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Messages - flyingfisch
Pages: 1 ... 58 59 [60] 61 62 ... 119
886
« on: January 05, 2012, 01:53:35 pm »
Cool! (I cant wait for Monday )
887
« on: January 05, 2012, 01:47:58 pm »
Oh cool!
So we can start uploading?
EDIT: Why is registration disabled? is the download center not ready yet?
888
« on: January 05, 2012, 01:46:17 pm »
you guys have a circle command i mentioned arcs because thats how we have to draw circles @ flyingfisch: did you download it off of ticalc, because the new version is wayyyyy better, i mean its like comparing Windows 3.1 to Windows7 anyway im probably going to upload a prerelease version for poeple to test out and comment on very soon here, like maybe tonight. anyway have fun this is a fun type of project
New version??? Youll have to tell me where it is
889
« on: January 05, 2012, 01:03:02 pm »
I know that! I'm the guy who forc'd Veb to make that! :p and with table = {"a" = 5}, we can make table.a = 5, I saw that with trying to make a tilemapper engine...
I was responding to nick... sorry for the miscommunication What does mean "EZ menus"?
Easy menus. Kind of like CASIO-BASIC menus. is there a big difference between luaFX and Nspire lua? otherwise this gui from jwalker could be really useful
I dont think there is a very big difference, and I am looking at jwalkers code right now
890
« on: January 05, 2012, 11:36:41 am »
key(0) returns true if one or more keys are pressed.
891
« on: January 05, 2012, 11:30:43 am »
Yay, CK works here! Do you want just the addins, or whole files?
I'm guessing he's gonna want anything we can salvage
892
« on: January 05, 2012, 11:29:22 am »
ooh, i just took a look at it, and can't you remake that
if key(1) then parse = parse .. "0" end if key(2) then parse = parse .. "." end if key(4) then parse = parse .. "-" end etc etc to a table like this:
parsetable = { ["1"]="0", ["2"]=".", etc.. } or isn't that possible in luaFX? it would be a lot smaller than now, so you don't need all those statements, just
parse..parsetable[tostring(key)] Ok, so this is using classes? does it work with the classes now? sounds great, now you're sort of the inventor of classes for casio lol
Just for LuaFX! :p
OW, 208 posts already?
What do you mean by "Just for LuaFX"?
893
« on: January 05, 2012, 11:16:20 am »
Yes, please explain... Is that your mom or brother?
894
« on: January 05, 2012, 11:14:29 am »
does it work with the classes now? sounds great, now you're sort of the inventor of classes for casio lol
looks good, and it might be alpha-of-alpha, but you have to start somewhere.. i wish you good luck with it (not sarcastic or ironically meant xp )
I understand how its meant Yep, It does work with classes. I added a repo on GitHub for this project: https://github.com/flyingfisch/CalGUI
895
« on: January 05, 2012, 10:19:12 am »
The principle of classes / objects is simple : you can make copies of it, you can duplicate much much time and reach a certain amount of variables that you can't manage without (or with arrays but ... well you get it). An object represents a bunch of preperties and a bunch of methods ALL related to this "kind" of object. That way you won't have troubles to find other function names for this, this or that. Here is an example : "vector1_toString", "vector2_toString" etc... this is bad and painful, just define it once and call the object "vector" and the method name "toString", then, make bunch of that object.
This is a general approach. Now, I'm giving you a _real_ example : Imagine a bunch of aliens sprites and a spaceship (space invaders thus). How are you going to store each aliens positions ? You can make two arrays, one for x, one for y. Ok. But then you have to manage somthing else : the spaceship position. Another varname x and another y. You reached 2 arrays and 2 vars. Now let's see with classes : An array of "SpaceShipSprite" objects (aliens), and another "SpaceShipSprite" object for the space ship. Each position is object.x and object.y (for example) and you only have to manage 1 array and 1 object.
You see now ?
Secondly, classes makes your code looking clever, sperated in multiple files, each file is related for one object and co..
Oh, wow, I've been wondering how to do this for a while! Now I understand what classes are for! THX!!!!
