Computer Science Canada I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! |
Author: | master-awesome [ Mon Jan 05, 2015 4:22 pm ] |
Post subject: | I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! |
I mean the screen is clear, but when you move the mouse to where they were positioned, there is a problem where the buttons are still working when they are not suppose to. Could you help me with disabling these buttons? I've highlighted the buttons in red! Code: Quote: Name: Master-Awesome
% Updated Date: 12/29/2014 import GUI View.Set ("graphics:720;580") var picID : int % All Gaming Variables % Keyboard Variable var infont : int var keyboard_controls1 : int := Pic.FileNew ("Testing/Game Control and Menu/Keyboard 1.jpg") var keyboard_controls2 : int := Pic.FileNew ("Testing/Game Control and Menu/Keyboard 2.jpg") % Flying Declare Variables var mfx : int := 1 var mfy : int := 200 var dmfx : int var dmfy : int var dmfxc1 : int var dmfyc1 : int var dmfxc2 : int var dmfyc2 : int var dmfxc3 : int var dmfyc3 : int var dmfxc4 : int var dmfyc4 : int var sky_limit : int := 300 var fly_fireblastx : int := 360 var fly_fireblasty : int := 200 var fly_fireblastshape : int := 30 var fly_dfireblastshape : int := 30 var fire_movement : int := 40 var dmkill : real var mkill1 : real var mkill2 : real var mgain : real var dmgain : real % Blast Bounderies var bsky_limity1 : int := 200 var bsky_limity2 : int := 40 var bsky_limitx1 : int :=580 var bsky_limitx2 : int := 180 % Mario Boundery var sky_limity1 : int := 240 var sky_limity2 : int := 230 var sky_limitx1 : int := 20 var sky_limitx2 : int := 1 % Mario Flies To The Right var mario_flies_right1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-1.jpg") var mario_flies_right2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-2.jpg") var mario_flies_right3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-3.jpg") % Mario Flies To The Left var mario_flies_left1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-1.jpg") var mario_flies_left2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-2.jpg") var mario_flies_left3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-3.jpg") % Dark Mario Flies To The Left var dark_mario_flies_left1 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-1.jpg") var dark_mario_flies_left2 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-2.jpg") var dark_mario_flies_left3 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-3.jpg") % Background Animation var animation0 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/0.jpg") var animation1 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/1.jpg") var animation2 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/2.jpg") var animation3 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/3.jpg") var animation4 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/4.jpg") var animation5 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/5.jpg") var animation6 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/6.jpg") % Background Animation var f0 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/0.jpg") var f1 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/1.jpg") var f2 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/2.jpg") var f3 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/3.jpg") var f4 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/4.jpg") var f5 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/5.jpg") var f6 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/6.jpg") var f7 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/7.jpg") var f8 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/8.jpg") var f9 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/9.jpg") var f10 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/10.jpg") var f11 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/11.jpg") % Mario Walking Right var mario_walks_right2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-2.jpg") var mario_walks_right3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-3.jpg") var mario_walks_right1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-1.jpg") % Mario Walking Left var mario_walks_left2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-2.jpg") var mario_walks_left3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-3.jpg") var mario_walks_left1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-1.jpg") % Dark Mario Waling Left var dark_mario_walks_left2 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-2.jpg") var dark_mario_walks_left3 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-3.jpg") var dark_mario_walks_left1 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-1.jpg") % Declare