Counterspell (Mage)
[106839] = 4, -- Skull Bash (Druid)
[57994] = 3, -- Wind Shear (Shaman)
[187707] = 3, -- Muzzle (Hunter)
[183752] = 3, -- Consume Magic (Demon Hunter)
}
-- If this is "DBM", DBM's timers will be used. If this is "SW", Blizzard's stopwatch will be used.
local MODE = "DBM"
-- The text to display on DBM Timers.
-- %SPELL% will be replaced with the name of the interrupt spell you cast.
-- %ISPELL% will be replaced with the name of the spell you interrupted
-- %DUR% will be replaced with the duration of the lockout.
local BARTEXT = "%SPELL% interrupted %ISPELL%. Locked out for %DUR% seconds"
-------------------
-- END OF CONFIG --
-------------------
local ARENA1_GUID;
local ARENA2_GUID;
local ARENA3_GUID;
local TARGET_GUID;
local PLAYER_GUID;
local ShowTimer; -- Declare the ShowTimer variable as local
if MODE == "DBM" and DBM then -- If MODE is "DBM" and there's a global variable DBM
local DBM = DBM -- Create a local alias to DBM
local gsubTable = {} -- This table is used to handle text substitutions with gsub
ShowTimer = function(seconds, interruptSpell, interruptedSpell) -- Define the ShowTimer function
gsubTable.SPELL = interruptSpell -- Populate the fields of the table
gsubTable.ISPELL = interruptedSpell
gsubTable.DUR = seconds
local text = BARTEXT:gsub("%%(%a+)%%", gsubTable) -- Replace each occurrence of %SPELL%, %ISPELL% or %DUR% with the corresponding field of gsubTable and assing the result to the text variable
DBM:CreatePizzaTimer(seconds, text) -- Create the timer
end
else -- Either MODE isn't "DBM", or there's no global variable DBM
ShowTimer = function(seconds)
Stopwatch_StartCountdown(0, 0, seconds)
Stopwatch_Play()
end
end
local f = CreateFrame("Frame") -- Create a frame and register some events.
f:RegisterEvent("PLAYER_ENTERING_WORLD")
f:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
f:SetScript("OnEvent", function(self, event, ...) -- Every time an event we're watching fires, call the corresponding method of the frame (e.g. PLAYER_ENTERING_WORLD calls f:PLAYER_ENTERING_WORLD() )
self[event](self, ...)
end)
function f:PLAYER_ENTERING_WORLD() -- This fires towards the end of the intitial login process.
ARENA1_GUID = UnitGUID("arena1") -- Record the arena1 GUID
ARENA2_GUID = UnitGUID("arena2") -- Record the arena2 GUID
ARENA3_GUID = UnitGUID("arena3") -- Record the arena3 GUID
TARGET_GUID = UnitGUID("target") -- Record the Target's GUID
PLAYER_GUID = UnitGUID("player") -- Record the player's GUID
self:UnregisterEvent("PLAYER_ENTERING_WORLD") -- Unregister this event, we don't care about it any more.
end
-- This fires any time someone does something combat-related near the player
function f:COMBAT_LOG_EVENT_UNFILTERED(timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags, ...)
local spellId, spellName, spellSchool, extraSpellID, extraSpellName, extraSchool = ... -- Get the extra arguments from the vararg
local lockout = SPELL_LOCKOUTS[spellId] -- Check if we have a lockout time for this interrupt spell
if lockout then -- If we do, show a timer.
ShowTimer(lockout, spellName, extraSpellName)
end
end
The timer displays but will display whether or not the interrupt actually interrupted a spell. I need it to show the timer ONLY after a spell has been interrupted by one of the spellID's specified in SPELL_LOCKOUTS.
I know that in the last few lines (line 81 through 86) I need to add an and statement but I don't quite know how to phrase it.
Any help would be much appreciated!

I was answered by someone on the game. It needed to be changed from
if lockout then Showtimer
to
if lockout and event=="SPELL_INTERRUPT" then Showtimer

Related

How to create a Roblox game where the player has to guess a randomly generated pin?

