Lua is a new language to me, but the behavior I am seeing right now is completely baffling me.
I have a block of code as follows:
function PlayState:update(dt)
-- update timer for pipe spawning
self.timer = self.timer + dt
-- spawn a new pipe pair every second and a half
if self.timer > 2 then
-- Some code here
end
-- Some more code here
end
As you can see, I am running some code every 2 seconds (spawning an object).. Now I want to use math.random
to spawn the object between 1 and 4 seconds apart.. so I tried this:
function PlayState:update(dt)
-- update timer for pipe spawning
self.timer = self.timer + dt
timeToCheck = math.random(4)
print('timeToCheck: ' .. timeToCheck)
-- spawn a new pipe pair every second and a half
if self.timer > timeToCheck then
-- Some code here
end
-- Some more code here
end
But that doesn't work.. the objects have zero distance between them when I did this. I added the print('timeToCheck: ' .. timeToCheck)
to see if the random numbers were being generated properly and indeed they are. The output is as follows:
timeToCheck: 4
timeToCheck: 3
timeToCheck: 1
timeToCheck: 3
timeToCheck: 1
timeToCheck: 4
timeToCheck: 1
timeToCheck: 3
timeToCheck: 1
-- etc..
If I change timeToCheck
to something hard coded though (example: timeToCheck = 3
), then the objects are separated as expected.
It's crazy. What am I missing here?
UPDATE:
I added another print message for the self.timer
. Also, I am including more code below, so you can see where I reset the timer:
function PlayState:update(dt)
-- update timer for pipe spawning
self.timer = self.timer + dt
timeToCheck = math.random(4)
print('timeToCheck: ' .. timeToCheck)
print('self.timer: ' .. self.timer)
-- spawn a new pipe pair every second and a half
if self.timer > timeToCheck then
-- modify the last Y coordinate we placed so pipe gaps aren't too far apart
-- no higher than 10 pixels below the top edge of the screen,
-- and no lower than a gap length (90 pixels) from the bottom
local y = math.max(-PIPE_HEIGHT + 10,
math.min(self.lastY + math.random(-20, 20), VIRTUAL_HEIGHT - 90 - PIPE_HEIGHT))
self.lastY = y
-- add a new pipe pair at the end of the screen at our new Y
table.insert(self.pipePairs, PipePair(y))
-- reset timer
self.timer = 0
end
-- more code here (not relevant)
end
As you can see, the ONLY place I am restting the timer to 0 is at the end of the if
statement. Here is the output of print
:
timeToCheck: 2
self.timer: 1.0332646000024
timeToCheck: 4
self.timer: 1.0492977999966
timeToCheck: 1
self.timer: 1.0663072000025
timeToCheck: 2
self.timer: 0.016395300015574
timeToCheck: 4
self.timer: 0.032956400013063
timeToCheck: 2
self.timer: 0.049966399994446
timeToCheck: 2
self.timer: 0.066371900000377
timeToCheck: 3
self.timer: 0.083729100006167
-- etc...
Sorry if I am being dense here, but I am a total noob to Lua and game programming.. Note that if I change the random value to a hard coded one, such as:
timeToCheck = 3
, then it works fine. It only fails when I use math.random
and that is really confusing
It looks like you're setting a new timeToCheck
every frame. This would result in a new spawn roughly once per second, since timeToCheck
is almost guaranteed to be 1 every few frames. You'll need to only set timeToCheck
inside the if
, at the same time you set the timer.
-- reset timer
self.timer = 0
timeToCheck = math.random(4)
You might need to initialize timeToCheck
somewhere outside the update
function.