
I've been using this tutorial as my principal information for programming, since there's no picotron specific resource.
I'm experimenting with table-based classes, according to the guide I'm supposed to be able to create a base blueprint of an object and then instantiate it, but when I do so following the example, the object is not copied but instead it becomes a reference, because every change gets applied to the first object.
I made a sample project, first I try the guide's way, then I try it in a way I know works
enemies = {} enemies2 = {} enemy = { type = 0, sp = 1, x = 0, y = 0, dx = 0, dy = 0, update=function(self) self.x += self.dx self.y += self.dy end, draw=function(self) spr(self.sp, self.x, self.y) end } goblin = enemy --copy enemy class goblin.sp = 2 goblin.type = 3 goblin.x = 6 goblin.y = 10 ogre = enemy --copy enemy class ogre.sp = 3 ogre.type = 4 ogre.x = 40 ogre.y = 50 function _init() add(enemies, enemy) add(enemies, goblin) add(enemies, ogre) add_enemy(16,16,4) add_enemy(32,32,5) add_enemy(64,64,6) end function add_enemy(new_x,new_y,sprIndex) add(enemies2, { type = 0, sp = sprIndex, x = new_x, y = new_y, dx = 0, dy = 0, update=function(self) self.x += self.dx self.y += self.dy end, draw=function(self) spr(self.sp, self.x, self.y) end }) end function _draw() for e in all(enemies) do e:draw() end for en in all(enemies2) do en:draw() end end |
If I define the object in the add function then each object acts as independent object, is this how tables are supposed to function?




I'm drawing the map like this:
-- 2 is the layers count for i=2,1,-1 do map(fetch"map/0.map"[i].bmp) end |
And I can check for collisions for map tiles with fget(mget(x/16,y/16))
to get the flag of the tile, all good here, except I can only check for collisions on the top layer, while every other layer is ignored.
How can I check for the flags on every layer?


