Hello. I Decided that I needed a Lua help topic too. Plus, Kerm suggested it.

This is my port of Bloxorz. I used lines instead of filled polygons because you haven't implemented that yet. You can move the block around and stuff, but if you fall off, it has a never ending loop of red flashes(here is what it is supposed to do:http://www.ticalc.org/archives/files/ss/827/82718.gif) Also, if you're playing and you hit enter it, goes back to the prompt with an error. Plus, at the level selector screen, the block and "Moves:" flickers, and when you are playing they flicker also. If you can help with any of these, it would be greatly appreciated.

http://www.mediafire.com/download.php?nwx5dt33jq13ly2
:: For the flickering, you fastcopy halfway through drawgame(), then at the end of drawgame(), so it's going to flash the partially-drawn version before the completed version that includes the "Moves:" text. You should probably remove the first fastcopy.

:: For the infinite red on death, here's the code that is supposed to handle things:
Code:
   --if done then
      --gc:setAlpha(alpha)
   --end
   if alpha <= 0 then
      alpha = 255
      if win then
         level = level + 1
         if level>16 then
            level = 16
            finished = true
         end
         if level>levelreached then
            levelreached = level
         end
         var.store("levelreached",levelreached)
      end
   end
The alpha variable is used as a sort of counter until the red fade is finished. It should go from 255 down to 0, then you either win or lose. Without inspecting your code closer, I can't tell you why alpha doesn't get decremented. Make sure it gets decremented once per drawgame() if done == true and alpha > 0.

:: [Enter] goes back to a prompt with an error: What error?
Error is:


Code:
:417: attempt to index global 'var' (a nil value)
*Bump*

New code:
http://pastebin.com/nS7qNdFU

Now the "Level:" and the map are flickering. I'm still trying to figure out the death redscreen.

Edit: I still can't find what's wrong with pressing EXE while playing.

Error:

Code:
:414: attempt to index global 'var' (a nil value)
Take a look at line 414 in the code: var.store and all that fun stuff. No such thing in LuaZM, remember?
KermMartian wrote:
Take a look at line 414 in the code: var.store and all that fun stuff. No such thing in LuaZM, remember?

I already commented that out. Now it goes to the next level when you press exe. Every time you press exe. It won't put the block at the starting point of the next level.

Edit: Some things are still flickering, and when you keep pressing exe to go to the next level, when you get to 16, it freezes, and I have to reset my calc. I don't know what to fix, but here is my code:


