Very new to Corona and trying to make a simple memory game. I want to flash about 5 random sprites from a spritesheet (containing about 20 sprites) and then ask the user to input what they thought flash up while showing the sheet. Hope I've explained that OK? I've done a little bit of JavaScript before but would not be confident in coding. Trying to do something challenging - may have to do something simpler. Was told Corona was a good place to start :(
Would math.random be the correct way to go about it?
Any ideas I would be grateful. At the moment I can only display the whole sheet not sure how to make the random sprites appear.
Here's some more in-depth example, that should help you out with building that system up (the previous answer has some a mistake)
local cards = {{name="one",count=0,flipped=false,matched=false},{name="two",count=0,flipped=false,matched=false},{name="three",count=0,flipped=false,matched=false},{name="four",count=0,flipped=false,matched=false},{name="five",count=0,flipped=false,matched=false},{name="six",count=0,flipped=false,matched=false}};
function getAvailableCards(Count)
local suitable_cards = (Count and {} or nil); -- create a table if you want to get keys of a valid cards in the cards table
local empty = true;
for key,data in pairs(cards) do
if (data.count < 2)then
if (Count) then -- add key if you want an output (table with valid keys)
table.insert(suitable_cards,key);
-- table.insert(suitable_cards,key); you can insert it again for higher range of numbers to select from, making math.random a bit more "random".
empty = false;
else
return true;
end
end
end
if (empty) then
return false;
end
return suitable_cards;
end
function getRandomCard()
local valid_cards = getAvailableCards(true); -- get a table with all valid keys of the cards table, to pick a random key
if (not valid_cards) then
return valid_cards; -- return false
end
local index = valid_cards[math.random(1,#valid_cards)]; -- select random key
cards[index].count = cards[index].count + 1; -- increase the count of key generation
return cards[index].name,index -- return card id and index from the cards table
end
function setupCards()
while getAvailableCards() do
local card_id,index = getRandomCard(); -- gets a random card id and it's index
-- setup the card in GUI and such,
-- like create a board and then create an image and load the image (based on card id)
-- As an example (no such functions, but you should create them or find functions similiar to them)
-- card = getBoard().NewImage();
-- card.id = index;
-- card.loadImage("hidden_card.png");
end
end
function TryToMatch()
local child1,child2 -- child tables that will be copied from the cards table, for later comparing
-- get all flipped but not matched cards
for key,child in pairs(cards) do
if (child.flipped and not child.matched) then
if (child1) then
child2 = key; -- get key
else
child1 = key; -- get key
end
end
end
if ( child1 and child2) then -- two revealed cards can be checked
if (child1.name == child2.name) then -- reveal
cards[child1].matched,cards[child2].matched = true,true;
TryToEnd();
else
--un-reveal it
end
end
end
function TryToEnd()
local matched = 0;
for key,child in pairs(cards) do
if (child.flipped and child.matched) then
matched = matched + 1;
end
end
if (#cards == matched) then
-- display that the game is finished
end
end
function Click(object)
-- When an object is clicked make it call this function with the object
if (object and object.id and cards[object.id] and not (cards[object.id].flipped and cards[object.id].matched)) then
cards[object.id].flipped = true;
-- You should load here the card image (actual card image, like you revealed the card)
-- Example
-- object.loadImage(cards[object.id].name.. ".png");
TryToMatch();
return true
end
return false
end
EDIT:
I did not test this script nor use Corona, it may have some bugs, in theory it should work as it is.
A common technique used in games to get a random object from a collection is to use a random generated number like math.random and then use the modulo operator % to get a number from 0 to number of objects.
For example lets say you have a list of cards:
local cards = {"one","two","three","four","five"};
local numCards = #cards;
If you want to randomly select a card you can do the following:
local function getRandomCard()
#This will give you a random number from 0 to 100
math.randomseed(os.time())
local randomNumber = math.random(100);
#This will give a random number from 0 to 4.
local randomIndex = randomNumber % numCards;
# Lua indices start at 1, so we add this to our index
randomIndex = randomIndex + 1; #This will get us a number from 1 to 5; =)
return cards[randomIndex];
end
I hope this points you in the right direction.
