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Thread: XLua extention beta

  1. #71
    Clicker Multimedia Fusion 2
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    Re: XLua extention beta

    The DLLs can be ignored unless you actually load/require them in your application.

    In my testing there seems to be a conflict with binary data and the include external files option. You can use one or the other to have the DLLs embedded in your application. You can also use neither, and distribute the DLL as an external file. Your choice.

  2. #72
    Clicker Multimedia Fusion 2 DeveloperSWF Export Module

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    Re: XLua extention beta

    Ok thanks for the info

  3. #73
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    Re: XLua extention beta

    http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

    I have updated the zip file to contain the latest version of the OpenGL module. More importantly, the documentation now includes all the GL functions supported, and their parameter lists. This is important since a lot of LuaGL differs from the OpenGL SDK and I've added support for about 45 new functions.

    The actual XLua extension hasn't changed.

  4. #74
    Forum Moderator Fusion 2.5 DeveloperAndroid Export ModuleHTML5 Export ModuleSWF Export Module
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    Re: XLua extention beta

    Thanks for all the hard work, Retriever2.

    stephen1980
    _____________________________________________
    Nivram's Examples -Need extensions? Send me a PM.-


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    Re: XLua extention beta

    ^ ditto. Xlua has totally transformed how I work in MMF2.

    I learned Click products back with Klik and Play, and I majored in Computer Science, doing mostly C++ coding, but nothing ever felt right for "fun" projects. I always ran into frustrating limitations with Click products, but never wanted to deal with the full on headaches of C++ in my free time.

    Suddenly the best aspects of both are merging together and I can't believe all the cool stuff I can whip up quickly now!

    So yeah-- big thanks from me!

  6. #76
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    Re: XLua extention beta

    Thank you for the comments.

    There is a new update available. The major change is in valid naming for function and variable names. XLua now supports full Lua syntax for name identification, for example:
    - apples
    - fruit.apples
    - rank[3]
    - colors['blue']
    - position[10][40]
    - complex.tables[5]

    This now exposes numerically-indexed fields, which were not accessible previously. There's also a new action for deleting variables, and a couple expressions for getting table length and max index.

    http://hocuspocus.taloncrossing.com/rii/xlua-dist.zip

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    Re: XLua extention beta

    void mmf.Object.SetAngle ( number objectId, number angle ) doesn't seem to be working. (This is with the newest MMF update)

    I have in my code this:

    mmf.Object.SetScale(self.id, _scale, _scale)
    mmf.Object.SetX(self.id, adj
    mmf.Object.SetY(self.id, self.ry - (self.z * 16))
    mmf.Object.SetAngle(self.id, 45)
    mmf.Object.Update(self.id)

    The 45 is just in their to test. All the other Sets are working properly, but the SetAngle never works. If I manually set the object angle in MMF2 it will work.

    Any ideas on what is going on here?

  8. #78
    Clicker Multimedia Fusion 2SWF Export Module

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    Re: XLua extention beta

    I had iffy problems with it with the older release that I don't think I ever fixed, just worked around; it was an issue with the variable type difference with MMF2's angle vs other properties (ie, integer vs double, etc)

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    Re: XLua extention beta

    Yeah, I just ended up making a DoCall that ran one event in MMF2 to set the angle, and passed it in as a variable, and it worked.

    I assume there is no way to "cast" in Lua to make sure that it will be a valid type?


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    Re: XLua extention beta

    It does do an internal cast to integer. Not sure why it doesn't work.

    Does the included interfaces.mfa example have working rotations? It uses the SetAngle function.

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