Code:
a = 1
level = 1
levelreached = 1
moves = 0
totalmoves = 0
game = false
finished = false
   alpha = 384
   levelreached = 1
   scroll = 90
   alpha = 384
   leftscroll = false
   rightscroll = false
   --tile = {0,4,5,10,20,6,14,0}
   tile = {0,84,6,94,21,92,15,82}
   tilechange = {0,84,6,94,21,92,15,82}
   tilesel = {0,42,3,47,10,46,7,41}
   tilechangesel = {0,42,3,47,10,46,7,41}
floormap = {
   --level 1
   {{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
   {1,1,1,1,1,1,0,0,0,0,0,0,0,0,0},
   {1,1,1,1,1,1,1,1,1,0,0,0,0,0,0},
   {0,1,1,1,1,1,1,1,1,1,0,0,0,0,0},
   {0,0,0,0,0,1,1,2,1,1,0,0,0,0,0},
   {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {8,7},1,{1,1,1,1,1,1,1},{2,4,2,4}},
   --level 2
   {{0,0,0,0,0,0,1,1,1,1,0,0,1,1,1},
   {1,1,1,1,0,0,1,1,4,1,0,0,1,2,1},
   {1,1,3,1,0,0,1,1,1,1,0,0,1,1,1},
   {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
   {1,1,1,1,0,0,1,1,1,1,0,0,1,1,1},
   {1,1,1,1,0,0,1,1,1,1,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {14,2},2,{3,3,2,5,5,5,6,1},{9,2,2,5,11,5,12,1},{2,5,2,5}},
   --level 3
   {{0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
   {1,1,1,1,0,0,1,1,1,0,0,1,1,0,0},
   {1,1,1,1,1,1,1,1,1,0,0,1,1,1,1},
   {1,1,1,1,0,0,0,0,0,0,0,1,1,2,1},
   {1,1,1,1,0,0,0,0,0,0,0,1,1,1,1},
   {0,0,0,0,0,0,0,0,0,0,0,0,1,1,1},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {14,4},1,{1,1,1,1,1,1,1,1},{2,4,2,4}},
   --level 4
   {{0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
   {0,0,0,5,5,5,5,5,5,5,0,0,0,0,0},
   {1,1,1,1,0,0,0,0,0,1,1,1,0,0,0},
   {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
   {1,1,1,0,0,0,0,0,0,0,1,1,0,0,0},
   {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
   {1,1,1,0,0,1,1,1,1,5,5,5,5,5,0},
   {0,0,0,0,0,1,2,1,0,0,5,5,1,5,0},
   {0,0,0,0,0,1,1,1,0,0,5,5,5,5,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {7,8},1,{1,1,1,1,1,1,1,1},{2,6,2,6}},
   --level 5
   {{0,0,0,0,0,0,0,0,0,0,0,1,1,1,1},
   {0,1,1,1,1,1,1,1,3,1,1,1,1,1,1},
   {0,1,1,1,1,0,0,0,0,0,0,0,1,1,1},
   {0,1,1,3,1,0,0,0,0,0,0,0,0,0,0},
   {0,1,1,1,1,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,1,1,1,3,1,1,1,1,1,1,0,0},
   {0,0,0,0,0,0,0,0,0,0,1,1,1,1,3},
   {1,1,1,0,0,0,0,0,0,0,1,1,1,1,1},
   {1,2,1,1,1,1,1,1,1,1,1,1,1,0,0},
   {1,1,1,1,0,0,0,0,0,0,0,0,0,0,0},
   {2,9},4,{9,2,2,2,6,2,7,2},{4,4,2,9,6,9,7,1},{7,6,2,9,6,9,7,0},{15,7,2,9,6,9,7,2},{14,2,14,2}},
   --level 6
   {{0,0,0,0,0,1,1,1,1,1,1,0,0,0,0},
   {0,0,0,0,0,1,0,0,1,1,1,0,0,0,0},
   {0,0,0,0,0,1,0,0,1,1,1,1,1,0,0},
