forums.ps2dev.org Forum Index forums.ps2dev.org
Homebrew PS2, PSP & PS3 Development Discussions
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

error: (a nil value)

 
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Lua Player Development
View previous topic :: View next topic  
Author Message
mako



Joined: 21 Feb 2006
Posts: 4

PostPosted: Tue Feb 21, 2006 8:22 am    Post subject: error: (a nil value) Reply with quote

Okay, so I can load pictures alright, but no matter what I try and change and mess about with, I can't get:

arial = Font.load("arial.ttf")

to work

I always get:

error: index.lua:10: attempt to index global `Font' (a nil value)


The font file's most defintely in the right directory, as I can load normal pictures without fail. I've tried everything. I'm using the windows LuaPlayer. Please tell me this is not a problem...


Oh and one more thing: I tried doing the cygwin tut, got up until the last step, and it told me when I tried to build it for windows: it comes up with some errors on luacontrols and missing headers and stuff like that...

Any help is gladly appreciated...
Back to top
View user's profile Send private message
fullerlee



Joined: 03 Nov 2005
Posts: 54

PostPosted: Tue Feb 21, 2006 8:42 am    Post subject: Reply with quote

TTF support (v0.16) is not available in windows luaplayer (v 0.14).

See: http://www.luaplayer.org/

Lee
Back to top
View user's profile Send private message
mako



Joined: 21 Feb 2006
Posts: 4

PostPosted: Tue Feb 21, 2006 8:47 am    Post subject: Reply with quote

thank alot. How can I edit the code to prevent this error every time arial is called as a font? Can I use a different font extension? Can I somehow leave it as default. I don't wanna go through the whole code and replace "arial" with whatever I'd need...
Back to top
View user's profile Send private message
fullerlee



Joined: 03 Nov 2005
Posts: 54

PostPosted: Tue Feb 21, 2006 8:58 am    Post subject: Reply with quote

I also do all my testing on the windows luaplayer, and because of that, I have avoided using any of the 0.16 features such as TTF.

If you want to write text to the screen, you'll either have to use screen:print (basic monospaced 8pixel font) or use a bitmap font (someone released a bitmap font library a while ago here).
http://forums.ps2dev.org/viewtopic.php?t=4712&highlight=bitmap+font

If you want to be able to test on the windows luaplayer whilst still using 0.16 features on the PSP, the way I see it you have 2 choices:

1. Add the features yourself to the windows luaplayer binary (non-trivial).
2. Stub out the missing functions in a seperate .lua file, and remove the stub file when deploying to PSP.

e.g. Create a function:
Code:

function Font.load(fontName)
   io.write("Stubbed font load function.\n")
end
Back to top
View user's profile Send private message
youresam



Joined: 06 Nov 2005
Posts: 87

PostPosted: Tue Feb 21, 2006 9:27 am    Post subject: Reply with quote

-ignore this post-
Back to top
View user's profile Send private message AIM Address
mako



Joined: 21 Feb 2006
Posts: 4

PostPosted: Tue Feb 21, 2006 1:55 pm    Post subject: Reply with quote

fullerlee wrote:
I also do all my testing on the windows luaplayer, and because of that, I have avoided using any of the 0.16 features such as TTF.

If you want to write text to the screen, you'll either have to use screen:print (basic monospaced 8pixel font) or use a bitmap font (someone released a bitmap font library a while ago here).
http://forums.ps2dev.org/viewtopic.php?t=4712&highlight=bitmap+font

If you want to be able to test on the windows luaplayer whilst still using 0.16 features on the PSP, the way I see it you have 2 choices:

1. Add the features yourself to the windows luaplayer binary (non-trivial).
2. Stub out the missing functions in a seperate .lua file, and remove the stub file when deploying to PSP.

e.g. Create a function:
Code:

function Font.load(fontName)
   io.write("Stubbed font load function.\n")
end


thx for the pointers. I don't quite understand what you mean with stubbing out the functions. What I did now was find and replace, it's simple enough, I just hope that the .ttf is the only problem I'll be experiencing...

Thx fo rthe help again! :)


€DIT: Is there anything I can do to slow that shit down? I tap down and it's already at the bottom :(
Back to top
View user's profile Send private message
fullerlee



Joined: 03 Nov 2005
Posts: 54

PostPosted: Tue Feb 21, 2006 3:16 pm    Post subject: Reply with quote

If you only want to respond once per button press (as opposed to responding each cycle if a button is down), you can either use this function (put it just after you are handling the button press, it will basically pause execution until there are no buttons pressed):
Code:

function Controls.waitpadup()
   pad=Controls.read()
   while pad:select() or pad:start() or pad:up() or pad:right() or pad:down() or pad:left() or pad:l() or pad:r() or pad:triangle() or pad:circle() or pad:cross() or pad:square() do
      screen.waitVblankStart()
      pad=Controls.read()
   end
end


Or, at the start of each cycle, you can test if the pad has changed, and only respond to events if it has:
eg:

Code:

while true do
   pad=Controls.read()
   if(pad ~= oldpad) then
      oldpad=pad

      if pad:start() then

      elseif pad:cross() then

      ---etc
      end
   end
end
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    forums.ps2dev.org Forum Index -> PSP Lua Player Development All times are GMT + 10 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001, 2005 phpBB Group