From 06f59768656b320bc9cdc922fdd4bb4f57f6c0ef Mon Sep 17 00:00:00 2001 From: Adolfo Reyna Date: Fri, 13 Feb 2026 15:31:21 -0500 Subject: [PATCH] Fix Lua syntax errors caused by bad regex replacement --- games/lua_examples/air_hockey.lua | 16 ++++++++-------- games/lua_examples/asteroids.lua | 12 ++++++------ games/lua_examples/ball.lua | 2 +- games/lua_examples/breakout.lua | 20 ++++++++++---------- games/lua_examples/counter.lua | 4 ++-- games/lua_examples/flappy_bird.lua | 12 ++++++------ games/lua_examples/lunar_lander.lua | 20 ++++++++++---------- games/lua_examples/tetris.lua | 12 ++++++------ 8 files changed, 49 insertions(+), 49 deletions(-) diff --git a/games/lua_examples/air_hockey.lua b/games/lua_examples/air_hockey.lua index 4c26427..6422179 100644 --- a/games/lua_examples/air_hockey.lua +++ b/games/lua_examples/air_hockey.lua @@ -87,9 +87,9 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true) + renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true, 2) elseif state == STATE_PLAYING or state == STATE_GAME_OVER then -- Draw center line @@ -109,14 +109,14 @@ function draw() renderer.circle(math.floor(game.vars.puck_x + 0.5), math.floor(game.vars.puck_y + 0.5), PUCK_RADIUS, true, true) -- Draw scores - renderer.text_scaled(game.width(, 2) / 2 - 30, 5, tostring(game.vars.paddle_left_score), true) - renderer.text_scaled(game.width(, 2) / 2 + 20, 5, tostring(game.vars.paddle_right_score), true) + renderer.text_scaled(game.width() / 2 - 30, 5, tostring(game.vars.paddle_left_score), true, 2) + renderer.text_scaled(game.width() / 2 + 20, 5, tostring(game.vars.paddle_right_score), true, 2) if state == STATE_GAME_OVER then local winner = game.vars.paddle_left_score > game.vars.paddle_right_score and "Player 1" or "Player 2" - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "GAME OVER", true) - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, winner .. " Wins!", true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "GAME OVER", true, 2) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, winner .. " Wins!", true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2) end end end diff --git a/games/lua_examples/asteroids.lua b/games/lua_examples/asteroids.lua index 3499ffa..42057c8 100644 --- a/games/lua_examples/asteroids.lua +++ b/games/lua_examples/asteroids.lua @@ -100,8 +100,8 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true) + renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2) elseif state == STATE_PLAYING or state == STATE_GAME_OVER then -- Draw asteroids (convert to integers) @@ -134,12 +134,12 @@ function draw() end -- Draw score - renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true) - renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level, 2), true) + renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level), true, 2) if state == STATE_GAME_OVER then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2) end end end diff --git a/games/lua_examples/ball.lua b/games/lua_examples/ball.lua index 54a439f..36c97e2 100644 --- a/games/lua_examples/ball.lua +++ b/games/lua_examples/ball.lua @@ -73,7 +73,7 @@ function draw() if game.vars.state == STATE_PAUSED then renderer.text_scaled(10, 10, "PAUSED - Tap to start", true, 2) else - renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count, 2), true) + renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count), true, 2) renderer.text_scaled(10, 25, "Tap to pause", true, 2) end diff --git a/games/lua_examples/breakout.lua b/games/lua_examples/breakout.lua index 50ef86e..bc69a03 100644 --- a/games/lua_examples/breakout.lua +++ b/games/lua_examples/breakout.lua @@ -92,8 +92,8 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true) + renderer.text_scaled(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2) elseif state == STATE_PLAYING then -- Draw bricks @@ -115,18 +115,18 @@ function draw() renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), BALL_RADIUS, true, true) -- Draw score and lives - renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score, 2), true) - renderer.text_scaled(game.width(, 2) - 50, 5, "Lives: " .. tostring(game.vars.lives), true) + renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true, 2) elseif state == STATE_GAME_OVER then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "GAME OVER", true) - renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2) + renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2) elseif state == STATE_LEVEL_COMPLETE then - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true) - renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true, 2) + renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2) end end diff --git a/games/lua_examples/counter.lua b/games/lua_examples/counter.lua index 775b511..4e7abb0 100644 --- a/games/lua_examples/counter.lua +++ b/games/lua_examples/counter.lua @@ -33,12 +33,12 @@ function draw() -- Draw count (centered) local count_text = "Count: " .. tostring(game.vars.count) - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 10, count_text, true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 10, count_text, true, 2) -- Draw last touch position if game.vars.count > 0 then local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")" - renderer.text_scaled(20, game.height(, 2) - 30, pos_text, true) + renderer.text_scaled(20, game.height() - 30, pos_text, true, 2) -- Draw marker at last touch (convert to integers) renderer.circle(math.floor(game.vars.last_x + 0.5), math.floor(game.vars.last_y + 0.5), 5, true, false) diff --git a/games/lua_examples/flappy_bird.lua b/games/lua_examples/flappy_bird.lua index fd02638..77a29a9 100644 --- a/games/lua_examples/flappy_bird.lua +++ b/games/lua_examples/flappy_bird.lua @@ -74,8 +74,8 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2) elseif state == STATE_PLAYING then -- Draw bird (convert to integer) @@ -94,12 +94,12 @@ function draw() end -- Draw score - renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true) + renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2) elseif state == STATE_GAME_OVER then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "GAME OVER", true) - renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true, 2) + renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2) end end diff --git a/games/lua_examples/lunar_lander.lua b/games/lua_examples/lunar_lander.lua index 321c9c2..7d1799b 100644 --- a/games/lua_examples/lunar_lander.lua +++ b/games/lua_examples/lunar_lander.lua @@ -81,9 +81,9 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true) - renderer.text_scaled(game.width(, 2) / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Start", true) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true, 2) + renderer.text_scaled(game.width() / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2) elseif state == STATE_PLAYING or state == STATE_LANDED or state == STATE_CRASHED then -- Draw terrain @@ -111,18 +111,18 @@ function draw() end -- Draw stats - renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel, 2)), true) - renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10, 2)), true) + renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel)), true, 2) + renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10)), true, 2) if state == STATE_LANDED then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "LANDED!", true) - renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "LANDED!", true, 2) + renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2) end if state == STATE_CRASHED then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "CRASHED!", true) - renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "CRASHED!", true, 2) + renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2) end end end diff --git a/games/lua_examples/tetris.lua b/games/lua_examples/tetris.lua index ef9e636..c702c50 100644 --- a/games/lua_examples/tetris.lua +++ b/games/lua_examples/tetris.lua @@ -177,8 +177,8 @@ function draw() local state = game.vars.state if state == STATE_MENU then - renderer.text_scaled(game.width(, 2) / 2 - 20, game.height() / 2 - 30, "TETRIS", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true) + renderer.text_scaled(game.width() / 2 - 20, game.height() / 2 - 30, "TETRIS", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2) elseif state == STATE_PLAYING or state == STATE_GAME_OVER then -- Draw grid @@ -203,12 +203,12 @@ function draw() end -- Draw score - renderer.text_scaled(game.width(, 2) - 50, 10, "Score: " .. tostring(game.vars.score), true) - renderer.text_scaled(game.width(, 2) - 50, 20, "Lines: " .. tostring(game.vars.lines), true) + renderer.text_scaled(game.width() - 50, 10, "Score: " .. tostring(game.vars.score), true, 2) + renderer.text_scaled(game.width() - 50, 20, "Lines: " .. tostring(game.vars.lines), true, 2) if state == STATE_GAME_OVER then - renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true) - renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true) + renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2) + renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2) end end end