   {1,1,1,1,1,1,0,0,0,0,0,1,1,1,1},
   {0,0,0,0,1,1,1,0,0,0,0,1,1,2,1},
   {0,0,0,0,1,1,1,0,0,0,0,0,1,1,1},
   {0,0,0,0,0,0,1,0,0,1,1,0,0,0,0},
   {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
   {0,0,0,0,0,0,1,1,1,1,1,0,0,0,0},
   {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
   {14,5},1,{1,1,1,1,1,1,1,1},{1,4,1,4}},
   --level 7
   {{0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
   {0,0,0,0,0,0,0,0,1,1,1,1,0,0,0},
   {1,1,1,0,0,0,0,0,1,0,0,1,1,1,1},
   {1,1,1,1,1,1,1,1,1,0,0,0,1,2,1},
   {1,1,1,0,0,0,0,1,1,4,0,0,1,1,1},
   {1,1,1,0,0,0,0,1,1,1,0,0,1,1,1},
   {0,1,1,0,0,0,0,1,0,0,0,0,0,0,0},
   {0,0,1,1,1,1,1,1,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {14,4},1,{10,5,1,7,4,1},{2,4,2,4}},
   --level 8
   {{0,0,1,1,1,1,0,0,0,0,0,0,0,0,0},
   {0,0,1,2,1,1,0,0,0,0,0,0,0,0,0},
   {0,0,1,1,1,0,0,0,0,0,0,0,0,0,0},
   {0,0,1,0,0,0,1,1,1,1,1,1,0,0,0},
   {0,0,1,0,0,0,1,1,0,0,1,1,0,0,0},
   {0,1,1,1,1,1,1,1,0,0,1,1,1,0,0},
   {0,0,0,0,0,0,1,3,0,0,0,0,1,0,0},
   {0,0,0,0,0,0,1,1,1,1,0,0,1,0,0},
   {0,0,0,0,0,0,1,1,1,1,1,1,1,0,0},
   {0,0,0,0,0,0,0,0,0,1,1,1,0,0,0},
   {4,2},1,{8,7,2,1,6,2,6,0},{2,6,2,6}},
   --level 9
   {{0,0,0,0,0,0,0,0,0,0,0,0,0,4,0},
   {0,0,0,0,0,0,1,1,1,0,0,1,1,1,0},
   {0,0,0,0,0,0,1,4,1,1,1,1,1,0,0},
   {0,0,0,0,1,1,1,1,1,0,0,1,1,0,0},
   {0,0,0,0,1,2,1,0,0,0,0,1,1,0,0},
   {0,1,1,1,1,1,1,0,0,0,1,1,1,1,0},
   {0,1,1,1,1,0,0,0,0,0,1,1,1,1,0},
   {0,1,1,1,1,0,0,1,1,1,1,1,0,0,0},
   {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
   {0,0,0,0,0,0,1,1,1,0,0,0,0,0,0},
   {6,5},2,{14,1,1,5,8,1,2},{8,3,1,3,14,1,2},{4,7,4,7}},
   --level 10
   {{1,1,1,5,1,1,1,1,5,1,1,1,1,0,0},
   {1,1,0,0,0,0,0,0,0,0,1,1,1,0,0},
   {1,1,0,0,0,0,0,0,0,0,0,1,1,1,0},
   {1,1,1,0,0,0,1,1,1,0,0,1,1,1,0},
   {1,1,1,5,5,5,1,2,1,0,0,1,1,1,0},
   {1,1,1,0,0,5,1,1,1,0,0,1,1,1,0},
   {0,0,1,0,0,5,5,5,5,5,1,1,0,0,0},
   {0,0,1,1,1,5,5,1,5,5,5,0,0,0,0},
   {0,0,0,1,1,5,5,5,5,5,5,0,0,0,0},
   {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
   {8,5},1,{1,1,1,1,1,1},{13,4,13,4}},
   --level 11
   {{0,0,0,0,0,0,0,0,1,1,1,0,0,0,0},
   {0,0,0,1,1,1,0,0,1,1,1,0,0,0,0},
   {1,0,0,1,1,1,1,1,1,1,1,1,1,1,0},
   {1,0,0,1,1,1,0,0,0,0,0,0,4,1,0},
   {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
   {1,0,0,0,0,0,0,0,0,0,0,0,1,1,0},
   {1,0,0,0,0,0,0,0,1,1,1,1,1,1,0},
   {1,1,1,1,1,0,0,0,1,1,1,0,0,0,0},
   {0,1,1,2,1,0,0,0,1,1,1,0,0,0,0},
   {0,0,1,1,1,0,0,0,1,1,1,1,1,4,0},
   {4,9},2,{13,4,2,3,2,3,3,2},{14,10,2,4,2,4,3,2},{5,3,5,3}},
   --level 12
