help with 1.6

Started by ponderitus, February 06, 2019, 02:09:04 PM

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Hey, I've been away for the longest time but the 1.6 update piqued my interest again. anyway i cant seem to get rid of this error message since updating, can anyone point me in the right path?
Info: Simulation started
Error: bad argument #1 to sol.timer.start (game, item, map, entity, menu or sol.main expected, got table), will use a default context instead
stack traceback:
[C]: at 0x018a4540
[C]: in function 'start'
scripts/hud/hud.lua:179: in function 'set_enabled'
scripts/hud/hud.lua:213: in function 'callback'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function 'previous_callbacks'
scripts/multi_events.lua:41: in function <scripts/multi_events.lua:40>
(Thread 0x9f301c0)
Info: Simulation finished


Look like you've got a function called start in your HUD script. The first argument is a table, when it needs to be one of the listed things. this shouldn't be breaking anything, but if you want more help maybe post your HUD script? Or at least the start function.

Hey Max, glad you came through, I've been keeping my eye on Oceans Heart. It's looking better and better each time i see it, I loved the enemy that runs away from you that you made, i see your graphics are included in the demo art as well, fair play.

Here's my Hud script, im pretty sure i ripped it from one of the solarus made games and then adapted it to work for me

-- Script that creates a head-up display for a game.

-- Usage:
-- require("scripts/hud/hud")

require("scripts/multi_events")
local hud_config = require("scripts/hud/hud_config")

-- Creates and runs a HUD for the specified game.
local function initialize_hud_features(game)

  if game.set_hud_enabled ~= nil then
    -- Already done.
    game:set_hud_enabled(true)
    return
  end

  -- Set up the HUD.
  local hud = {
    enabled = false,
    elements = {},
    showing_dialog = false,
    top_left_opacity = 255,
    custom_command_effects = {},
  }

  local item_icons = {}
  local action_icon
  local attack_icon

  function game:get_hud()
    return hud
  end

  -- Returns whether the HUD is currently shown.
  function game:is_hud_enabled()
    return hud:is_enabled()
  end

  -- Enables or disables the HUD.
  function game:set_hud_enabled(enable)
    return hud:set_enabled(enable)
  end

  function game:get_custom_command_effect(command)

    return hud.custom_command_effects[command]
  end

  -- Make the action (or attack) icon of the HUD show something else than the
  -- built-in effect or the action (or attack) command.
  -- You are responsible to override the command if you don't want the built-in
  -- effect to be performed.
  -- Set the effect to nil to show the built-in effect again.
  function game:set_custom_command_effect(command, effect)

    hud.custom_command_effects[command] = effect
  end

  -- Destroys the HUD.
  function hud:quit()

    if hud:is_enabled() then
      -- Stop all HUD elements.
      hud:set_enabled(false)
    end
  end

  -- Call this function to notify the HUD that the current map has changed.
  local function hud_on_map_changed(game, map)

    if hud:is_enabled() then
      for _, menu in ipairs(hud.elements) do
        if menu.on_map_changed ~= nil then
          menu:on_map_changed(map)
        end
      end
    end
  end

  -- Call this function to notify the HUD that the game was just paused.
  local function hud_on_paused(game)

    if hud:is_enabled() then
      for _, menu in ipairs(hud.elements) do
        if menu.on_paused ~= nil then
          menu:on_paused()
        end
      end
    end
  end

  -- Call this function to notify the HUD that the game was just unpaused.
  local function hud_on_unpaused(game)

    if hud:is_enabled() then
      for _, menu in ipairs(hud.elements) do
        if menu.on_unpaused ~= nil then
          menu:on_unpaused()
        end
      end
    end
  end

