This line thorwing an Error im trying to create magic link for practice but this line throwing an error
end expected error but i cant find where to put
You have an elseif
at the top of the function. Maybe that should be an if
?
Sometimes the language parser gets thrown off track and an error in one spot does not surface until later in the code. Missing end
statements often causes this.
I am a bit puzzled why the compiler does not choke on the elseif
. Chances are that you have another error further up the file that will surface when you fix the elseif
.
still the same problem occuring
Can you post the full script?
sure
go.property("timer", 0) -- Use to time events
local blocksize = 80 -- Distance between block centers
local edge = 40 -- Left and right edge.
local bottom_edge = 50 -- Bottom edge.
local boardwidth = 7 -- Number of columns
local boardheight = 9 -- Number of rows
local centeroff = vmath.vector3(8, -8, 0) -- Center offset for connector gfx since there's shadow below in the block img
local dropamount = 3 -- The number of blocks dropped on a "drop"
local colors = { hash("orange"), hash("pink"), hash("blue"), hash("yellow"), hash("green") }
--
-- filter(function, table)
-- e.g: filter(is_even, {1,2,3,4}) -> {2,4}
--
local function filter(func, tbl)
local new = {}
for i, v in pairs(tbl) do
if func(v) then
new[i] = v
end
end
return new
end
--
-- Build a list of blocks in 1 dimension for easy filtering
--
local function build_blocklist(self)
self.blocks = {}
for x, l in pairs(self.board) do
for y, b in pairs(self.board[x]) do
table.insert(self.blocks, { id = b.id, color = b.color, x = b.x, y = b.y })
end
end
end
--
-- INIT
--
function init(self)
self.board = {} -- Contains the board structure
self.blocks = {} -- List of all blocks. Used for easy filtering on selection.
self.chain = {} -- Current selection chain
self.connectors = {} -- Connector elements to mark the selection chain
self.num_magic = 3 -- Number of magic blocks on the board
self.drops = 1 -- Number of drops you have available
self.magic_blocks = {} -- Magic blocks that are lined up
self.dragging = false -- Drag touch input
msg.post(".", "acquire_input_focus")
msg.post("#", "start_level")
end
local function build_board(self)
math.randomseed(os.time())
local pos = vmath.vector3()
local c
local x = 0
local y = 0
for x = 0,boardwidth-1 do
pos.x = edge + blocksize / 2 + blocksize * x
self.board[x] = {}
for y = 0,boardheight-1 do
pos.y = bottom_edge + blocksize / 2 + blocksize * y
-- Calc z
pos.z = x * -0.1 + y * 0.01
c = colors[math.random(#colors)]-- Pick a random color
local id = factory.create("#blockfactory", pos, null, { color = c })
self.board[x][y] = { id = id, color = c, x = x, y = y }
end
end
-- Build 1d list that we can easily filter.
build_blocklist(self)
end
function on_message(self, message_id, message, sender)
if message_id == hash("start_level") then
build_board(self)
end
end
function on_input(self, action_id, action)
if action_id == hash("touch") and action.value == 1 then
-- What block was touched or dragged over?
local x = math.floor((action.x - edge) / blocksize)
local y = math.floor((action.y - bottom_edge) / blocksize)
if x < 0 or x >= boardwidth or y < 0 or y >= boardheight or self.board[x][y] == nil then
-- outside board.
return
end
if action.pressed then
-- Player started touch
msg.post(self.board[x][y].id, "make_orange")
self.dragging = true
elseif self.dragging then
-- then drag
msg.post(self.board[x][y].id, "make_green")
end
elseif action_id == hash("touch") and action.released then
-- Player released touch.
self.dragging = false
end
end
local function same_color_neighbors(self, x, y)
local f = function (v)
return (v.id ~= self.board[x][y].id) and
(v.x == x or v.x == x - 1 or v.x == x + 1) and
(v.y == y or v.y == y - 1 or v.y == y + 1) and
(v.color == self.board[x][y].color)
end
return filter(f, self.blocks)
end
local function in_blocklist(blocks, block)
for i, b in pairs(blocks) do
if b.id == block then
return true
end
end
return false
end
function on_input(self, action_id, action)
-- If trying to manipulate magic blocks, ignore.