896
« on: January 05, 2012, 10:16:28 am »
NOTE: I am posting this in PRIZM projects, but since there is no LuaFX for PRIZM yet, it would be nice to have a LuaFX/AFX projects section I have been meaning to make a GUI library for a while and have only now found the time, so here it is in alpha-of-an-alpha Available functions: * Lua Classes (thanks to adriweb for code) * Input text (missing in the originl luaFX) Planned functions to be included: * Buttons * Window Manager * EZ Menus * Dialog boxes * Radio Buttons * Check Boxes * More Since this project is free and open source, and you are free to fork it if you want, here is the code: EDIT: Added a GitHub repo-- locals local line = graydraw.line local wait = misc.wait local setcolor = graydraw.setcolor local text = graydraw.text local exitprog = misc.exit local print = nbdraw.print local find = string.find local setCursor = nbdraw.setcursor local strsub = string.sub local strlen = string.len
--[[-- CalGUI (Pronounced Cal-gew-ey), a GUI library for LuaFX By flyingfisch Last Updated 1/05/2012 This project is free and open source. --]]--
--[[-- Class definition system Borrowed from LuaNspire Thanks to adriweb for code --]]-- class = function(prototype) local derived = {} local derivedMT = { __index = prototype, __call = function(proto, ...) local instance = {} local instanceMT = { __index = derived, __call = function() return nil, "ERROR: Attempt to invoke an instance of a class" end, } setmetatable(instance, instanceMT) if instance.init then instance:init(...) end return instance end, } setmetatable(derived, derivedMT) return derived end
--[[-- Input text system --]]-- function input() setcolor(false) --set 5-color mode "false" i = 1 parse = "" print(parse .. "_") --keystrokes while not key(5) do repeat --non-alpha: if alpha == 0 then if key(1) then parse = parse .. "0" end if key(2) then parse = parse .. "." end if key(4) then parse = parse .. "-" end if key(6) then parse = parse .. "1" end if key(7) then parse = parse .. "2" end if key(8) then parse = parse .. "3" end if key(9) then parse = parse .. "+" end if key(10) then parse = parse .. "-" end if key(11) then parse = parse .. "4" end if key(12) then parse = parse .. "5" end if key(13) then parse = parse .. "6" end if key(14) then parse = parse .. "*" end if key(15) then parse = parse .. "/" end if key(16) then parse = parse .. "7" end if key(17) then parse = parse .. "8" end if key(18) then parse = parse .. "9" end if key(19) then parse = strsub(parse,1,#parse-1) end if key(33) then alpha = 1 end --alpha: else if key(1) then parse = parse .. "z" end if key(2) then parse = parse .. " " end if key(3) then parse = parse .. [["]] end if key(6) then parse = parse .. "u" end if key(7) then parse = parse .. "v" end if key(8) then parse = parse .. "w" end if key(9) then parse = parse .. "x" end if key(10) then parse = parse .. "y" end if key(11) then parse = parse .. "p" end if key(12) then parse = parse .. "q" end if key(13) then parse = parse .. "r" end if key(14) then parse = parse .. "s" end if key(15) then parse = parse .. "t" end if key(16) then parse = parse .. "m" end if key(17) then parse = parse .. "n" end if key(18) then parse = parse .. "o" end if key(19) then parse = strsub(parse,1,#parse-1) end if key(21) then parse = parse .. "g" end if key(22) then parse = parse .. "h" end if key(23) then parse = parse .. "i" end if key(24) then parse = parse .. "j" end if key(25) then parse = parse .. "k" end if key(26) then parse = parse .. "l" end if key(27) then parse = parse .. "a" end if key(28) then parse = parse .. "b" end if key(29) then parse = parse .. "c" end if key(30) then parse = parse .. "d" end if key(31) then parse = parse .. "e" end if key(32) then parse = parse .. "f" end if key(34) then parse = parse .. "r" end if key(33) then alpha = 0 end end wait(2) --interrupt until key(0)
clear nil setCursor(1,1) print(parse .. "_")
refresh
if key(5) then break end --check for EXE wait(3) end end
897
« on: January 05, 2012, 09:43:12 am »
OK, so now my question is, what is so special about classes and how can I take advantage of them? And thanks for answering all my stupid questions jimbauwens
898
« on: January 05, 2012, 09:30:32 am »
0 -> world
899
« on: January 05, 2012, 09:24:54 am »
How hard is it to set something like this up? I would like to try it.... maybe
900
« on: January 05, 2012, 09:19:13 am »
lol... little bro?
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