I'm trouble to understand self and local value. Here is my asteroid.lua. I created local asteroid inside :create and was trying to use it other function but it is not working correctly.
-- Class Declaration
Asteroid = {}
Asteroid.__index = Asteroid
function Asteroid:create()
local asteroid = {}
setmetatable(asteroid, Asteroid)
-- Animation Data
asteroid.frames = {}
asteroid.currentFrame = 1
asteroid.frameDuration = 0.04 -- 0.016
asteroid.frameTimeRemaining = asteroid.frameDuration
asteroid.x = 0
asteroid.y = 0
return asteroid
end
function Asteroid:init()
-- Use a loop to load a bunch of files!
for index= 0, 15 do
-- Use logic to build the filename...
file = 'art/large/a100'
-- Take into account the extra 0
if index < 10 then
file = file .. '0'
end
-- Add the file number and then .png
file = file .. tostring(index) .. '.png'
-- Load the file... (we'll use lua's 1 index to be kind)
self.frames[index + 1] = love.graphics.newImage(file)
if self.frames[index + 1] ~= nil then
print('Loaded frame ' .. tostring(index + 1))
end
end
-- Set the velocity randomly!
self.velocity = {}
self.velocity.x = math.random(-76.0, 76.0)
self.velocity.y = math.random(-76.0, 76.0)
end
Asteroid.updateAnimation = function(deltaTime)
-- Catch variable into 'easy-to-type' one
local ftr = Asteroid.frameTimeRemaining
THIS PART(local ftr) IS MY PROBLEM: ATTEMPT TO INDEX A NIL VALUE. I tried different ways like self.frameTimeRemaing but I couldn't figure out. Is anyone know how I can fix this local?
-- Subtract time
ftr = ftr - deltaTime
-- If the frame is over...
if ftr < 0 then
Asteroid.nextFrame()
Asteroid.frameTimeRemaining = Asteroid.frameDuration
else
Asteroid.frameTimeRemaining = ftr
end
end