Variables var x : int := 1 var y : int := 36 var dx : int := 600 var dy : int := 36 var xm : int := 720 var ym : int := 360 var dxm : int := 720 var dym : int := 200 var key1 : string (1) var key2 : string (1) var mlives : int := 3 var dmlives : int := 9 var fireblastx : int := 600 var fireblasty : int := 80 var fireblastshape : int := 30 var dfireblastx : int var dfireblasty : int var dfireblastxc1 : int var dfireblastyc1 : int var dfireblastxc2 : int var dfireblastyc2 : int var dfireblastxc3 : int var dfireblastyc3 : int var dfireblastxc4 : int var dfireblastyc4 : int randint (dfireblastx,1,600) randint (dfireblasty,80,200) randint (dfireblastxc1,1,600) randint (dfireblastyc1,80,200) randint (dfireblastxc2,1,600) randint (dfireblastyc2,80,200) randint (dfireblastxc3,1,600) randint (dfireblastyc3,80,200) randint (dfireblastxc4,1,600) randint (dfireblastyc4,80,200) var dfireblastshape : int := 30 var gravity : int := 20 var ground : int := 36 var jump : int := 200 % Game Over var dark_mario_game_over : int := Pic.FileNew ("Testing/Game Test/Dark-Mario-World-Mario.jpg") % Game Title Variables var game_title : int := Pic.FileNew ("Testing/Game Control and Menu/Screen.jpg") % Won Variable var mario_won : int := Pic.FileNew ("Testing/Mario Won/Mario Won.jpg") % Story Variables var evil_mario_quest : int := Pic.FileNew ("Testing/Game Story/Evil Mario Quest.jpg") % Final Stage Variables var evil_mario_transformation_0 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/0.jpg") var evil_mario_transformation_1 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/1.jpg") var evil_mario_transformation_2 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/2.jpg") var evil_mario_transformation_3 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/3.jpg") var evil_mario_transformation_4 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/4.jpg") var evil_mario_transformation_5 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/5.jpg") var evil_mario_transformation_6 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/6.jpg") % Buttons Variables var credit_to_me : int % End Of Variables % All Procedures % Credit To Me procedure credit Music.PlayFileLoop ("Testing/Music/Full Steam Ahead.mp3") % Credit drawfillbox (1,1,1000,1000,7) infont:=Font.New("Times New Romen:30") Draw.Text("CREDIT", 300,520,infont,0) Draw.Text("CREDIT", 300,519,infont,22) % Status infont:=Font.New("Times New Romen:14") Draw.Text("Hello Everybody! I'm the developer of this game. My name is Shivang. My class", 30,490,infont,0) Draw.Text("Hello Everybody! I'm the developer of this game. My name is Shivang. My class", 29,489,infont,22) Draw.Text("is GVSS_Tajalli _ ICS2O. This program was completed on December 29, 2014.", 30,470,infont,0) Draw.Text("is GVSS_Tajalli _ ICS2O. This program was completed on December 29, 2014.", 29,469,infont,22) Draw.Text("You can refer to me as Master-Awesome or Special Cinema. I programmed ", 30,450,infont,0) Draw.Text("You can refer to me as Master-Awesome or Special Cinema. I programmed ", 29,449,infont,22) Draw.Text("this game. It wasn't easy. The characters and backgrounds are found from", 30,430,infont,0) Draw.Text("this game. It wasn't easy. The characters and backgrounds are found from", 29,429,infont,22) Draw.Text("Google images. The jump effect comes from gravity as without it, the", 30,410,infont,0) Draw.Text("Google images. The jump effect comes from gravity as without it, the", 29,409,infont,22) Draw.Text("character would just float. The landing comes from collision because without", 30,390,infont,0) Draw.Text("character would just float. The landing comes from collision because without", 29,389,infont,22) Draw.Text("something to stop the gravity, the character will just fall into the ground. The", 30,370,infont,0) Draw.Text("something to stop the gravity, the character will just fall into the ground. The", 29,369,infont,22) Draw.Text("purple energy balls come from collisions as well. Collision is just something ", 30,350,infont,0) Draw.Text("purple energy balls come from collisions as well. Collision is just something ", 29,349,infont,22) Draw.Text("that allows two objects to hit. I can't explain it, but you can find out more at:", 30,330,infont,0) Draw.Text("that allows two objects to hit. I can't explain it, but you can find out more at:", 29,329,infont,22) Draw.Text("http://compsci.ca/v3/viewtopic.php?t=13661. The music I found from Youtube.", 30,310,infont,0) Draw.Text("http://compsci.ca/v3/viewtopic.php?t=13661. The music I found from Youtube.", 29,309,infont,22) Draw.Text("Just type in \"Super Smash Bros. Wii U All Soundtracks\" and you will find them.", 30,290,infont,0) Draw.Text("Just type in \"Super Smash Bros. Wii