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Now sound isn't working...

 
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DiabloTerrorGF



Joined: 15 Jul 2005
Posts: 64

PostPosted: Sat Aug 20, 2005 1:03 pm    Post subject: Now sound isn't working... Reply with quote

Code:
--[[DiabloTerrorGF]]
--System.usbDiskModeActivate()

--load graphics
yourShipImage = Image.load("yourShip.png")
enemyShipImage = Image.load("enemy1.png")
yourBulletImage = Image.load("bullet.png")
enemyBulletImage = Image.load("enemyBullet.png")
--explosionImage1 = Image.load("explosion1.png")
--explosionImage2 = Image.load("explosion2.png")
--explosionImage3 = Image.load("explosion3.png")
background = Image.load("background.png")
--gameOver = Image.load("gameOver.png")

--load sounds
bulletFire = Sound.load("PHOTON.wav")

--set bounds
YSBoundX = 0
YSBoundY = 0
YSBoundMX = 18
YSBoundMY = 11
YSBoundCMX = 0
YSBoundCMY = 0

ES1BoundX = 0
ES1BoundY = 0
ES1BoundCMX = 0
ES1BoundCMY = 0
ESBoundMX = 17
ESBoundMY = 21

--set globals
score = 0
GameRun = 0
loopNum = 0
bulletNotFired = true

function testFireSound()
if GameRun==1 then
if Controls.read():cross() then
if bulletNotFired==true then
bulletFire:play()
bulletNotFired=false
end
end
end
end

function moveMyShip()
if GameRun==1 then
if Controls.read():right() then
YSBoundX = YSBoundX+10
end
if Controls.read():left() then
YSBoundX = YSBoundX-10
end
if Controls.read():up() then
YSBoundY = YSBoundY-10
end
if Controls.read():down() then
YSBoundY = YSBoundY+10
end
end
end

GameRun = 1
if GameRun==1 then
while not Controls.read():start() do
screen:blit(0, 0, background, 0, 0, background:width(), background:height(), false)
screen:blit(YSBoundX, YSBoundY, yourShipImage)
testFireSound()
moveMyShip()
screen.flip()
screen.waitVblankStart()
bulletNotFire=true
end
end



--System.usbDiskModeDeactivate()


Moving seems laggy and slow on the psp, any ideas?


Last edited by DiabloTerrorGF on Tue Aug 23, 2005 1:16 pm; edited 1 time in total
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Shine



Joined: 03 Dec 2004
Posts: 728
Location: Germany

PostPosted: Sat Aug 20, 2005 4:47 pm    Post subject: Reply with quote

Controls.read() needs some time. Save the value returned from this function and call the test functions on the return value (e.g. pad=Controls.read(); if pad:right() ... if pad:top() ...)
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DiabloTerrorGF



Joined: 15 Jul 2005
Posts: 64

PostPosted: Sun Aug 21, 2005 2:02 am    Post subject: Reply with quote

rawr, that helped, thanks.
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DiabloTerrorGF



Joined: 15 Jul 2005
Posts: 64

PostPosted: Tue Aug 23, 2005 1:12 pm    Post subject: Reply with quote

My sound only seems to play once now... what did I do?

Code:
--[[DiabloTerrorGF]]
System.usbDiskModeActivate()

--load graphics
yourShipImage = Image.load("yourShip.png")
enemyShipImage = Image.load("enemy1.png")
yourBulletImage = Image.load("bullet.png")
enemyBulletImage = Image.load("enemyBullet.png")
--explosionImage1 = Image.load("explosion1.png")
--explosionImage2 = Image.load("explosion2.png")
--explosionImage3 = Image.load("explosion3.png")
background = Image.load("background.png")
--gameOver = Image.load("gameOver.png")

--load sounds
bulletFire = Sound.load("PHOTON.wav")

--set bounds
YSBoundX = 0
YSBoundY = 0
YSBoundMX = 18
YSBoundMY = 11
YSBoundCMX = 0
YSBoundCMY = 0

ES1BoundX = 0
--[[ES2BoundX = 0
ES3BoundX = 0
ES4BoundX = 0
ES5BoundX = 0
ES6BoundX = 0
ES7BoundX = 0
ES8BoundX = 0
ES9BoundX = 0
ES10BoundX = 0
ES11BoundX = 0
ES12BoundX = 0]]
ES1BoundY = 0
--[[ES2BoundY = 0
ES3BoundY = 0
ES4BoundY = 0
ES5BoundY = 0
ES6BoundY = 0
ES7BoundY = 0
ES8BoundY = 0
ES9BoundY = 0
ES10BoundY = 0
ES11BoundY = 0
ES12BoundY = 0]]
ES1BoundCMX = 0
--[[ES2BoundCMX = 0
ES3BoundCMX = 0
ES4BoundCMX = 0
ES5BoundCMX = 0
ES6BoundCMX = 0
ES7BoundCMX = 0
ES8BoundCMX = 0
ES9BoundCMX = 0
ES10BoundCMX = 0
ES11BoundCMX = 0
ES12BoundCMX = 0]]
ES1BoundCMY = 0
--[[ES2BoundCMY = 0
ES3BoundCMY = 0
ES4BoundCMY = 0
ES5BoundCMY = 0
ES6BoundCMY = 0
ES7BoundCMY = 0
ES8BoundCMY = 0
ES9BoundCMY = 0
ES10BoundCMY = 0
ES11BoundCMY = 0
ES12BoundCMY = 0]]
ESBoundMX = 17
ESBoundMY = 21

--set globals
score = 0
GameRun = 0
loopNum = 0
bulletNotFired = true
pad = 0


function moveMyShip()
if GameRun==1 then
pad=Controls.read()
if pad:right() then
YSBoundX = YSBoundX+10
end
if pad:left() then
YSBoundX = YSBoundX-10
end
if pad:up() then
YSBoundY = YSBoundY-10
end
if pad:down() then
YSBoundY = YSBoundY+10
end
if pad:cross() then
if bulletNotFired then
  bulletFire:play()
  bulletNotFired=false
 end
end
if pad:start() then
loopNum = 0
end
end
end

GameRun = 1
loopNum = 1
if GameRun==1 then
while loopNum==1 do
screen:blit(0, 0, background, 0, 0, background:width(), background:height(), false)
screen:blit(YSBoundX, YSBoundY, yourShipImage)
bulletNotFire=true
moveMyShip()
screen.flip()
screen.waitVblankStart()
end
end

System.usbDiskModeDeactivate()
dofile("index.lua")
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nevyn



Joined: 31 Jul 2005
Posts: 136
Location: Sweden

PostPosted: Tue Aug 23, 2005 5:58 pm    Post subject: Reply with quote

(solved this with gf over aim)

Just a general advice, one that Shine also recommends often: If you have weird problems with your code, look through it the way it would be interpreted, follow the thread of execution. In the above example, one would see that the if statement checks for a certain boolean. Following the thread of execution through the main loop, one would see that that boolean is never reset to true, because of a spelling mistake. (doing a search through the document for the offending variable would work too. This is a good idea in Lua, as it's not an error to set a previously undeclared variable (that is, a misspelled one) to a value.)
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DiabloTerrorGF



Joined: 15 Jul 2005
Posts: 64

PostPosted: Wed Aug 24, 2005 1:15 pm    Post subject: Reply with quote

Yeah, thanks a lot. I'm now setting up Eclipse for my own LUA IDE that will prevent this >_<
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