So, I've been working on this for the past week. I have tried everything (based on the knowledge I know) and yet nothing... my code didn't work the first time, the second time, the third time... the forth... etc... at the end, I let frustration take control of me and I ended up deleting the whole script. Luckily not the parts and models, otherwise I'm really screwed...
I need to create a game in which I have to create a keypad of sorts, at first I thought GUI would work... no, it needs to be SurfaceGUI, which I don't know how to handle well... Anyway, I needed to create a keypad using SurfaceGUI, and display it on a separate screen, as a typical keypad would...
The Player would first have to enter an "initial" number, meaning in order to enter the randomly generated number he first needed to input the static pin in order to "log in," after that, then he would try to guess the number...
I've literally tried everything I could but nothing... It's mainly because of my lack of experience in LUA, I'm more advanced in Python and barely know a thing in Java... If someone could assist me on how to do this, I would appreciate it greatly
First, download this and put it in a ScreenGui in StarterGui. Then, use the following LocalScript placed inside the PIN frame:
-- Script settings
local len = 4 -- replace this as needed...
local regen = false -- determines whether PIN will regenerate after a failed attempt
local regmes = "Enter PIN..." -- start message of PIN pad
local badmes = "Wrong PIN!" -- message displayed when PIN is wrong
local success = "Correct PIN!" -- message displayed when PIN is right
-- Script workings
local pin = script.Parent
local top = pin.Top
local txt = top.Numbers
local nums = top.NumKeys
local pin
local stpin
local nms
txt.Text = regmes
local see = game:GetStorage("ReplicatedStorage").PINActivate
local function activate()
if pin.Visible then
pin.Visible = false
for _, btn in pairs(nums:GetChildren()) do
btn.Active = false
end
return
else
pin.Visible = true
for _, btn in pairs(nums:GetChildren()) do
btn.Active = true
end
return
end
end
local function rand()
math.randomseed(os.time) -- better random numbers this way
return tostring(math.floor(math.random(0,9.9)))
end
local function gen()
nms = {rand()}
for i=2, len, 1 do
nms[#nms+1]=rand()
end
stpin = nms[1]
for i=2, #nms, 1 do
stpin = stpin..nms[i]
end
pin = tonumber(stpin) -- converts the number string into an actual number
end
gen()
local function activate(str)
if tonumber(str) ~= pin then
txt.Text = badmes
wait(2)
txt.Text = regmes
if regen then
gen()
wait(0.1)
end
return
else
txt.Text = success
wait(2)
activate()
-- insert code here...
end
end
for _, btn in pairs(nums:GetChildren()) do
btn.Activated:Connect(function()
if txt.Text == "Wrong PIN!" then return end
txt.Text = txt.Text..btn.Text
if string.len(txt.Text) >= len then
activate(txt.Text)
end
wait(0.1)
end)
end
see.OnClientEvent:Connect(activate)
And in a Script put this:
local Players = game:GetService("Players")
local see = game:GetService("ReplicatedStorage").PINActivate
local plr
-- replace Event with something like Part.Touched
Event:Connect(function(part)
if part.Parent.Head then
plr = Players:GetPlayerFromCharacter(part.Parent)
see:FireClient(plr)
end
end)
What this will do is bring up a ScreenGui for only that player so they can enter the PIN, and they can close it as well. You can modify as needed; have a great day! :D
There is an easier way, try this
First, Create a GUI in StarterGui, then, Create a textbox and postion it, after that, create a local script inside and type this.
local Password = math.random(1000, 9999)
print(Password)
game.ReplicatedStorage.Password.Value = Password
script.Parent.FocusLost:Connect(function(enter)
if enter then
if script.Parent.Text == tostring(Password) then
print("Correct!")
script.Parent.BorderColor3 = Color3.new(0, 255, 0)
Password = math.random(1000, 9999)
game.ReplicatedStorage.Correct1:FireServer()
print(Password)
game.ReplicatedStorage.Password.Value = Password
else
print("wrong!")
print(script.Parent.Text)
script.Parent.BorderColor3 = Color3.new(255, 0, 0)
end
end
end)
That's all in the textbox.
Or if you want a random username script, create a textlabel, then, create a local script in the textlabel and type in this.
local UserText = script.Parent
local Username = math.random(1,10)
while true do
if Username == 1 then
UserText.Text = "John"
elseif Username == 2 then
UserText.Text = "Thomas"
elseif Username == 3 then
UserText.Text = "Raymond"
elseif Username == 4 then
UserText.Text = "Ray"
elseif Username == 5 then
UserText.Text = "Tom"
elseif Username == 6 then
UserText.Text = "Kai"
elseif Username == 7 then
UserText.Text = "Lloyd"
elseif Username == 8 then
UserText.Text = "Jay"
elseif Username == 9 then
UserText.Text = "User"
else
UserText.Text = "Guest"
end
wait()
end
All of those if statments are checking what username has been chosen. I have made a roblox game like this recently, so I just took all the script from the game.
If you want to check out my game, Click Here

Can I use Tarantool instead of Redis?

