- Don't use platform.gc(): as your standard GC context (only use the on passed in the
on.paint(gc) event).
- Make sure you refresh the drawing buffer often enough. That might be the real problem of yours, here. Actually, the software refreshes constantly, contrary to the device, which refreshes only when needed or when it's asked. So make sure that when you want to draw something and update the screen consequently, call
platform.window:invalidate().
I only use platform.gc() in functions that are called only during on.paint, though I use platform.gc() most of all because I've split my drawing functions into groups. I also refresh my screen every 0.1 seconds, and I believe that this should be enough.
Really, I believe that the first problem is caused by the second. It's like the table is totally gone after the level init function, and I have no idea why.
There's no color issues between platforms either; I forgot to mention that I develop this on for a CX with the CX student software. So if anything there'll be issues on a regular nspire which I'll have to solve later.
Here's some code where I think there are problems, with some comments.
startLevel
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| function startLevel(num, keepkeys, startx, starty) --Pass this function a level number, and it'll warp the player. if layer0[num]==nil then --If the level doesn't exist, the player must have won. pause=1 --However, I have no screen for this yet, so for now it else --just pauses. if keepkeys == 0 then --If I somehow want to start the level with keys from the keys = {0, 0, 0, 0} --previous. end if startx > 0 then --Assuming that if you specify one starting coord, both are used. playerx = startx playery = starty else playerx = startpos[num][1] --If none specified, get them from a table. playery = startpos[num][2] end levelsize = math.sqrt(#layer0[num]) --This works because levels are completely square. local area = (levelsize*levelsize) level1 = {} --Table where the first level layer will be contained. level2 = {} --Table where the second level layer will be contained. for i=1, area do level1[i] = layer0[num][i] --Function that copies the original level data level2[i] = layer1[num][i] --to the two layers for gameplay. Possible point end --of interest. backgroundcolor = {mapcolor[num][1],mapcolor[num][2],mapcolor[num][3]} --Each level can have a unique background color. levelnum = num -- maxbluekeys = 0 for i=1, area do --Scans the level for blue key fragments and if level2[i] == 6 then --totals them because all must be collected maxbluekeys = maxbluekeys + 1 --to create a blue key. end end camerax = 0 cameray = 0 --Reset the camera position fixCamera() --and move it to the player. end end |
collisionCheck
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| function collisionCheck(x, y) local compare = level1[(y*levelsize)+(x+1)] --Object ID of this position in layer 1. < What is said to be "nil" when game crashes if compare > 0 then --If it's above 0, it's a flavor of normal solid block. return true --Returning true says "Yes, there will be a collision." elseif compare == 0 then --If nothing's there, return false --there's no collision. elseif compare == -1 then if keys[1] > 0 then --Here is where we have negative block IDs, keys[1] = keys[1]-1 --where blocks determine their solidity level1[(y*levelsize)+(x+1)] = 0 --based on logic. return true --This is a yellow key door. else return true end elseif compare == -2 then --Red key door. if keys[2] > 0 then keys[2] = keys[2]-1 level1[(y*levelsize)+(x+1)] = 0 return true else return true end elseif compare == -3 then --Green key door. Green keys last until level end. if keys[3] > 0 then level1[(y*levelsize)+(x+1)] = 0 return true else return true end elseif compare == -4 then --Blue key door. Found in pieces that can if keys[4] > maxbluekeys-1 then --be put together, and will last until the level1[(y*levelsize)+(x+1)] = 0 --end of the level. return true else return true end else --If nothing else, assume it's false for no reason. return false end end |
EDIT: I disabled collision detection by always evaluating compare as "0". If I move around to the left side of the level, I can get some garbage tiles (tiles that don't draw in the right place) to draw in one row, and they disappear when I leave that row. This mystifies me.
Here's a screenshot of what it looks like when it's working on the PC:

Here's a picture of the odd occurence I just described on the calculator:

The red key value is actually a measure of the area of the level because I hacked up the drawing function for it to debug. The value on the calculator is actually one less than on the PC.