   {{1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
   {1,1,1,1,1,1,1,1,1,0,0,0,1,1,1},
   {1,1,1,0,0,0,0,0,1,1,1,1,1,2,1},
   {1,1,1,0,0,0,0,0,0,0,0,0,4,4,1},
   {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
   {1,1,1,0,0,0,0,0,0,0,0,0,0,0,0},
   {1,1,1,0,0,0,0,1,1,1,1,1,4,0,0},
   {1,1,1,1,1,1,1,1,0,0,0,1,1,0,0},
   {1,3,1,0,0,0,0,0,0,0,0,1,1,0,0},
   {1,1,1,0,0,0,0,0,0,0,0,1,4,0,0},
   {14,3},5,{13,4,1,7,7,0},{14,4,1,7,7,1},{13,7,1,3,8,1},{2,9,1,8,9,2},{13,10,2,2,10,8,10,2},{2,2,2,2}},
   --level 13
   {{0,0,0,0,0,0,0,3,0,0,0,0,0,0,0},
   {1,1,3,1,0,0,0,1,0,0,0,0,0,0,0},
   {1,1,1,1,1,0,0,1,0,0,0,0,0,0,0},
   {1,3,1,1,1,1,1,1,0,0,1,1,0,0,1},
   {1,1,1,1,1,0,0,0,1,0,0,0,1,0,0},
   {1,1,3,1,0,0,0,0,1,0,0,0,1,0,0},
   {1,0,0,0,0,0,0,0,3,0,0,1,1,1,0},
   {1,0,0,0,0,0,0,0,0,0,1,1,2,1,0},
   {1,0,0,4,0,0,0,0,0,0,1,1,1,1,0},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
   {13,8},6,{2,4,2,4,9,4,10,0},{3,6,4,9,2,9,3,4,13,4,14,0},{3,2,4,9,2,9,3,4,13,4,14,0},{8,1,2,4,9,4,10,1},{9,7,4,9,2,9,3,4,13,4,14,1},{4,9,1,5,6,2},{3,4,3,4}},
   --level 14
   {{0,1,1,1,1,1,1,1,1,1,3,1,1,1,1},
   {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
   {0,0,0,0,0,1,1,0,0,0,0,0,0,1,1},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
   {0,0,0,0,0,0,0,0,0,0,0,0,0,1,1},
   {1,1,1,0,0,1,1,0,0,1,3,1,1,1,1},
   {1,2,1,0,0,1,1,0,0,0,0,0,0,0,0},
   {1,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
   {0,1,1,0,0,1,1,0,0,0,0,0,0,0,0},
   {0,1,1,1,1,1,1,1,1,1,3,1,1,1,0},
   {2,7},3,{11,1,2,6,8,6,9,2},{11,6,2,10,3,10,4,0},{11,10,2,10,3,10,4,1},{2,1,2,1}},
   --level 15
   {{0,0,0,0,0,0,0,0,1,1,0,0,0,0,0},
   {0,0,0,0,0,0,0,1,1,1,0,0,0,0,0},
   {1,1,0,0,1,1,1,1,1,1,0,0,0,0,0},
   {1,1,1,1,1,1,0,0,1,0,0,0,0,0,0},
   {1,1,1,1,0,0,0,0,1,0,0,0,1,1,1},
   {0,1,1,0,0,0,0,0,4,1,1,1,1,2,1},
   {0,0,1,0,0,0,0,0,4,1,0,0,1,1,1},
   {0,0,1,1,1,0,0,0,1,1,0,0,0,0,0},
   {0,0,0,1,1,1,0,0,1,1,0,0,0,0,0},
   {0,0,0,0,1,1,1,1,1,1,0,0,0,0,0},
   {14,6},2,{9,6,1,10,4,2},{9,7,1,8,6,2},{2,4,2,4}},
   --level 16
   {{0,0,0,0,0,1,1,0,0,0,0,1,1,1,0},
   {0,0,0,1,1,1,1,1,1,0,0,1,2,1,0},
   {1,1,1,1,1,1,3,1,1,1,1,1,1,1,0},
   {1,1,1,1,3,0,0,1,1,1,1,1,0,0,0},
   {1,1,1,0,0,0,0,0,0,1,1,1,0,0,0},
   {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
   {0,1,0,0,0,0,0,0,0,0,1,0,0,0,0},
   {0,1,0,0,0,0,0,0,0,1,1,0,0,0,0},
   {0,1,1,0,0,0,0,0,0,1,1,0,0,0,0},
   {0,0,4,0,0,0,0,0,0,4,0,0,0,0,0},
   {13,2},4,{5,4,2,8,3,4,13,0},{7,3,2,8,3,4,13,0},{3,10,1,4,13,2},{10,10,1,8,3,2},{2,4,2,4}}
}