I'd like to use Tarantool to store data. How can I store data with TTL and simple logic (without the spaces)?
Like this:
box:setx(key, value, ttl);
box:get(key)
Yes, you can expire data in Tarantool and in a much more flexible way than in Redis. Though you can't do this without spaces, because space is a container for data in Tarantool (like database or table in other database systems).
In order to expire data, you have to install expirationd tarantool rock using tarantoolctl rocks install expirationd command. Full documentation on expirationd daemon can be found here.
Feel free to use a sample code below:
#!/usr/bin/env tarantool
package.path = './.rocks/share/tarantool/?.lua;' .. package.path
local fiber = require('fiber')
local expirationd = require('expirationd')
-- setup the database
box.cfg{}
box.once('init', function()
box.schema.create_space('test')
box.space.test:create_index('primary', {parts = {1, 'unsigned'}})
end)
-- print all fields of all tuples in a given space
local print_all = function(space_id)
for _, v in ipairs(box.space[space_id]:select()) do
local s = ''
for i = 1, #v do s = s .. tostring(v[i]) .. '\t' end
print(s)
end
end
-- return true if tuple is more than 10 seconds old
local is_expired = function(args, tuple)
return (fiber.time() - tuple[3]) > 10
end
-- simply delete a tuple from a space
local delete_tuple = function(space_id, args, tuple)
box.space[space_id]:delete{tuple[1]}
end
local space = box.space.test
print('Inserting tuples...')
space:upsert({1, '0 seconds', fiber.time()}, {})
fiber.sleep(5)
space:upsert({2, '5 seconds', fiber.time()}, {})
fiber.sleep(5)
space:upsert({3, '10 seconds', fiber.time()}, {})
print('Tuples are ready:\n')
print_all('test')
print('\nStarting expiration daemon...\n')
-- start expiration daemon
-- in a production full_scan_time should be bigger than 1 sec
expirationd.start('expire_old_tuples', space.id, is_expired, {
process_expired_tuple = delete_tuple, args = nil,
tuples_per_iteration = 50, full_scan_time = 1
})
fiber.sleep(5)
print('\n\n5 seconds passed...')
print_all('test')
fiber.sleep(5)
print('\n\n10 seconds passed...')
print_all('test')
fiber.sleep(5)
print('\n\n15 seconds passed...')
print_all('test')
os.exit()

Effect not showing up on guis

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.

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.

Making variables persistent after a restart on NodeMCU

I'm making a smart home system using nodeMCU, and I need to store and retrieve data from the module. I used the following function.
function save_settings(name,value)
file.remove(name)
file.open(name,"w+")
file.writeline(value)
file.close()
end
It works but it's slow and the NodeMCU crashes if I trigger the above function rapidly... Sometimes requiring a FS format to be able to use it again.
So my question is: is there any other way to make variables persistent between restarts?
I'm using the latest firmware, 0.9.6-dev_20150704, the float version (https://github.com/nodemcu/nodemcu-firmware/releases)
This code took 62-63 ms to complete at first, and seems to add a few fractions of a millisecond with each successive run of the code, after a few hundred executions, it was up to almost 100 ms. It never crashed on me.
function save_setting(name, value)
file.open(name, 'w') -- you don't need to do file.remove if you use the 'w' method of writing
file.writeline(value)
file.close()
end
function read_setting(name)
if (file.open(name)~=nil) then
result = string.sub(file.readline(), 1, -2) -- to remove newline character
file.close()
return true, result
else
return false, nil
end
end
startTime = tmr.now()
test1 = 1200
test2 = 15.7
test3 = 75
test4 = 15000001
save_setting('test1', test1)
save_setting('test2', test2)
save_setting('test3', test3)
save_setting('test4', test4)
1exists, test1 = read_setting('test1')
2exists, test2 = read_setting('test2')
3exists, test3 = read_setting('test3')
4exists, test4 = read_setting('test4')
completeTime = (tmr.now()-startTime)/(1000)
print('time to complete (ms):')
print(tostring(completeTime))
If you upgrade to the newer version (based on SDK 1.4.0) you can use the rtcmem memory slots:
local offset = 10
local val = rtcmem.read32(offset, 1)
rtcmem.write32(offset, val + 1)
That memory is documented to persist through a deep sleep cycle; I've found it to persist across both hardware and software resets (but not cycling power.)

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