I'm trying to spawn random bullets from the side of the screen that the player has to dodge. When I try to do this, I get this error:
Error
main.lua:69: bad argument #1 to 'remove' (table expected, got nil)
Traceback
[C]: in function 'remove'
main.lua:69: in function 'update'
[C]: in function 'xpcall'
I've tried to look around and see what I can do, but I can't find much. Sorry, if this is a newbie question, I'm REALLY new to Lua and Love2D.
Here is my entire code: (Error on line 69)
function love.load()
p = {}
p.x = 330
p.y = 330
p.score = 0
-------------
b = {}
b.size = 10
b.cooldown = 150
b.bullets = {}
b.shoot = function()
if b.cooldown <= 0 then
b.cooldown = 50
bullet = {}
bullet.x = 0
bullet.y = love.math.random(0, 690)
table.insert(b.bullets, bullet)
end
end
end
function love.update(dt)
p.score = p.score + 1
b.cooldown = b.cooldown - 1
-- movement of player (and the border)
if love.keyboard.isDown("w") then
if p.y <= 0 then
p.y = 0
end
p.y = p.y - 3
end
if love.keyboard.isDown("s") then
if p.y >= 680 then
p.y = 680
end
p.y = p.y + 3
end
if love.keyboard.isDown("a") then
if p.x <= 0 then
p.x = 0
end
p.x = p.x - 3
end
if love.keyboard.isDown("d") then
if p.x >= 680 then
p.x = 680
end
p.x = p.x + 3
end
-- cooldown wait and shoot
if b.cooldown <= 0 then
b.shoot()
end
-- removes bullet when out of sight or moves bullets forward
for i, b in ipairs(b.bullets) do
if bullet.x >= 0 then
table.remove(b.bullets, i)
end
bullet.x = bullet.x + 5
end
end
function love.draw()
love.graphics.setBackgroundColor(153, 76, 0)
love.graphics.setColor(255, 0, 0)
love.graphics.rectangle("fill", p.x, p.y, 20, 20)
love.graphics.print("p.x:" .. p.x .. " p.y:" .. p.y .. " SCORE: " .. p.score .. "Cooldown: " .. b.cooldown, 0,0,0, 1, 1)
--draw bullets
love.graphics.setColor(255,0,0)
for _,b in pairs(b.bullets) do
love.graphics.rectangle("fill", bullet.y, bullet.x, bullet.size, bullet.size)
end
end
The error message tells you that you have an error in line 69. The Lua interpreter complains that you put a nil value into the table.remove function instead of the expected table value.
So let's have a looik at your code:
-- removes bullet when out of sight or moves bullets forward
for i, b in ipairs(b.bullets) do
if bullet.x >= 0 then
table.remove(b.bullets, i)
end
bullet.x = bullet.x + 5
end
You iterate over table b.bullets
and store the current value in a variable b
, local to the for loop. That means inside the for loop you no longer have access to your global table b
, which contains the table bullets
.
As your local b
does not have any member named bullets
, b.bullets
is a nil value inside the for loop.
Using table.remove on a table you're iterating over with ipairs is also not going to work. Let's say you have a table like this:
a = {1,2,3,4,5}
and you do this
for i,v in ipairs(a) do
table.remove(a, i)
end
In the first run using index 1 you'll remove 1 which will result in a new table {2,3,4,5}
.
In the next cycle using index 2 you'll remove 3 instead of 2 as 3 is now your second element. After removing 3 your table is {2,4,5}
. Next round with index 3 you'll remove 5 from the table. As this was the last element in your table the loop is done after 3 iterations instead of 5 and you'll end up with 2 elements left in the table instead of 0.
There are various other issues with your code but I suggest you first make sure that you understand the scope of variables in Lua befor you continue.