if self.board[x][y].color == hash("magic") then
return
end
if action.pressed then
-- List of neighbors of the same color as touched block
self.neighbors = same_color_neighbors(self, x, y)
self.chain = {}
table.insert(self.chain, self.board[x][y])
p = go.get_position(self.board[x][y].id)
local id = factory.create("#connectorfactory", p + centeroff)
table.insert(self.connectors, id)
self.dragging = true
elseif self.dragging then
-- then drag
if in_blocklist(self.neighbors, self.board[x][y].id) and not in_blocklist(self.chain, self.board[x][y].id) then
-- dragging over a same-colored neighbor
table.insert(self.chain, self.board[x][y])
self.neighbors = same_color_neighbors(self, x, y)
-- Mark block.
p = go.get_position(self.board[x][y].id)
local id = factory.create("#connectorfactory", p + centeroff)
table.insert(self.connectors, id)
end
end
local function remove_chain(self)
-- Delete all chained blocks
for i, c in ipairs(self.chain) do
self.board[c.x][c.y] = hash("removing")
go.delete(c.id)
end
self.chain = {}
end
local function nilremoved(self)
for y = 0,boardheight - 1 do
for x = 0,boardwidth - 1 do
if self.board[x][y] == hash("removing") then
self.board[x][y] = nil
end
end
end
end
local function slide_board(self)
-- Slide all remaining blocks down into blank spots.
-- Going column by column makes this easy.
local dy = 0
local pos = vmath.vector3()
for x = 0,boardwidth - 1 do
dy = 0
for y = 0,boardheight - 1 do
if self.board[x][y] ~= nil then
if dy > 0 then
-- Move down dy steps
self.board[x][y - dy] = self.board[x][y]
self.board[x][y] = nil
-- Calc new position
self.board[x][y - dy].y = self.board[x][y - dy].y - dy
go.animate(self.board[x][y-dy].id, "position.y", go.PLAYBACK_ONCE_FORWARD, bottom_edge + blocksize / 2 + blocksize * (y - dy), go.EASING_OUTBOUNCE, 0.3)
-- Calc new z
go.set(self.board[x][y-dy].id, "position.z", x * -0.1 + (y-dy) * 0.01)
end
else
dy = dy + 1
end
end
end
-- blocklist needs updating
build_blocklist(self)
end
function on_input(self, action_id, action)
if action_id == hash("touch") and action.released then
-- Player released touch.
self.dragging = false
if #self.chain > 1 then
-- There is a chain of blocks. Remove it from board and slide the remaining blocks down.
remove_chain(self)
nilremoved(self)
slide_board(self)
end
for i, c in ipairs(self.connectors) do
go.delete(c)
end
self.connectors = {}
end
end
end
You have 3 on_input()
functions. There should be only one. The second one is the one causing the problem since the function lacks a matching end
.
can you highlight that problems in my code
Sure, see comments in the code:
function on_input(self, action_id, action)
-- If trying to manipulate magic blocks, ignore.
if self.board[x][y].color == hash("magic") then
return
end
if action.pressed then -- <--- BEGINNING OF 'if'.
-- List of neighbors of the same color as touched block
self.neighbors = same_color_neighbors(self, x, y)
self.chain = {}
table.insert(self.chain, self.board[x][y])
p = go.get_position(self.board[x][y].id)
local id = factory.create("#connectorfactory", p + centeroff)
table.insert(self.connectors, id)
self.dragging = true
elseif self.dragging then
-- then drag
if in_blocklist(self.neighbors, self.board[x][y].id) and not in_blocklist(self.chain, self.board[x][y].id) then
-- dragging over a same-colored neighbor
table.insert(self.chain, self.board[x][y])
self.neighbors = same_color_neighbors(self, x, y)
-- Mark block.
p = go.get_position(self.board[x][y].id)
local id = factory.create("#connectorfactory", p + centeroff)
table.insert(self.connectors, id)
end
end -- <--- END OF 'if'!
-- <--- Here the function ends, but there is no 'end'
local function remove_chain(self)
-- Delete all chained blocks
...
This is the syntax error. The bigger problem is that you have 3 on_input
functions. You can only have 1.
okay let me try