Need help...

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Rocks360
Prole
Posts: 2
Joined: Sat May 26, 2012 10:58 am

Need help...

Post by Rocks360 »

Hello, my programm doesn't run and I don't find an answer :(


Skript:

function love.load ()
love.graphics.setBackgroundColor( 255, 255, 255)

-- Laden von Gegenständen

--Rechteck = love.graphics.newImage("Texturen/Rechteck.png") --Laden der Datei "Rechteck.png" welches in diesem fall ein Bild ist
--width = Rechteck:getWidth(50)
-- height = Rechteck:getHeight(20)

-- Rechteck1 = love.graphics.newImage("Texturen/Rechteck1.png")
-- width = Rechteck1:getWidth(20)
-- height = Rechteck1:getHeight(60)

-- Rechteck2 = love.graphics.newImage("Texturen/Rechteck2.png")
-- width = Rechteck2:getWidth(500)
-- height = Rechteck2:getHeight(20)

a=love.graphics.newImage("tilebild1.png")
b=love.graphics.newImage("tilebild2.png")


love.mouse.setVisible(true) -- standartmaus unsichtbar machen (false angeben) standartmaus sichtbar machen ( true angeben)
img = love.graphics.newImage("Texturen/mouse.png") -- laden eines eigenen Mauszeigers
end




map={
{a,a,a,a,a,b,a,a,a,b,a,a,a,b,a}, --Zeile 1
{b,a,a,a,a,a,a,a,a,a,a,a,a,b,a}, --Zeile 2
{a,a,b,a,a,b,a,a,a,a,a,b,a,b,a}, --Zeile 3
{a,a,a,a,a,a,a,a,a,a,a,a,a,b,a}, --Zeile 4
{a,a,b,a,a,b,a,a,a,a,a,b,a,b,a}, --Zeile 5
{a,a,a,b,a,a,a,a,a,b,a,a,a,b,a}, --Zeile 6
{a,b,a,a,a,b,a,b,a,a,a,b,a,b,a}, --Zeile 7
{a,a,a,b,a,a,a,b,a,a,b,a,a,b,a} --Zeile 8
}

while true do
for c=1,8 do
for d=1,15 do
screen:blit(a*32,b*32,map[a],false)
end
end

screen.flip()
screen.waitVblankStart()
end



function love.draw ()



--Mauskasten
-- local a = love.mouse.getX()
-- local b = love.mouse.getY()
-- love.graphics.setColor( 0, 0, 255, 255)
-- love.graphics.rectangle("fill", a-10, b-10, 20, 20)

end



function love.update (dt)


end

function love.focus(bool) --Maus im Spielbereich oder nicht!?
if bool then
print("Maus im Spielfenster!") --Maus im Spelbereich
else
print("Maus nicht im Spielfenster!") --Maus nicht im Spielbereich
end
end


function love.keypressed ( key, unicode) --In der Console wird angezeigt welche Taste zuletzt gedückt wurde
if tonumber(4) then -- if the key is numeric (0-9), execute the next line
love.mouse.setPosition(tonumber(4) * 10, love.mouse.getY()) -- multiply the key by 10 to make the effect more visible, maintain the Y position via getY
end
print("Es wurde gerade die Taste " .. key .. " gedrueckt")
end

function love.keyreleased( key, unicode)
end

function love.mousepressed( x, y, button)
print( x, y, button) --Schreibt in die Console
end

function love.mousereleased( x, y, butten)
end

function love.quit()
end
User avatar
Robin
The Omniscient
Posts: 6506
Joined: Fri Feb 20, 2009 4:29 pm
Location: The Netherlands
Contact:

Re: Need help...

Post by Robin »

Welcome.

First, you assign that table outside the love.load function. At that time, a and b are still nil.

Second, remove the while true loop. Because it runs forever, it means your game will never start.

Third, what are screen:blit(), screen.flip() and screen.waitVblankStart()? Are you using some sort of library? Because I see no call to require.
Help us help you: attach a .love.
Rocks360
Prole
Posts: 2
Joined: Sat May 26, 2012 10:58 am

Re: Need help...

Post by Rocks360 »

"First, you assign that table outside the love.load function"" so you mean a neu .txt data with the "map ={...}" ?


Second, remove the while true loop. That mean I must set the wihle false?
Is this right?:

while false do
for c=1,8 do
for d=1,15 do
screen:blit(a*32,b*32,map[a],false)
end
end

screen.flip()
screen.waitVblankStart()
end


Thanks for the fast answer! :)
User avatar
Davidobot
Party member
Posts: 1226
Joined: Sat Mar 31, 2012 5:18 am
Location: Oxford, UK
Contact:

Re: Need help...

Post by Davidobot »

Rocks360 wrote:"First, you assign that table outside the love.load function"" so you mean a neu .txt data with the "map ={...}" ?