   colormap = {{170,170,170},{194,41,0},{100,100,100},{50,50,50},{194,141,0}}
   --1=0,84,6,94,21,92,15,82, 2=finish, 3=button, 4=hard button, 5=orange (weight)
   --button:x,y hardbutton:y,x orange:x,y finish:x,y
   --floormap{{{0,84,6,94,21,92,15,82s},{finish},nrofbridges,{button1coord,nrof0,84,6,94,21,92,15,82stobridge,bridge1coord,bridge2coord},{butto...},{startcoord,startcoord}}
   blockpos = floormap[level][13+floormap[level][12]]
   blockdir = 1
   --blockdir 1=hor, 2=vert
   up = true
   done = false
   win = false
   falling = false
   button = false
   totalmoves = totalmoves + moves
   moves = 0
   alpha = 384
   m=0
repeat
zmg.clear()
   if levelreached<16 then
      finished = false
   else
      finished = true
   end
function onarrowKey()
   if game then
      if not done then
      if zmg.keyMenuFast()==27 then
         blockpos[1] = blockpos[1] + 1
         blockpos[3] = blockpos[3] + 1
         if up then
            up = false
            blockdir=1
            blockpos[3]=blockpos[1]+1
            blockpos[4]=blockpos[2]
         elseif blockdir==1 then
            up = true
            blockpos[1] = blockpos[1] + 1
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]
         end
         if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]]then
            done = true
            win = false
         end
      elseif zmg.keyMenuFast()==38 then
         blockpos[1] = blockpos[1] - 1
         blockpos[3]=blockpos[3] - 1
         if up then
            up = false
            blockdir=1
            blockpos[1]=blockpos[1] - 1
            blockpos[3]=blockpos[1] + 1
            blockpos[4]=blockpos[2]
         elseif blockdir==1 then
            up = true
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]
         end
         if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
            done = true
            win = false
         end
      elseif zmg.keyMenuFast()==28 then
         blockpos[2] = blockpos[2] - 1
         blockpos[4] = blockpos[4] - 1
         if up then
            up = false
            blockdir=2
            blockpos[2] = blockpos[2] - 1
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]+1
         elseif blockdir==2 then
            up = true
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]
         end
         if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
         if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
            done = true
            win = false
         end
         else
            done = true
            win=false
         end
      elseif zmg.keyMenuFast()==37 then
         blockpos[2] = blockpos[2] + 1
         blockpos[4] = blockpos[4] + 1
         if up then
            up = false
            blockdir=2
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]+1
         elseif blockdir==2 then
            up = true
            blockpos[2] = blockpos[2] + 1
            blockpos[3]=blockpos[1]
            blockpos[4]=blockpos[2]
         end
         if blockpos[2]>10 or blockpos[4]>10 then
            gmeover = true
         else
         if floormap[level][blockpos[2]][blockpos[1]]==0 or floormap[level][blockpos[4]][blockpos[3]]==0 or not floormap[level][blockpos[4]][blockpos[3]] or not floormap[level][blockpos[2]][blockpos[1]] then
            done = true
            win = false
            falling = true
         end
         end
      end
      if blockpos[1]<16 and blockpos[1]>0 and blockpos[2]<11 and blockpos[2]>0 then
      for m=0,floormap[level][12]-1 do
         if floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==3 then
            if blockpos[1]==floormap[level][13+m][1] and blockpos[2]==floormap[level][13+m][2] or blockpos[3]==floormap[level][13+m][1] and blockpos[4]==floormap[level][13+m][2] then
               button = true
               for l=1,floormap[level][13+m][3] do
                  if       floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==0 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==2 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==0 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==1 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
                  elseif floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 and floormap[level][13+m][4+2*floormap[level][13+m][3]]==1 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
                  end
                  --veld = 1, knop = 0 ==> veld = 0 OK
                  --veld = 1, knop = 1 ==> veld = 1 OK
                  --veld = 1, knop = 2 ==> veld = 0 OK
                  --veld = 0, knop = 0 ==> veld = 0 OK
                  --veld = 0, knop = 1 ==> veld = 1 OK
                  --veld = 0, knop = 2 ==> veld = 1 OK
               end
            end
         elseif floormap[level][floormap[level][13+m][2]][floormap[level][13+m][1]]==4 then
            if blockpos[1]==floormap[level][13+m][1] and blockpos[2]==floormap[level][13+m][2] and blockpos[3]==floormap[level][13+m][1] and blockpos[4]==floormap[level][13+m][2] then
               for l=1,floormap[level][13+m][3] do
                  if floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]==0 then
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=1
                  else
                     floormap[level][floormap[level][13+m][3+2*l-1]][floormap[level][13+m][3+2*l]]=0
                  end
               end
            end
         end
         if floormap[level][blockpos[2]][blockpos[1]]==5 and floormap[level][blockpos[4]][blockpos[3]]==5 and blockpos[1]==blockpos[3] and blockpos[2]==blockpos[4] then
            done=true
            win=false
            falling=true
         end
      end
      if blockpos[1]==floormap[level][11][1] and blockpos[2]==floormap[level][11][2] and up then
         done=true
         win=true
      end
      else
         done = true
         win = false
      