  -- Called periodically to change the transparency or position of icons.
  local function check_hud()

    local map = game:get_map()
    if map ~= nil then
      -- If the hero is below the top-left icons, make them semi-transparent.
      local hero = map:get_entity("hero")
      local hero_x, hero_y = hero:get_position()
      local camera_x, camera_y = map:get_camera():get_position()
      local x = hero_x - camera_x
      local y = hero_y - camera_y
      local opacity = nil

      if hud.top_left_opacity == 255
        and not game:is_suspended()
        and x < 88
        and y < 80 then
        opacity = 96
      elseif hud.top_left_opacity == 96
        and (game:is_suspended()
        or x >= 88
        or y >= 80) then
        opacity = 255
      end

      if opacity ~= nil then
        hud.top_left_opacity = opacity
        for i, element_config in ipairs(hud_config) do
          if element_config.x >= 0 and element_config.x < 72 and
              element_config.y >= 0 and element_config.y < 64 then
            hud.elements[i]:get_surface():set_opacity(opacity)
          end
        end
      end

      -- During a dialog, move the action icon and the sword icon.
      if not hud.showing_dialog and
        game:is_dialog_enabled() then
        hud.showing_dialog = true
        action_icon:set_dst_position(0, 54)
        attack_icon:set_dst_position(0, 29)
      elseif hud.showing_dialog and
        not game:is_dialog_enabled() then
        hud.showing_dialog = false
        action_icon:set_dst_position(26, 51)
        attack_icon:set_dst_position(13, 29)
      end
    end

    return true  -- Repeat the timer.
  end

  -- Returns whether the HUD is currently enabled.
  function hud:is_enabled()
    return hud.enabled
  end

  -- Enables or disables the HUD.
  function hud:set_enabled(enabled)

    if enabled ~= hud.enabled then
      hud.enabled = enabled

      for _, menu in ipairs(hud.elements) do
        if enabled then
          -- Start each HUD element.
          sol.menu.start(game, menu)
        else
          -- Stop each HUD element.
          sol.menu.stop(menu)
        end
      end

      if enabled then
        sol.timer.start(hud, 50, check_hud)
      end
    end
  end

  -- Changes the opacity of an item icon.
  function hud:set_item_icon_opacity(item_index, opacity)
    item_icons[item_index].get_surface():set_opacity(opacity)
  end

  for _, element_config in ipairs(hud_config) do
    local element_builder = require(element_config.menu_script)
    local element = element_builder:new(game, element_config)
    if element.set_dst_position ~= nil then
      -- Compatibility with old HUD element scripts
      -- whose new() method don't take a config parameter.
      element:set_dst_position(element_config.x, element_config.y)
    end
    hud.elements[#hud.elements + 1] = element

    if element_config.menu_script == "scripts/hud/item_icon" then
      item_icons[element_config.slot] = element
    elseif element_config.menu_script == "scripts/hud/action_icon" then
      action_icon = element
    elseif element_config.menu_script == "scripts/hud/attack_icon" then
      attack_icon = element
    end
  end

  game:register_event("on_map_changed", hud_on_map_changed)
  game:register_event("on_paused", hud_on_paused)
  game:register_event("on_unpaused", hud_on_unpaused)

  -- Start the HUD.
  hud:set_enabled(true)
end

-- Set up the HUD features on any game that starts.
local game_meta = sol.main.get_metatable("game")
game_meta:register_event("on_started", initialize_hud_features)

return true

My games had a bug that Solarus failed to detect before 1.6 (bad parameter passed to sol.timer.start). Solarus 1.6 detects it and shows an error message.
To fix it, you need to do the same change as here: https://gitlab.com/solarus-games/zelda-xd2-mercuris-chess/commit/f812e2ae52a8e78968d4a61bc61ecb48b8d4d347

February 07, 2019, 12:54:38 AM #4 Last Edit: February 07, 2019, 09:04:58 AM by ponderitus
Ooh awesome thanks for the reply, I'll be looking at that 1st thing in the morning. Cant wait to get back into it all, dont know why i stopped tbh. Thanks for bringing out 1.6 i saw your vid on youtube and was instantly back

Got home, works perfectly. Thanks once again Lord Christopho