I am in dire need of help with a for loop. I'm trying to go through a for loop in Lua with the Corona SDK, but I am doing something wrong but I don't know what. See below for my code:
function moveLift(event)
for j=1,4,1 do
if event.phase == "began" then
markY = event.target.y
elseif event.phase == "moved" then
local y = (event.y - event.yStart) + markY
event.target.y = y
elseif event.phase == "ended" then
if (hasCollided( event.target, hotSpots[j] )) then
print("hasCollided with floor: ", hotSpots[j].floor)
if (event.target.destination == hotSpots[j].floor) then
print("correct floor")
succesfullPassengers = succesfullPassengers + 1
if succesfullPassengers == PASSENGER_AMOUNT then
print("game over")
end
else
print("Wrong! elevator has collided with floor: ", hotSpots[j].floor)
end
end
end
return true
end
end
What I'm trying to do here is checking when I drag and drop an elevator on screen on what floor it has landed. I've created hotspots (basically hitboxes and currently serving as art placeholder) and placed them in the hotSpot table like this:
-- Create elevator hotspots
for k=1,4,1 do
hotSpots[k] = display.newRect( gameAreaGroup, 0, 0, 50, 75 )
hotSpots[k].alpha = 0.25 --Show hotspots with alpha
hotSpots[k].floor = k -- The floor id
print("Created hotspot on floor: ",hotSpots[k].floor)
hotSpots[k].x = display.contentWidth *0.5
hotSpots[k].y = firstFloor - (FLOOR_HEIGHT * k)
hotSpots[k]:setFillColor( 255,0,0 )
hotSpots[k]:addEventListener( "tap", returnFloor ) -- Check floor value
gameAreaGroup:insert(hotSpots[k])
end
I check if every hotspot has a unique floor value with a test function called returnFloor, which they have (1,2,3,4). When I drag and drop my elevator on the first floor, I receive the message "Wrong! elevator has collided with floor: 1", but on any other floor I receive the message: "hasCollided with floor: 1". So there must be something wrong with the for loop in my moveLift function because it only returns floor 1 and not any other floor.
PS: the correct floor is 4, the top floor.
You have "return true" inside your for loop, so it will never get past j=1. I think you may need to move that statement up inside the last if statement, or below the "end" that follows it (without knowing the full logic, I'm not sure what the returned value is used for).
Last lines of code should not be end end return true end end but
end end end return true end so the return is after the loop has completed.
Related
I have a game I am coding in Tabletop Simulator where all players (P) is given a card (C). Once memorized all players put the card back into the deck (D), shuffled, and then all players are dealt one of the cards from the same deck (D). I am trying to code the simplest algorithm that prevents a player from getting their own card. Now when it comes to coding this should be simple I assume instead of creating simulations to run until it is successful.
Say you have the following:
deck, a randomized deck containing all the cards (including those the players have seen).
seen_card_id_by_player, a lookup table that give you the guid of the card a player has seen.
Then the solution is simply
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
-- Deal the specific card.
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
When we pick the card the player has already seen, it is placed back at a random location among the remaining cards. This ensures that every card has an equal chance of being drawn by the next player. This is the underlying principle of the Fisher-Yates shuffle.
Full demonstration
function broadcast_error(msg)
broadcastToAll(msg, { r=1, g=0, b=0 })
end
function get_cards_seen_by_players()
local player_ids = Player.getAvailableColors()
local error = false
local seen_card_by_player = {}
for i, player_id in ipairs(player_ids) do
local player = Player[player_id]
local hand_objs = player.getHandObjects()
local player_error = false
if #hand_objs > 1 then
player_error = true
elseif #hand_objs == 1 then
local card = hand_objs[1]
if card.tag ~= "Card" then
player_error = true
else
seen_card_by_player[player] = card
end
end
if player_error then
broadcast_error(player_id .. " doesn't have a valid hand.")
error = true
end
end
if error then
return nil
end
return seen_card_by_player
end
function run()
local deck = getObjectFromGUID("...")