Related
I have a Ruby Discord (discordrb) bot written to manage D&D characters. I notice when multiple players submit the same command, at the same time, the results they each receive are not independent. The request of one player (assigning a weapon to their character) ends up being assigned to other characters who submitted the same request at the same time. I expected each request to be executed separately, in sequence. How do I prevent crossing requests?
bot.message(contains:"$Wset") do |event|
inputStr = event.content; # this should contain "$Wset#" where # is a single digit
check_user_or_nick(event); pIndex = nil; #fetch the value of #user & set pIndex
(0..(#player.length-1)).each do |y| #find the #player pIndex within the array using 5 char of #user
if (#player[y][0].index(#user.slice(0,5)) == 0) then pIndex = y; end; #finds player Index Value (integer or nil)
end;
weaponInt = Integer(inputStr.slice(5,1)) rescue false; #will detect integer or non integer input
if (pIndex != nil) && (weaponInt != false) then;
if weaponInt < 6 then;
#player[pIndex][1]=weaponInt;
say = #player[pIndex][0].to_s + " weapon damage has be set to " + #weapon[(#player[pIndex][1])].to_s;
else;
say = "Sorry, $Wset requires this format: $Wset? where ? is a single number ( 0 to 5 )";
end;
else
say = "Sorry, $Wset requires this format: $Wset? where ? is a single number ( 0 to 5 )";
end;
event.respond say;
end;
To avoid race conditions in multithreaded code like this, the main thing you want to look for are side effects.
Think about the bot.message(contains:"$Wset") do |event| block as a mini program or a thread. Everything in here should be self contained - there should be no way for it to effect any other threads.
Looking through your code initially, what I'm searching for are any shared variables. These produce a race condition if they are read/written by multiple threads at the same time.
In this case, there are 2 obvious offenders - #player and #user. These should be refactored to local variables rather than instance variables. Define them within the block so they don't affect any other scope, for example:
# Note, for this to work, you will have to change
# the method definition to return [player, user]
player, user = check_user_or_nick(event)
Sometimes, making side effects from threads is unavoidable (say you wanted to make a counter for how many times the thread was run). To prevent race conditions in these scenarios, a Mutex is generally the solution but also sometimes a distributed lock if the code is being run on multiple machines. However, from the code you've shown, it doesn't look like you need either of these things here.
I'm a very new to lua so am happy to read material if it will help with tables.
I've decoded a json object and would like to build a table properly using its data, rather than writing 64 lines of the below:
a = {}
a[decode.var1[1].aId] = {decode.var2[1].bId, decode.var3[1].cId}
a[decode.var1[2].aId] = {decode.var2[2].bId, decode.var3[2].cId}
a[decode.var1[3].aId] = {decode.var2[3].bId, decode.var3[3].cId}
...etc
Because the numbers are consecutive 1-64, i presume i should be able to build it using a for loop.
Unfortunately despite going through table building ideas I cannot seem to find a way to do it, or find anything on creating nested tables using a loop.
Any help or direction would be appreciated.
Lua for-loops are, at least in my opinion, pretty easy to understand:
for i = 1, 10 do
print(i)
end
This loop inclusively prints the positive integers 1 through 10.
Lua for-loops also take an optional third argument--which defaults to 1--that indicates the step of the loop:
for i = 1, 10, 2 do
print(i)
end
This loop prints the numbers 1 through 10 but skips every other number, that is, it has a step of 2; therefore, it will print 1 3 5 7 9.
In the case of your example, if I understand it correctly, it seems that you know the minimum and maximum bounds of your for loops, which are 1 and 64, respectively. You could write a loop to decode the values and put them in a table like so:
local a = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
end
What you can do is generating a new table with all the contents from the decoded JSON with a for loop.
For example,
function jsonParse(jsonObj)
local tbl = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
end
return tbl
end
To deal with nested cases, you can recursively call that method as follows
function jsonParse(jsonObj)
local tbl = {}
for i = 1, 64 do
a[decodevar.var1[i].aId] = {decode.var2[i].bId, decode.var3[i].cId}
if type(decode.var2[i].bId) == "table" then
a[decodevar.var1[i].aid[0] = jsonParse(decode.var2[i].bId)
end
end
end
By the way, I can't understand why are you trying to create a table using a table that have done the job you want already. I assume they are just random and you may have to edit the code with the structure of the decodevar variable you have
Alright, someone must know easier ways to do this than me.
