Author Topic: [Lua] CubeField  (Read 37703 times)

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Offline Chockosta

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Re: [Lua] CubeField
« Reply #75 on: November 23, 2011, 10:22:45 am »
Bump !

I just received my CX CAS (Yay !), and I noticed that this game was painfully slow on CX.
So I modified it to adjust the speed to the CX. The speed didn't change for grayscale nspires.

Could anyone tell me if this is too hard (on a CX) ?
PS : I managed to reach 9100 points !


Offline Jim Bauwens

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Re: [Lua] CubeField
« Reply #76 on: November 23, 2011, 10:26:33 am »
I would try to do some tricks with optimizing functions, like localizing variables and stuff like that.
If there are some images that can easily be replaced with fillRect and stuff like that, do it!

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Re: [Lua] CubeField
« Reply #77 on: November 23, 2011, 10:37:57 am »
I don't use images.
I only use fillPolygon...

And localisation, on the nSpire, seems to be less useful than on PC.

Offline Jim Bauwens

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Re: [Lua] CubeField
« Reply #78 on: November 23, 2011, 10:40:33 am »
Oh wait
I was thinking of bobby carrot :p

Localization really does allot for me ;)
Anyway, try to look if there is any code that can be simplified, like calculations.
I'll take a look at the source too.

Edit:
Can you share the source :D
« Last Edit: November 23, 2011, 10:42:15 am by jimbauwens »

Offline Chockosta

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Re: [Lua] CubeField
« Reply #79 on: November 27, 2011, 08:01:03 am »
Oh, I haven't seen your edit ! Sorry...

Now the speed of the cubes automatically adapts to the framerate.
So the speed is the same on CX, clickpad, or computer software.

The new release is attached, with a color screenshot...

Here is the source :
Code: [Select]
playerImg=image.new("\020\000\000\000\020\000\000\000\000\000\000\000(\000\000\000\016\000\001\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\128\000\128\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\128\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\000\128\000\128\000\128")

cubesX={1,5,7,6,4,6,4,1,3,2,3,7,8,9,1,2,3,4,2,6,7,1,9,1,2,3,4}
cubesY={1,1,1,2,2,2,3,3,3,4,4,4,5,5,5,6,6,6,7,7,7,8,8,8,9,9,9}
lastCube=1
player=0
speed=0.08
moving=false
dir=1
moveStart=0
menu=true
score=0
level=1
color={225,170,0}
rotation=0
lastTick=0
delay=0

function render(gc)
 drawHorizon(gc)
 local size,x,y,i,polygon
 for j=1,27 do
  i=(j+lastCube-2)%27+1
  size=100/(10-cubesY[i])
  x=(cubesX[i]-7-player)/(10-cubesY[i])*150-size/2
  y=5/(10-cubesY[i])*50-180
  polygon=rotate({x,y,x+size,y,x+size,y+size,x,y+size,x,y})
  if cubesY[i]>1 then
   gc:setColorRGB(color[1],color[2],color[3])
   gc:fillPolygon(polygon)
   gc:setColorRGB(0,0,0)
   gc:drawPolyLine(polygon)
  end
  if y+size>3 and y<17 then
   if x<6 and x+size>-6 then
    menu=true
    score=math.floor(score)
   end
  end
 end
end

function rotate(p)
 local s,c=math.sin(rotation),math.cos(rotation)
 return {p[1]*c-p[2]*s+159,p[1]*s+p[2]*c+202,p[3]*c-p[4]*s+159,p[3]*s+p[4]*c+202,p[5]*c-p[6]*s+159,p[5]*s+p[6]*c+202,p[7]*c-p[8]*s+159,p[7]*s+p[8]*c+202,p[9]*c-p[10]*s+159,p[9]*s+p[10]*c+202}
end

function updateCubes()
 local step=menu and 0.06 or speed
 for i=1,27 do
  cubesY[i]=cubesY[i]+step*delay/30
  if cubesY[i]>10 then
   if score%1000<800 then
    cubesX[i]=math.random(0,140)/10+player
   else
    cubesX[i]=math.random(0,140)/200+player+(i-1)%2*5+4.1
   end
   cubesY[i]=cubesY[i]-9
   lastCube=lastCube==1 and 27 or lastCube-1
  end
 end
end

function updateMove()
 if moving then
  player=player+0.07*dir*delay/30
  if math.abs(rotation)<0.15 or dir==rotation/math.abs(rotation) then
   rotation=rotation-0.005*dir*delay/30
  end
  if timer.getMilliSecCounter()-moveStart>=150 then
   moving=false
  end
 else
  if math.abs(rotation)>0.005 then
   rotation=rotation-0.005*rotation/math.abs(rotation)*delay/30
  end
 end
end

function drawPlayer(gc)
 if not menu then
  gc:drawImage(playerImg,149,192)
 end
end

function drawHorizon(gc)
 local s,c=math.sin(rotation),math.cos(rotation)
 gc:setColorRGB(0,0,0)
 gc:drawLine(s*142-c*200+159,202-c*142-s*200,c*200+s*142+159,s*200-c*142+202)
end

function drawMenu(gc)
 if menu then
  gc:setColorRGB(0,0,0)
  gc:setFont("sansserif","r",30)
  gc:drawString("CubeField",80,10,"top")
  gc:setFont("sansserif","b",12)
  gc:drawString("Press Enter",115,150,"top")
  local highscore=var.recall("highscore")
  if not highscore then
   var.store("highscore",0)
   highscore=0
  end
  if score>highscore then
   var.store("highscore",score)
   document.markChanged()
  end
  local str="Score : "..tostring(score).."              Highscore : "..tostring(highscore)
  gc:drawString(str,159-gc:getStringWidth(str)/2,100,"top")
 end
end