local seen_card_by_player = get_cards_seen_by_players()
if seen_card_by_player == nil or next(seen_card_by_player) == nil then
return
end
local seen_card_id_by_player = {}
for player, card in pairs(seen_card_by_player) do
local card_id = card.guid
seen_card_id_by_player[player] = card_id
card.putObject(deck)
end
deck.randomize()
local card_ids = {}
for i, card_data in ipairs(deck.getObjects()) do
table.insert(card_ids, card_data.guid)
end
for player, seen_card_id in pairs(seen_card_id_by_player) do
local card_id = table.remove(card_ids)
if card_id == seen_card_id then
local i = math.random(1, #card_ids)
card_ids[i], card_id = card_id, card_ids[i]
end
deck.takeObject({
guid = card_ids[i],
position = player.getHandTransform().position,
flip = true,
})
end
end
Create a game with a deck of cards. Place the above code in Global, replacing ... with the deck's GUID. To run the demonstration, deal one card to any number of players, then use /execute Global.call("run") in the chat window.
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
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.
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
I am working on a larger project to write a code so the user can play Connect 4 against the computer. Right now, the user can choose whether or not to go first and the board is drawn. While truing to make sure that the user can only enter legal moves, I have run into a problem where my function legal_moves() takes 1 positional argument, and 0 are given, but I do not understand what I need to do to male everything agree.
#connect 4
#using my own formating
import random
#define global variables
X = "X"
O = "O"
EMPTY = "_"
TIE = "TIE"
NUM_ROWS = 6
NUM_COLS = 8
def display_instruct():
"""Display game instructions."""
print(
"""
Welcome to the second greatest intellectual challenge of all time: Connect4.
This will be a showdown between your human brain and my silicon processor.
You will make your move known by entering a column number, 1 - 7. Your move
(if that column isn't already filled) will move to the lowest available position.
Prepare yourself, human. May the Schwartz be with you! \n
"""
)
def ask_yes_no(question):
"""Ask a yes or no question."""
response = None
while response not in ("y", "n"):
response = input(question).lower()
return response
def ask_number(question,low,high):
"""Ask for a number within range."""
#using range in Python sense-i.e., to ask for
#a number between 1 and 7, call ask_number with low=1, high=8
low=1
high=NUM_COLS
response = None
while response not in range (low,high):
response=int(input(question))
return response
def pieces():
"""Determine if player or computer goes first."""
go_first = ask_yes_no("Do you require the first move? (y/n): ")
if go_first == "y":
print("\nThen take the first move. You will need it.")
human = X
computer = O
else:
print("\nYour bravery will be your undoing... I will go first.")
computer = X
human = O
return computer, human
def new_board():
board = []
for x in range (NUM_COLS):
board.append([" "]*NUM_ROWS)
return board
def display_board(board):
"""Display game board on screen."""
for r in range(NUM_ROWS):
print_row(board,r)
print("\n")
def print_row(board, num):
"""Print specified row from current board"""
this_row = board[num]
print("\n\t| ", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num],"|")
print("\t", "|---|---|---|---|---|---|---|")
# everything works up to here!
def legal_moves(board):
"""Create list of column numbers where a player can drop piece"""
legals = []
if move < NUM_COLS: # make sure this is a legal column
for r in range(NUM_ROWS):
legals.append(board[move])
return legals #returns a list of legal columns
#in human_move function, move input must be in legal_moves list
print (legals)
def human_move(board,human):
"""Get human move"""
legals = legal_moves(board)
print("LEGALS:", legals)
move = None
while move not in legals:
move = ask_number("Which column will you move to? (1-7):", 1, NUM_COLS)
if move not in legals:
print("\nThat column is already full, nerdling. Choose another.\n")
print("Human moving to column", move)
return move #return the column number chosen by user
def get_move_row(turn,move):
move=ask_number("Which column would you like to drop a piece?")
for m in range (NUM_COLS):
place_piece(turn,move)
display_board()
def place_piece(turn,move):
if this_row[m[move]]==" ":
this_row.append[m[move]]=turn
display_instruct()
computer,human=pieces()
board=new_board()
display_board(board)
move= int(input("Move?"))
legal_moves()
print ("Human:", human, "\nComputer:", computer)
Right down the bottom of the script, you call:
move= int(input("Move?"))
legal_moves()
# ^ no arguments
This does not supply the necessary board argument, hence the error message.