umm here this might help.
varlist = {
funct()
do stuff here... etc
end,
funct()
more stuff here
end,
etc..
}
varlist[1]() 2 3 etc.. can be called using this
You can also define functions as variables.
functionX = funct(foo)
do stuff here
end
Search found 200 matches
- Fri Sep 08, 2006 11:37 am
- Forum: PSP Lua Player Development
- Topic: args in funcs in tables
- Replies: 1
- Views: 1971
- Thu Sep 07, 2006 7:35 am
- Forum: PSP Lua Player Development
- Topic: tostring problems
- Replies: 1
- Views: 2044
- Wed Sep 06, 2006 4:48 pm
- Forum: PSP Lua Player Development
- Topic: Need help reading EBOOT.PBP file header (e.g. Title info)
- Replies: 2
- Views: 2506
- Fri Aug 11, 2006 4:53 am
- Forum: PSP Lua Player Development
- Topic: System Extension (v0.5,cpu,elf loading,mp3,zip)
- Replies: 49
- Views: 28614
- Thu Aug 10, 2006 4:56 pm
- Forum: PSP Lua Player Development
- Topic: Dynamic Function Calls
- Replies: 5
- Views: 4100
- Wed Aug 09, 2006 4:58 pm
- Forum: PSP Lua Player Development
- Topic: Dynamic Function Calls
- Replies: 5
- Views: 4100
- Wed Jul 26, 2006 5:47 am
- Forum: PSP Lua Player Development
- Topic: table instances
- Replies: 10
- Views: 5409
I used it as a refrence.. not as actual code. the reason why it has this problem is because its relational variables. Not direct data based variables. Tables, functions, threads, and (full) userdata values are objects: variables do not actually contain these values, only references to them. Assignme...
- Tue Jul 25, 2006 5:08 pm
- Forum: PSP Lua Player Development
- Topic: table instances
- Replies: 10
- Views: 5409
- Thu Jul 13, 2006 6:57 am
- Forum: PSP Lua Player Development
- Topic: LuaPlayer "bug".
- Replies: 8
- Views: 5003
SSphear you are absolutly right '\0' is used by c programmers as a char[] terminator to avoid any errors during output. The length still remains the same. Even the string behind char[] remains the same. While the data is not lost. char[] simply overwrites the data up to a certain level. What that me...
- Thu Jul 13, 2006 6:05 am
- Forum: PSP Lua Player Development
- Topic: music
- Replies: 2
- Views: 2636
- Thu Jul 13, 2006 6:00 am
- Forum: PSP Lua Player Development
- Topic: LuaPlayer "bug".
- Replies: 8
- Views: 5003
- Sat Jul 01, 2006 5:22 am
- Forum: PSP Lua Player Development
- Topic: [Controls help] Push the Up-button and the X button to...
- Replies: 4
- Views: 3581
pad = controls.read()
Code: Select all
if pad:cross() and
pad:up() then
screen:print(100, 250, "Blablabliboe", blue)
screen.flip()
end
- Sat Jun 24, 2006 7:19 am
- Forum: PSP Lua Player Development
- Topic: Problems compiling LUAPLAYER
- Replies: 7
- Views: 7172
Actually its a quite intuitive answer. sio.cpp:175: error: invalid conversion from 'int (*)(PspIoDrvFileArg*, u32, long long int, int)' to 'SceOff (*)(PspIoDrvFileArg*, SceOff, int)' SIO.CPP is not in the LUAplayer Source files. Which means they have to be the SDK especially if it is useing the SCE ...
- Fri Jun 23, 2006 5:21 am
- Forum: PSP Lua Player Development
- Topic: fighter
- Replies: 15
- Views: 6945
- Wed Jun 21, 2006 6:45 am
- Forum: PSP Lua Player Development
- Topic: Problems compiling LUAPLAYER
- Replies: 7
- Views: 7172
- Wed Jun 21, 2006 6:36 am
- Forum: PSP Lua Player Development
- Topic: Music plays choppy
- Replies: 6
- Views: 3276
- Tue Jun 20, 2006 5:15 pm
- Forum: PSP Lua Player Development
- Topic: Music plays choppy
- Replies: 6
- Views: 3276
Eliminate blitting, and use less code. Less is more!The more functions you use the slower it becomes. The less functions you use.. can also slow it down. Find the right combination. Also use the blit buffer! Only reblit changes in the picture. Never do more than that. Complex code makes it harder fo...
- Tue Jun 20, 2006 5:06 am
- Forum: PSP Lua Player Development
- Topic: Music plays choppy
- Replies: 6
- Views: 3276
The biggest problem with LUAPlayer is that it uses a single thread for almost everything. When you blit/print too many images during each frame the entire system gets choppy and slows down. In order to decrease the time between. Just remember kids Simpler is better! I do believe you should totally r...
- Mon Jun 19, 2006 12:25 pm
- Forum: PSP Lua Player Development
- Topic: LUA Version/ Platform Information
- Replies: 5
- Views: 3196
- Thu Jun 15, 2006 4:46 pm
- Forum: PSP Lua Player Development
- Topic: System.listDirectory()
- Replies: 3
- Views: 2583
- Sun Jun 11, 2006 6:59 am
- Forum: PSP Lua Player Development
- Topic: File Functions
- Replies: 13
- Views: 6073
- Fri Jun 09, 2006 4:51 am
- Forum: PSP Lua Player Development
- Topic: v0.20 Bugs
- Replies: 4
- Views: 2781
- Thu Jun 08, 2006 4:01 pm
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
- Thu Jun 08, 2006 3:59 pm
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
- Thu Jun 08, 2006 7:54 am
- Forum: PSP Lua Player Development
- Topic: v0.20 Bugs
- Replies: 4
- Views: 2781
v0.20 Bugs
Printing screen to an image -- Pre Image screen:clear(Color.new(0, 0, 0)) screen:print(0, 264, "I have text here", Color.new(255,255,255)) screen.waitVblankStart() screen.flip() ...
- Thu Jun 08, 2006 6:38 am
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
- Thu Jun 08, 2006 5:20 am
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
- Wed Jun 07, 2006 6:41 am
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
- Tue Jun 06, 2006 5:43 am
- Forum: PSP Lua Player Development
- Topic: Problem with Print()
- Replies: 11
- Views: 5927
Problem with Print()
print("string") does not work anymore?! any reasons why?
Im using v0.20 I noticed it does not work in 0.18+
Im using v0.20 I noticed it does not work in 0.18+
- Tue Jun 06, 2006 4:44 am
- Forum: PSP Lua Player Development
- Topic: Lua Player v0.20 Image.load issues
- Replies: 2
- Views: 2267