I'm trying to write a random number generator using a fairly common formula.
--Random Number Generator
local X0=os.time()
local A1=710425941047
local B1=813633012810
local M1=711719770602
local X1=(((A1*X0)+B1)%M1)
local X2=(((A1*X1)+B1)%M1) --then I basically take the vaiable X1 and feed
--it back into itself.
print(X2)
local X3=(((A1*X2)+B1)%M1)
print(X3)
local X4=(((A1*X3)+B1)%M1)
print(X4)
local X5=(((A1*X4)+B1)%M1)
print(X5)
local X6=(((A1*X5)+B1)%M1)
print(X6)
local X7=(((A1*X6)+B1)%M1)
print(X7)
Etc Etc.
Does anybody know a faster way to do this?
I would love to be able to fit it into something along the lines of a:
for i=1,Number do
local X[loop count]=(((A1*X[Loop count-1])+B1)%M1)
math.randomseed(X[loop count])
local roll=math.random(1,20)
print("You rolled a "..roll)
end
io.read()
Type of string.
I'm using it to generate random numbers for pieces of track I'm making in a tabletop game.
Example hunk of code:
if trackclass == "S" then
for i=1,S do --Stated earlier that S=25
local roll=math.random(1,5)
local SP=math.random(1,3)
local Count= roll
if Count == 1 then
local Track = "Straightaway"
p(Track.." Of SP "..SP)
else
end
if Count == 2 then
local Track = "Curve"
p(Track.." of SP "..SP)
else
end
if Count == 3 then
local Track = "Hill"
p(Track.." of SP "..SP)
else
end
if Count == 4 then
local Track = "Water"
p(Track.." of SP "..SP)
else
end
if Count == 5 then
local Track = "Jump"
p(Track.." of SP "..SP)
else
end
end
end
Unfortunately this seems to generate a pretty poor set of random number distribution when I use it and I would really like it to work out better. Any possible assistance in fleshing out the variable loop cycle would be greatly appreciated.
Even something like a call so that every time math.random() is called, it adds one to the X[loop count]] so that every generated number is actually a better pseudo-random number distribution.
Please forgive my semi-rambling. My mind is not necessarily thinking in order right now.
Does anybody know a faster way to do this?
Each XN in the expression is always the previous X, so just restructure the code to use the previous X rather than creating new ones:
local X = os.time()
local A1 = 710425941047
local B1 = 813633012810
local M1 = 711719770602
function myrandomseed(val)
X = val
end
function myrandom()
X = (A1 * X + B1) % M1
return X
end
Now you can call myrandom to your heart's content:
for i=1,100 do
print(myrandom())
end
Another way of packaging it, to avoid static scope, would be generating random number generators as closures, which bind to their state variables:
function getrandom(seed)
local X = seed or os.time()
local A1 = 710425941047
local B1 = 813633012810
local M1 = 711719770602
return function()
X = (A1 * X + B1) % M1
return X
end
end
Now you call getrandom to get a random number generator for a given seed:
local rand = getrandom()
for i=1,100 do
print(rand())
end
I would love to be able to fit it into something along the lines of a:
math.randomseed(X[loop count])
local roll=math.random(1,20)
If you're calling randomseed every time you call random, you're not using Lua's (i.e. C's) random number generator at all. You can see why this is true by looking at myrandomseed above. Why are you funneling your numbers through Lua's random in the first place? Why not just use math.random and be done with it.
Just make to sure to call math.randomseed once rather than every time you call math.random and you'll be fine.
I'm using it to generate random numbers for pieces of track I'm making in a tabletop game. Example hunk of code:
When you see tons of nearly identical code, you should refactor it. When you see variables names like foo1, foo2, etc. you're either naming variables poorly or should be using a list. In your case you have a bunch of branches Count == 1, Count == 2, etc. when we could be using a list. For instance, this does the same thing as your code:
local trackTypes = { 'Straightaway', 'Curve', 'Hill', 'Water', 'Jump' }
for i=1,S do
local trackTypeIndex = math.random(1, #trackTypes)
local SP = math.random(1, 3)
p(trackTypes[trackTypeIndex]..' of SP '..SP)
end
Note that you can probably guess what trackTypes is just by reading the variable name. I have no idea what S and SP are. They are probably not good names.