      moves = moves + 1
      end
   else
      if zmg.keyMenuFast()==38 then
         if not leftscroll then
            leftscroll = true
         elseif level>2 and leftscroll then
            leftscroll = false
         end
      end
      if zmg.keyMenuFast()==27 then
         if not rightscroll then
            rightscroll = true
         elseif level<=14 and rightscroll then
            rightscroll = false
         end
      end
   zmg.fastCopy()
   end
end
end
function ontabKey()
   if game then
      game = false
      zmg.fastCopy()
   else
      level = levelreached
      zmg.fastCopy()
   end
end
function onenterKey()
   if game then
      if done and win then
         level=level+1
         if level>levelreached then
            levelreached = level
         end
         --var.store("levelreached",levelreached)
      end
      if done and not win then
         --var.store("levelreached",levelreached)
      end
      zmg.fastCopy()
   else
      game = true
      zmg.fastCopy()
   end
end
function drawselector()
   -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
   zmg.makeColor(0,0,0)
   zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
   for i=1,10 do
      for j=1,15 do
         zmg.makeColor(170,170,170)
         for k=1,7,2 do
            --tilechange[k]=0,84,6,94,21,92,15,82[k]+i*7+j*8-18
            --tilechange[k+1]=0,84,6,94,21,92,15,82[k+1]+i*5-j*1+5
            tilechangesel[k]=tilechangesel[k]+i*3+j*8+scroll
            tilechangesel[k+1]=tilechangesel[k+1]+i*6-j*1+40
         end
         if floormap[level][i][j] == 1 then   
            zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],0x0000)
            zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],0x0000)
            zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],0x0000)
            zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],0x0000)
         elseif floormap[level][i][j]==2 then
            zmg.makeColor(194,41,0)
            zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,41,0))
            zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,41,0))
            zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,41,0))
            zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,41,0))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==3 then
            zmg.makeColor(100,100,100)
            zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(100,100,100))
            zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(100,100,100))
            zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(100,100,100))
            zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(100,100,100))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==4 then
            zmg.makeColor(50,50,50)
            zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(50,50,50))
            zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(50,50,50))
            zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(50,50,50))
            zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(50,50,50))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==5 then
            zmg.makeColor(194,141,0)
            zmg.drawLine(tilesel[1],tilesel[2],tilesel[3],tilesel[4],zmg.makeColor(194,141,0))
            zmg.drawLine(tilesel[3],tilesel[4],tilesel[5],tilesel[6],zmg.makeColor(194,141,0))
            zmg.drawLine(tilesel[5],tilesel[6],tilesel[7],tilesel[8],zmg.makeColor(194,141,0))
            zmg.drawLine(tilesel[7],tilesel[8],tilesel[1],tilesel[2],zmg.makeColor(194,141,0))
            zmg.makeColor(170,170,170)
         end
         --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
         --zmg.drawLine(0,84,6,94,21,92,15,82)
         tilechangesel = {0,42,3,47,10,46,8,41}
      end
   end
end
function drawgame()
   if finished then
      zmg.drawText(60,25,"Game finished (last level reached)",0x0000, 0xFFFF)
   end
   zmg.drawText(130,5,"Level "..level,0x0000, 0xFFFF)
   -- zmg.drawText(0,0,"levelreached = "..levelreached,0x0000, 0xFFFF)
   zmg.makeColor(170,170,170)
   for i=1,10 do
      for j=1,15 do
         for k=1,7,2 do
            tilechange[k]=tilechange[k]+i*7+j*16-18
            tilechange[k+1]=tilechange[k+1]+i*11-j*2+5
         end
         if floormap[level][i][j]==1 then   
            zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],0x0000)
            zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],0x0000)
            zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],0x0000)
            zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],0x0000)
         elseif floormap[level][i][j]==2 then
            zmg.makeColor(194,41,0)
            zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,41,0))
            zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,41,0))
            zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,41,0))
            zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,41,0))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==3 then
            zmg.makeColor(100,100,100)
            zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(100,100,100))
            zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(100,100,100))
            zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(100,100,100))
            zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(100,100,100))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==4 then
            zmg.makeColor(50,50,50)
            zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(50,50,50))
            zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(50,50,50))
            zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(50,50,50))
            zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(50,50,50))
            zmg.makeColor(170,170,170)
         elseif floormap[level][i][j]==5 then
            zmg.makeColor(194,141,0)
            zmg.drawLine(tilechange[1],tilechange[2],tilechange[3],tilechange[4],zmg.makeColor(194,141,0))
            zmg.drawLine(tilechange[3],tilechange[4],tilechange[5],tilechange[6],zmg.makeColor(194,141,0))
            zmg.drawLine(tilechange[5],tilechange[6],tilechange[7],tilechange[8],zmg.makeColor(194,141,0))
            zmg.drawLine(tilechange[7],tilechange[8],tilechange[1],tilechange[2],zmg.makeColor(194,141,0))
            zmg.makeColor(170,170,170)
         end
         --zmg.makeColor(unpack(colormap[floormap[level][i][j]]))
         --zmg.drawLine(0,84,6,94,21,92,15,82)
         tilechange = {0,84,6,94,21,92,15,82}
      end
   end
zmg.fastCopy()
end
   if up then
      blocktop = {5,74,11,84,26,82,20,72}
      blockfront = {11,84,11,108,26,106,26,82}
      blockleft = {5,74,5,98,11,108,11,84}
   elseif blockdir==1 then
      blocktop = {5,84,11,94,42,90,36,80}
      blockfront = {11,84,11,108,42,104,42,90}
      blockleft = {5,84,5,98,11,108,11,84}
   elseif blockdir==2 then
      blocktop = {5,84,18,105,33,103,20,82}
      blockfront = {18,105,18,119,33,117,33,103}
      blockleft = {5,84,5,98,18,119,18,105}
   end