function drawScore(gc)
 if not menu then
  gc:setColorRGB(0,0,0)
  gc:setFont("sansserif","r",12)
  gc:drawString(tostring(math.floor(score)),2,0,"top")
  if score%1000>950 then
   gc:setFont("sansserif","r",30)
   gc:drawString("Speed Up !",80,10,"top")
  end
 end
end

function levelUp()
 speed=speed+0.02
 level=level+1
 if (level-1)%5==0 then
  color={225,170,0}
 elseif (level-1)%5==1 then
  color={0,0,255}
 elseif (level-1)%5==2 then
  color={100,100,100}
 elseif (level-1)%5==3 then
  color={90,255,0}
 elseif (level-1)%5==4 then
  color={255,255,255}
 end
end

function on.paint(gc)
 render(gc)
 drawPlayer(gc)
 drawMenu(gc)
 drawScore(gc)
 gc:setColorRGB(0,0,0)
 gc:setFont("sansserif","r",8)
 gc:drawString("Lua CubeField - Par Loic Pujet",10,200,"top")
 updateFPS()
 timer.start(0.01)
end

function on.timer()
 timer.stop()
 updateCubes()
 updateMove()
 if not menu then
  score=score+delay/30
  if score>level*1000 then
   levelUp()
  end
 end
 platform.window:invalidate()
end

function on.enterKey()
 if menu then
  menu=false
  speed=0.08
  moving=false
  score=0
  level=1
  color={225,170,0}
  for i=1,27 do
   cubesY[i]=cubesY[i]-5
  end
 end
end

function on.arrowLeft()
 if not menu then
  dir=-1
  moving=true
  moveStart=timer.getMilliSecCounter()
 end
end

function on.arrowRight()
 if not menu then
  dir=1
  moving=true
  moveStart=timer.getMilliSecCounter()
 end
end

function on.charIn(ch)
 if ch=="6" then
  on.arrowRight()
 elseif ch=="4" then
  on.arrowLeft()
 end
end

function updateFPS()
 delay=timer.getMilliSecCounter()-lastTick
 delay=delay<300 and delay or 0
 lastTick=timer.getMilliSecCounter()
end

Offline Jim Bauwens

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Re: [Lua] CubeField
« Reply #80 on: November 28, 2011, 03:27:16 am »
What I do in my code if I use a table value quite often in function is localize it (local x = cubes[x ]).
This way accessing the variable is much faster.

And it really helps ;)
« Last Edit: November 28, 2011, 03:27:27 am by jimbauwens »

Offline Chockosta

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Re: [Lua] CubeField
« Reply #81 on: November 28, 2011, 12:05:38 pm »
Thats a really useful habit. (+1)

I haven't anymore speed problems with CubeField, but this will help me for other projects.
I will try to remember that. Thanks. :)
« Last Edit: November 28, 2011, 12:06:07 pm by Chockosta »

Offline Jim Bauwens

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Re: [Lua] CubeField
« Reply #82 on: November 29, 2011, 06:59:42 am »
Thanks :)
I'm glad that you have solved all your issue's too :)

Offline DJ Omnimaga

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Re: [Lua] CubeField
« Reply #83 on: December 25, 2011, 10:12:51 pm »
I like the new update. Two suggestions I got are:

-Allow going behind blocks. Right now we have to wait until we're about 4 steps away from a block before being able to move behind it, else we die.
-Add a minimum value for the space between the two blocks appearing at once, so we don't end up stuck in dead-ends as much or without enough space to go between two blocks.

Offline Jonius7

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Re: [Lua] CubeField
« Reply #84 on: January 17, 2012, 02:01:17 am »
-Add a minimum value for the space between the two blocks appearing at once, so we don't end up stuck in dead-ends as much or without enough space to go between two blocks.
I think the original cubefield allowed cubes to get as close as touching edges with each other, but not overlapping. That could be something to consider.
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Offline Chockosta

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Re: [Lua] CubeField
« Reply #85 on: January 17, 2012, 01:24:18 pm »
-Allow going behind blocks. Right now we have to wait until we're about 4 steps away from a block before being able to move behind it, else we die.
This would be quite hard to do. I would have to change my collision detection. And since my blocks are squares and not cubes, they dont have a defined thickness. (I'm not sure this is the correct word)
-Add a minimum value for the space between the two blocks appearing at once, so we don't end up stuck in dead-ends as much or without enough space to go between two blocks.
This is possible, but I think it would possibly become too easy. I will test this.
« Last Edit: January 17, 2012, 01:25:43 pm by Chockosta »

Offline AzNg0d1030

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Re: [Lua] CubeField
« Reply #86 on: January 18, 2012, 10:06:58 pm »
Do you think using the 3D engine thing you've been using, that you could make the blocks 3D?
Also, do you plan on making the game so that in between the levels are those criss cross paths? (And then later the colors become black and green?)
You just lost the game.



Offline Chockosta

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Re: [Lua] CubeField
« Reply #87 on: January 19, 2012, 12:10:25 pm »
My 3D engine is too slow for that, it wouldn't be a good idea to use it.

About criss cross paths, I can try... But now I'm working on others projects, so you have to wait a bit :)

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Re: [Lua] CubeField
« Reply #88 on: January 20, 2012, 06:33:25 pm »
My 3D engine is too slow for that, it wouldn't be a good idea to use it.

About criss cross paths, I can try... But now I'm working on others projects, so you have to wait a bit :)
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Re: [Lua] CubeField
« Reply #89 on: February 09, 2012, 06:18:21 am »
It is a great project that has been nicely done. I checked the other day, it is in the top 10 files downloaded in the last 7 days in the Ti-nspire section of ticalc.org. Well done!
« Last Edit: February 09, 2012, 06:19:02 am by Jonius7 »
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