function _init() poke(0x5f2d,1) mx,my=stat(32),stat(33) cursor_x,cursor_y=64,64 nodes={} constant={n="constant",x=0,y=0,c=8} counter={n="counter",x=0,y=0,c=3} cam_x,cam_y=-60,-63 end function _update60() if (btnp(🅾️)) new(constant) if (btn(⬆️)) cam_y-=1 if (btn(⬇️)) cam_y+=1 if (btn(➡️)) cam_x+=1 if (btn(⬅️)) cam_x-=1 end function new(n) add(nodes,n) n.x=cursor_x+cam_x n.y=cursor_y+cam_y end function _draw() chosen = nil cls(0) for i, node in ipairs(nodes) do print(node.n .. " " .. node.x .. " " .. node.y, 0, i * 6, node.c) rect(node.x - cam_x, node.y - cam_y, node.x + 8 - cam_x, node.y + 4 - cam_y, node.c) if stat(34) ~= 0 and cursor_x >= node.x - cam_x and cursor_x <= node.x + 8 - cam_x and cursor_y >= node.y - cam_y and cursor_y <= node.y + 4 - cam_y then chosen = node end end if stat(32) ~= mx or stat(33) ~= my then cursor_x = stat(32) cursor_y = stat(33) end if chosen ~= nil then print(chosen.x, 0, 0, 12) chosen.x = cursor_x + cam_x - 4 chosen.y = cursor_y + cam_y - 2 end pset(cursor_x + 1, cursor_y, 6) pset(cursor_x, cursor_y + 1, 6) pset(cursor_x - 1, cursor_y, 6) pset(cursor_x, cursor_y - 1, 6) end |
The goal: when you create a new node
object, it should be at the cursor's position. You can drag them around. Press the circle button to create a new node. Use the arrow keys to move the camera. Use the mouse to drag nodes.
The problem: whenever a node is created or clicked, every single existing node's position moves to the mouse.
I'm sure it's some small detail I'm missing but I just can't find it. I would be very thankful for your help
![](/gfx/set_like0.png)
![](/gfx/top_drop.png)
![](/media/14590/2_2bitchuck.png)
It's because you're adding the same node ("constant") to the nodes table every time. When you set n.x and n.y in the node, everything you've added to the nodes table is pointing to that same variable, so they all update.
What you probably want to do instead is change your button press event handler to do this:
if btnp(🅾️) then local c={n="constant",x=0,y=0,c=8} new(c) end |
![](/gfx/set_like0.png)
![](/gfx/top_drop.png)
![](/media/82211/7_realshadowcaster.png)
I do that mistake all the time :
In Lua,
numbers, string booleans and nil are passed by value in function calls
arrays/objects and functions are passed by reference.
When you call new(constant), you are adding a reference to constant into the nodes array.
All the references are pointing to your constant object.
function new(node) local copy copy={n=node.n, x=cursor_x+cam_x, y=cursor_y+cam_y, c=node.c} add(nodes,copy) end |
![](/gfx/set_like0.png)
![](/gfx/top_drop.png)
![](/bimg/pi/pi24.png)
Thank you guys! It's fixed! I'm grateful for the help and now I can know this information for future projects.
![](/gfx/set_like0.png)
![](/gfx/top_drop.png)
![](/media/14590/2_2bitchuck.png)
Glad to help! Can you mark this post as "Resolved"? (click the little down arrow under the heart & star to the right of your post title and select "Mark as Resolved"). That will let people know you got the help you needed.
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