Second, remove the while true loop. That mean I must set the wihle false?
Is this right?:

while false do
for c=1,8 do
for d=1,15 do
screen:blit(a*32,b*32,map[a],false)
end
end

screen.flip()
screen.waitVblankStart()
end


Thanks for the fast answer! :)

No more like:

Code: Select all

	for c = 1, #map do
		for d = 1, #map[y] do
				screen:blit(a*32,b*32,map[a][b],false)
		end
	end
	screen.flip()
	screen.waitVblankStart()

And he(Robin) means that map={} is assigned out side the function love.load(), which as I can see isn't the case.

Also, can you post your .love hear?
PM me on here or elsewhere if you'd like to discuss porting your game to Nintendo Switch via mazette!
personal page and a raycaster
User avatar
Nixola
Inner party member
Posts: 1949
Joined: Tue Dec 06, 2011 7:11 pm
Location: Italy

Re: Need help...

Post by Nixola »

Rocks, LÖVE isn't a LuaPlayer for PSP, you don't need to set the loop and to call screen:flip, screen.waitVblankStart and an image is printed with love.graphics.draw(image, x, y)... If there's more that you may want to ask... ask! ^^
lf = love.filesystem
ls = love.sound
la = love.audio
lp = love.physics
lt = love.thread
li = love.image
lg = love.graphics
User avatar
Roland_Yonaba
Inner party member
Posts: 1563
Joined: Tue Jun 21, 2011 6:08 pm
Location: Ouagadougou (Burkina Faso)
Contact:

Re: Need help...

Post by Roland_Yonaba »

Robin wrote: Third, what are screen:blit(), screen.flip() and screen.waitVblankStart()? Are you using some sort of library? Because I see no call to require.
These commands are used in most of Lua Players, frameworks which run Lua code on PSP. They are used for rendering update and graphical buffers...
I guess Rocks360 used to code for PSP, and might be quite confused with Löve, actually.

@Rocks360 :
- first, wrap your snippets with code tags when posting...It makes the whole thread more readable.
- Second, you have to consider that the minimum code you did used with Lua Players is *NOT* valid with love. So when you write screen.flip(), screen.waitVblankStart(), it actually means nothing to Löve framework.

But, basically, Lua remains Lua, and Love runs Lua code, giving you additionnal commands for physics, playing souds, music, fonts, accessing mouse and keyboard, etc. So you won't get lost. :awesome:

You should start reading these topics on the wiki : Getting Started, config files , love module and callbacks.
There are also plenty tutorials!

Robin wrote: First, you assign that table outside the love.load function. At that time, a and b are still nil.
He just meant that all assignation before the main loop must be done inside love.load callback.
When Love runs, it executes first love.load, then the rest of the callbacks.
Robin wrote: Second, remove the while true loop. Because it runs forever, it means your game will never start.
Yes, cause love.draw and love.update are equivalent to while true do...end you used to manipulate with other Lua Players.
Thus, you will have to put the update routines inside love.update, and the rendering routines inside love.draw. But don't use while true do...end

As an example, this:

Code: Select all

--Valid with Lua players
-- A simple square moving

local yellow = Color.new(255,255,0)
local square = {x = 0, y = 0, width = 100, height = 100}

local function drawSquare(s)
screen:fillRect(s.x,s.y,s.x+s.width,s.y+s.height, yellow)
end

while true do
local key = Controls.read()

if key:left() then s.x = s.x-1 end
if key:right() then s.x = s.x+1 end
if key:up() then s.y = s.t-1 end
if key:down() then s.y = s.y+1 end
drawSquare(s)

screen.waitVblankStart()
screen.flip()
end
Will result in Löve slightly different, but still the same logic :

Code: Select all

--Valid with Love
-- A simple square moving

function love.load()
   yellow = {255,255,0}
   
   --- square.speed can be modified to provide the accuracy that fits you.
   square = {x = 0, y = 0, width = 100, height = 100, speed = 1}

   function drawSquare(s, color)
   love.graphics.setColor(color)
   love.graphics.rectangle(s.x,s.y,s.width,s.height)
   end
   
  
   function squareUpdate(s,dt)
      if love.keyboard.isDown("left") then s.x = s.x-s.speed*dt end
      if love.keyboard.isDown("right") then s.x = s.x+s.speed*dt end
      if love.keyboard.isDown("up") then s.y = s.y-s.speed*dt end
      if love.keyboard.isDown("down") then s.y = s.y+s.speed*dt end
   end

end

function love.update(dt)
    squareUpdate(square,dt)
end

function love.draw()
   drawsquare(square,yellow)
end
As you can see, no need to use while true do stuff. Don't try to run this yet, cause I wrote it from scratch, it must contains typo errors. But that was just to give a general idea.

Hope this will help.
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