   for k=1,7,2 do
      blocktop[k] = blocktop[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
      blocktop[k+1] = blocktop[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
      blockfront[k] = blockfront[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
      blockfront[k+1] = blockfront[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
      blockleft[k] = blockleft[k]+(blockpos[2]-1)*7+(blockpos[1]-1)*16
      blockleft[k+1] = blockleft[k+1]+(blockpos[2]-1)*11-(blockpos[1]-1)*2
   end
   if done then
      --gc:setAlpha(alpha)
   end
   if alpha <= 0 then
      alpha = 384
      if win then
         level = level + 1
         if level>16 then
            level = 16
            finished = true
         end
         if level>levelreached then
            levelreached = level
         end
         --var.store("levelreached",levelreached)
      end
   end
   
   zmg.drawLine(blocktop[1],blocktop[2],blocktop[3],blocktop[4],zmg.makeColor(80,80,80))
   zmg.drawLine(blocktop[3],blocktop[4],blocktop[5],blocktop[6],zmg.makeColor(80,80,80))
   zmg.drawLine(blocktop[5],blocktop[6],blocktop[7],blocktop[8],zmg.makeColor(80,80,80))
   zmg.drawLine(blocktop[7],blocktop[8],blocktop[1],blocktop[2],zmg.makeColor(80,80,80))
   zmg.drawLine(blockfront[1],blockfront[2],blockfront[3],blockfront[4],zmg.makeColor(0,0,0))
   zmg.drawLine(blockfront[3],blockfront[4],blockfront[5],blockfront[6],zmg.makeColor(0,0,0))
   zmg.drawLine(blockfront[5],blockfront[6],blockfront[7],blockfront[8],zmg.makeColor(0,0,0))
   zmg.drawLine(blockfront[7],blockfront[8],blockfront[1],blockfront[2],zmg.makeColor(0,0,0))
   zmg.drawLine(blockleft[1],blockleft[2],blockleft[3],blockleft[4],zmg.makeColor(40,40,40))
   zmg.drawLine(blockleft[3],blockleft[4],blockleft[5],blockleft[6],zmg.makeColor(40,40,40))
   zmg.drawLine(blockleft[5],blockleft[6],blockleft[7],blockleft[8],zmg.makeColor(40,40,40))
   zmg.drawLine(blockleft[7],blockleft[8],blockleft[1],blockleft[2],zmg.makeColor(40,40,40))
   if done and not win then
   alpha = alpha-1
   zmg.drawLine(alpha, 0, alpha, 216, zmg.makeColor(194,41,0))
   end
   zmg.drawText(0,5,"Moves: "..moves,0x0000, 0xFFFF)   
   zmg.fastCopy()


