Storing functions in tables?
Posted: Thu Sep 20, 2012 1:41 pm
I'm trying to set up a script where depending on a situation, a certain group of functions in a table well be used, but I can't figure out out make them do anything. Basically I have a table of translate functions their respect locations, and 10 more tables that decide which functions to move depending on the number.
The local variable "move" is the one that contains the functions, but that's as far as I can get.
Code: Select all
pixels = {"lcdA1:translate(-1,2.5,1.3)",
"lcdA2:translate(-0.5,2.5,1.3)",
"lcdA3:translate(0,2.5,1.3)",
"lcdA4:translate(0.5,2.5,1.3)",
"lcdA5:translate(1,2.5,1.3)",
"lcdA6:translate(-1,2,1.3)",
"lcdA7:translate(-0.5,2,1.3)",
"lcdA8:translate(0,2,1.3)",
"lcdA9:translate(0.5,2,1.3)",
"lcdA10:translate(1,2,1.3)",
"lcdA11:translate(-1,1.5,1.3)",
"lcdA12:translate(-0.5,1.5,1.3)",
"lcdA13:translate(0,1.5,1.3)",
"lcdA14:translate(0.5,1.5,1.3)",
"lcdA15:translate(1,1.5,1.3)",
"lcdA16:translate(-1,1,1.3)",
"lcdA17:translate(-0.5,1,1.3)",
"lcdA18:translate(0,1,1.3)",
"lcdA19:translate(0.5,1,1.3)",
"lcdA20:translate(1,1,1.3)",
"lcdA21:translate(-1,0.5,1.3)",
"lcdA22:translate(-0.5,0.5,1.3)",
"lcdA23:translate(0,0.5,1.3)",
"lcdA24:translate(0.5,0.5,1.3)",
"lcdA25:translate(1,0.5,1.3)"}
n0 = {1,2,3,4,5,6,10,11,15,16,20,21,22,23,24,25}
n1 = {1,2,3,8,13,18,21,22,23,24}
n2 = {1,2,3,4,5,10,11,12,13,14,15,16,21,22,23,24,25}
n3 = {1,2,3,4,5,10,11,12,13,14,15,20,21,22,23,24,25}
n4 = {1,5,6,10,11,12,13,14,15,20,25}
n5 = {1,2,3,4,5,6,11,12,13,14,15,20,21,22,23,24,25}
n6 = {1,2,3,4,5,6,11,12,13,14,15,20,21,22,23,24,25}
n7 = {1,2,3,4,5,6,10,15,20,25}
n8 = {1,2,3,4,5,6,10,11,12,13,14,15,16,20,21,22,23,24,25}
n9 = {1,2,3,4,5,6,10,11,12,13,14,15,20,21,22,23,24,25}
function makelight()
for i=1,25 do
local check = findEntity("lcdA"..i)
if check == null then
spawn("fx", self.level, self.x, self.y, 3, "lcdA"..i)
local lcd = findEntity("lcdA"..i)
lcd:setLight(1,0,0,500,0.3, 360000, false)
end
end
end
function removelight()
for i=1,25 do
local check = findEntity("lcdA"..i)
if check ~= null then
local lcd = findEntity("lcdA"..i)
lcd:setLight(1,0,0,500,0.1, 1, false)
end
end
end
function numlist(x)
if x == 0 then
for i=1,25 do
local pix = n0[i]
if pix ~= nil then
local move = pixels[pix]
move
end
end
end
if x == 1 then
for i=1,25 do
local pix = n1[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 2 then
for i=1,25 do
local pix = n2[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 3 then
for i=1,25 do
local pix = n3[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 4 then
for i=1,25 do
local pix = n4[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 5 then
for i=1,25 do
local pix = n5[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 6 then
for i=1,25 do
local pix = n6[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 7 then
for i=1,25 do
local pix = n7[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 8 then
for i=1,25 do
local pix = n8[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
if x == 9 then
for i=1,25 do
local pix = n9[i]
if pix ~= nil then
local move = pixels[pix]
end
end
end
end
makelight()