I would like to have a simple data structure in lua resembling a Java HashMap equivalent.
The purpose of this is that I wish to maintain a unique key 'userID' mapped against a set of two values which get constantly updated, for example;
'77777', {254, 24992}
Any suggestions as to how can I achieve this?
-- Individual Aggregations
local dictionary = ?
-- Other Vars
local sumCount = 0
local sumSize = 0
local matches = redis.call(KEYS, query)
for _,key in ipairs(matches) do
local val = redis.call(GET, key)
local count, size = val:match(([^:]+):([^:]+))
topUsers(string.sub(key, 11, 15), sumCount, sumSize)
-- Global Count and Size for the Query
sumCount = sumCount + tonumber(count)
sumSize = sumSize + tonumber(size)
end
local result = string.format(%s:%s, sumCount, sumSize)
return result;
-- Users Total Data Aggregations
function topUsers()
-- Do sums for each user
end
Assuming that dictionary is what you are asking about:
local dictionary = {
['77777'] = {254, 24992},
['88888'] = {253, 24991},
['99999'] = {252, 24990},
}
The tricky part is that the key is a string that can't be converted to a Lua variable name so you must surround each key with []. I can't find a clear description of rule for this in Lua 5.1 reference manual, but the Lua wiki says that if a key "consists of underscores, letters, and numbers, but doesn't start with a number" only then does it not require the [] when defined in the above manner, otherwise the square brackets are required.
Just use a Lua table indexed by userID and with values another Lua table with two entries:
T['77777']={254, 24992}
This is possible implementation of the solution.
local usersTable = {}
function topUsers(key, count, size)
if usersTable[key] then
usersTable[key][1] = usersTable[key][1] + count
usersTable[key][2] = usersTable[key][2] + size
else
usersTable[key] = {count, size}
end
end
function printTable(t)
for key,value in pairs(t) do
print(key, value[1], value[2])
end
end
I'm attempting to fill a table of 26 values randomly. That is, I have a table called rndmalpha, and I want to randomly insert the values throughout the table. This is the code I have:
rndmalpha = {}
for i= 1, 26 do
rndmalpha[i] = 0
end
valueadded = 0
while valueadded = 0 do
a = math.random(1,26)
if rndmalpha[a] == 0 then
rndmalpha[a] = "a"
valueadded = 1
end
end
while valueadded = 0 do
a = math.random(1,26)
if rndmalpha[a] == 0 then
rndmalpha[a] = "b"
valueadded = 1
end
end
...
The code repeats itself until "z", so this is just a general idea. The problem I'm running into, however, is as the table gets filled, the random hits less. This has potential to freeze up the program, especially in the final letters because there are only 2-3 numbers that have 0 as a value. So, what happens if the while loop goes through a million calls before it finally hits that last number? Is there an efficient way to say, "Hey, disregard positions 6, 13, 17, 24, and 25, and focus on filling the others."? For that matter, is there a much more efficient way to do what I'm doing overall?
The algorithm you are using seems pretty non-efficient, it seems to me that all you need is to initialize a table with all alphabet:
math.randomseed(os.time())
local t = {"a","b","c","d","e","f","g","h","i","j","k","l","m","n","o","p","q","r","s","t","u","v","w","x","y","z"}
and Then shuffle the elements:
for i = 1, #t*2 do
local a = math.random(#t)
local b = math.random(#t)
t[a],t[b] = t[b],t[a]
end
Swapping the elements for #t*2 times gives randomness pretty well. If you need more randomness, increase the number of shuffling, and use a better random number generator. The random() function provided by the C library is usually not that good.
Instead of randoming for each letter, go through the table once and get something random per position. The method you're using could take forever because you might never hit it.
Never repeat yourself. Never repeat yourself! If you're copy and pasting too often, it's a sure sign something has gone wrong. Use a second table to contain all the possible letters you can choose, and then randomly pick from that.
letters = {"a","b","c","d","e"}
numberOfLetters = 5
rndmalpha = {}
for i in 1,26 do
rndmalpha[i] = letters[math.random(1,numberOfLetters)]
end