function onpaint()
   if game then
      drawgame()
   else
      drawselector()
   end
   if zmg.keyMenuFast()==31 then
      onenterKey()
   elseif zmg.keyMenuFast()==68 then
      ontabKey()
   elseif zmg.keyMenuFast()==38 or zmg.keyMenuFast()==37 or zmg.keyMenuFast()==28 or zmg.keyMenuFast()==27 then
      onarrowKey()
   end
end
if a==1 then
   onpaint()
end

zmg.fastCopy()
until zmg.keyMenuFast() == 47
Just so you know, [ON] and [MENU] are two possible options when LuaZM programs are frozen. I'd try [ON] first, as it works when the program is stuck in an infinite loop (or should; that's the way I coded LuaZM). Does the [ENTER] behavior you're describing only happen after you've defeated at least one level?
KermMartian wrote:
Just so you know, [ON] and [MENU] are two possible options when LuaZM programs are frozen. I'd try [ON] first, as it works when the program is stuck in an infinite loop (or should; that's the way I coded LuaZM). Does the [ENTER] behavior you're describing only happen after you've defeated at least one level?


I've tried both of those buttons Kerm. It's frozen. After you finish the first level and press enter, you can freely press EXE to skip levels until you get to level 16. The block position doesn't change when you press enter. It just stays in the same spot and you can't move it.
When you advance levels, you need to reset done, win, and alpha. I presume that that's not happening.
Newest code:
http://pastebin.com/R5xDHqtm

Kerm, it worked, but the block isn't going to its new starting position. Any ideas?
Spenceboy98 wrote:
Newest code:
http://pastebin.com/R5xDHqtm

Kerm, it worked, but the block isn't going to its new starting position. Any ideas?
You'll need to reset blockpos at the start of each level, whether it's a new level or a reset level. This line looks like it:

Code:
blockpos = floormap[level][13+floormap[level][12]]
KermMartian wrote:
Spenceboy98 wrote:
Newest code:
http://pastebin.com/R5xDHqtm

Kerm, it worked, but the block isn't going to its new starting position. Any ideas?
You'll need to reset blockpos at the start of each level, whether it's a new level or a reset level. This line looks like it:

Code:
blockpos = floormap[level][13+floormap[level][12]]

New code:
http://pastebin.com/YjvMashi
Now that that is fixed, all I really need to do is the Red deathscreen(or I can take it out), and fix the blinking of the "Level:" and the map. Also, it doesn't seem like the Level Selector screen is displaying right. Do you see anything wrong with that?

Edit: Kerm, I can't seem to get it to restart the level after it falls off. Any suggestions?
Does it detect that it has fallen off, ie, start triggering whatever you have in place of the red deathscreen? Is the issue that the red deathscreen never starts, or never finishes and restarts the level?
Most recent code:
http://pastebin.com/UXBxghDe

I know that it doesn't reset the variables, but when I actually tried, it didn't reset the block position at all.
Just a quick question: when I run this, it seems like it does not recognize keypresses very fast. Maybe using zmg.keyDirectPoll and zmg.keyDirect would fix this?
flyingfisch wrote:
Just a quick question: when I run this, it seems like it does not recognize keypresses very fast. Maybe using zmg.keyDirectPoll and zmg.keyDirect would fix this?
Part of the problem is the repeated user of zmg.keyMenuFast(). A better solution would be local key = zmg.keyMenuFast(), then use the value key. That's the more correct solution anyway.

Spence: Then perhaps there's a more fundamental problem of it not going to the code that resets win, done, and the block position, since you said all three of those aren't resetting?
KermMartian wrote:
flyingfisch wrote:
Just a quick question: when I run this, it seems like it does not recognize keypresses very fast. Maybe using zmg.keyDirectPoll and zmg.keyDirect would fix this?
Part of the problem is the repeated user of zmg.keyMenuFast(). A better solution would be local key = zmg.keyMenuFast(), then use the value key. That's the more correct solution anyway.


I will do that Kerm.
KermMartian wrote:

Spence: Then perhaps there's a more fundamental problem of it not going to the code that resets win, done, and the block position, since you said all three of those aren't resetting?


I really don't know. I put them before the "drawselector()" and it didn't change anything.
That code only runs "if !game", or if a game hasn't started yet. Game doesn't get unset if the user dies; instead, done gets set and win gets unset. Before line 578, try inserting:

Code:
 else //ie, if alpha <= 0 and !win
    [put your variable reset code here]
Error:

Code:
:579: unexpected symbol near '/'


New code: http://pastebin.com/2YK6sTfU
Spenceboy98 wrote:
Error:

Code:
:579: unexpected symbol near '/'


New code: http://pastebin.com/2YK6sTfU
No no, // is a comment in C. That was a comment to you; it wasn't supposed to be part of the code. Razz
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 1 of 2
» All times are UTC - 5 Hours
 
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

 

Advertisement