Search found 38 matches

by tdc5013
Fri Mar 15, 2013 5:25 pm
Forum: General
Topic: Lua breaking out of a function at random
Replies: 5
Views: 4030

Re: Lua breaking out of a function at random

I can't say anything yet about your specific problem about the player's turn getting ignored, but there seems to be an issue with the way you remove table entries during loops. For example, call math.randomseed(455225) at the beginning of love.load. If we're lucky (and you're on Windows and have th...
by tdc5013
Fri Mar 15, 2013 10:26 am
Forum: General
Topic: Lua breaking out of a function at random
Replies: 5
Views: 4030

Re: Lua breaking out of a function at random

Hi thanks for the reply. When you say 'known initial state' do you mean simply having the same cards played out every time? That should be doable. As for recording and replaying actions I'm really not sure how I'd do that; I have everything printing out in the console window during the game which ba...
by tdc5013
Fri Mar 15, 2013 12:54 am
Forum: General
Topic: Lua breaking out of a function at random
Replies: 5
Views: 4030

Lua breaking out of a function at random

Hi Guys, I've been looking at this for a few hours now so I thought I'd bring it to you, as I've made no headway. The error occurring is that the game will simply jump out of the user's turn and jump straight into the code that allows the A.I to start determining what cards it can play (this happens...
by tdc5013
Thu Mar 14, 2013 3:01 pm
Forum: General
Topic: Help drawing images properly
Replies: 3
Views: 2413

Re: Help drawing images properly

Thanks for the help! And I'll remember that in the future, thanks for the info.
by tdc5013
Thu Mar 14, 2013 2:41 pm
Forum: General
Topic: Help drawing images properly
Replies: 3
Views: 2413

Help drawing images properly

Hi guys, I've got some code here where I'm trying to illustrate a set of 5 cards; the last five played. The problem is that they're being displayed in reverse order: http://imgur.com/AumA5MV That image shows the start of a game, 4 cards played. The first card played is displayed fully, where as the ...
by tdc5013
Sun Mar 10, 2013 2:37 pm
Forum: General
Topic: Return not returning
Replies: 18
Views: 11106

Re: Return not returning

Cheers, that's really helpful. I check this and let you know how I get on.
by tdc5013
Sun Mar 10, 2013 1:11 pm
Forum: General
Topic: Return not returning
Replies: 18
Views: 11106

Re: Return not returning

Looking at this section: print("PLAYING A CARD NON AGRESSIVELY OR BASED ON RESETS"); --Resetting Variables Opponent_AI.isMultiples = false; --A little error catch to stop it returning no cards local handNum = 0; for i = 1, #hand do if( hand[i].number >= cardPile[#cardPile].number ) then h...
by tdc5013
Sun Mar 10, 2013 2:11 am
Forum: General
Topic: Return not returning
Replies: 18
Views: 11106

Re: Return not returning

Maybe it's easier if I just upload my code. If you open it you should get a console window with print outs. The error is specifically happening whenever it prints out "TACTICAL TABLE:0". This should never happen. But you guys know this better than me: please, please tell me what I've done ...
by tdc5013
Sat Mar 09, 2013 2:02 am
Forum: General
Topic: Return not returning
Replies: 18
Views: 11106

Re: Return not returning

As for the elseif, I'll add that. Though, as I said the function shouldn't be called unless that 'hand' argument being passed in is greater than 1; though I suppose it's always a good idea to have handling for exceptional errors. Another wrong assumption here: what makes you think that if #hand>1 t...
by tdc5013
Fri Mar 08, 2013 9:11 am
Forum: General
Topic: Return not returning
Replies: 18
Views: 11106

Re: Return not returning

Is hand[index] a table? Not hand itself but hand[index]. If it is actually a table, is the contents of hand[index] empty? Edit: Miko is also right. If #hand is not greater than one, you assume it is 1. Instead, try elseif #hand == 1 and add in the else statement, a "false" value, and chec...