U All Soundtracks\" and you will find them.", 29,289,infont,22) Draw.Text("Now that everything is cleared up, I'd like to warn you about an error that doesn't", 30,270,infont,0) Draw.Text("Now that everything is cleared up, I'd like to warn you about an error that doesn't", 29,269,infont,22) Draw.Text("affect me. Whenever I apply: loop", 30,250,infont,0) Draw.Text("affect me. Whenever I apply: loop", 29,249,infont,22) Draw.Text("exit when GUI.ProcessEvent", 320,230,infont,0) Draw.Text("exit when GUI.ProcessEvent", 319,229,infont,22) Draw.Text("end loop", 280,210,infont,0) Draw.Text("end loop ", 279,209,infont,22) Draw.Text("There's this screen that pops up saying WidgetModule.tu for the buttons. This", 30,190,infont,0) Draw.Text("There's this screen that pops up saying WidgetModule.tu for the buttons. This", 29,189,infont,22) Draw.Text("is not an error because of me, but rather Turing itself. Because the software", 30,170,infont,0) Draw.Text("is not an error because of me, but rather Turing itself. Because the software", 29,169,infont,22) Draw.Text("of Windows is newer, Turing is not use to that. In order to fix, you need to", 30,150,infont,0) Draw.Text("of Windows is newer, Turing is not use to that. In order to fix, you need to", 29,149,infont,22) Draw.Text("install and rearrange certain things on your computer. This maybe fixed in", 30,130,infont,0) Draw.Text("install and rearrange certain things on your computer. This maybe fixed in", 29,129,infont,22) Draw.Text("Turing 4.1.2 whenever that releases with the bugs fixed and all. Now I say:", 30,110,infont,0) Draw.Text("Turing 4.1.2 whenever that releases with the bugs fixed and all. Now I say:", 29,109,infont,22) infont:=Font.New("Times New Romen:27") Draw.Text("THANK YOU FOR PLAYING MY GAME!", 33,60,infont,0) Draw.Text("THANK YOU FOR PLAYING MY GAME!", 32,59,infont,2) infont:=Font.New("Times New Romen:12") Draw.Text("PLEASE GO TO CODING WINDOW AND PRESS \"Run\", IF YOU WANT TO PLAY AGAIN!", 40,30,infont,0) Draw.Text("PLEASE GO TO CODING WINDOW AND PRESS \"Run\", IF YOU WANT TO PLAY AGAIN!", 39,29,infont,22) end credit % When Player Loses procedure game_over Music.PlayFileLoop ("Testing/Music/The Grand Finale (Bowser's Inside Story).mp3") drawfillbox (1,1,1000,1000,7) picID:= dark_mario_game_over Pic.Draw (picID,70,20,picCopy) end game_over % When Player Wins procedure won % Control Pictures and Text cls Music.PlayFileLoop ("Testing/Music/Super Mario World Medley.mp3") drawfillbox (1,1,1000,1000,119) picID:= mario_won Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:26") Draw.Text("YOU HAVE RECLAIMED THE KINGDOM!", 30,520,infont,0) Draw.Text("YOU HAVE RECLAIMED THE KINGDOM!", 29,519,infont,4) % Buttons credit_to_me := GUI.CreateButton (290,470,0, "SEE WHO MADE IT",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end won % Game procedure background % Background drawfillbox (1,1,1000,1000,7) picID:= Pic.FileNew ("Testing/Game Test/Dark-Castle.jpg") Pic.Draw (picID,215,370,picCopy) colourback (20) locate (35,1) put "" colourback (20) locate (36,1) put "" drawfillbox (1,34,720,360,7) % Mario drawfillbox (x,y,720,200,7) picID:= Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-1.jpg") % Display Lives % Mario Lives colour (0) colourback (7) locate (2,8) put "Mario = ",mlives picID:= Pic.FileNew ("Testing/Game Test/Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,20,400,picCopy) % Dark Mario Lives colour (0) locate (2,70) put "Dark Mario = ",dmlives picID:= Pic.FileNew ("Testing/Game Test/Dark Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,540,400,picCopy) end background % Fly Background procedure fly_background % Fly Background drawfillbox (1,1,1000,1000,7) picID:= Pic.FileNew ("Testing/Game Test/orion.jpg") Pic.Draw (picID,1,1,picCopy) % Display Mario Flying Right picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) % Dark Mario Left Original picID := dark_mario_flies_left1 Pic.Draw (picID,600,200,picCopy) delay (50) picID := dark_mario_flies_left2 Pic.Draw (picID,600,200,picCopy) delay (50) picID := dark_mario_flies_left3 Pic.Draw (picID,600,200,picCopy) delay (50) % Display Lives % Mario Lives colour (0) colourback (7) locate (2,8) put "Mario = ",mlives picID:= Pic.FileNew ("Testing/Game Test/Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,20,400,picCopy) % Dark Mario Lives colour (0) locate (2,70) put "Dark Mario = ",dmlives picID:= Pic.FileNew ("Testing/Game Test/Dark Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,540,400,picCopy) % Display The Stage picID:= animation6 Pic.Draw (picID,190,400,picCopy) % Fire Movement colour (41) locate (13,36) put "Fire Movement = ",fire_movement end fly_background procedure mario_death Music.PlayFileLoop ("Testing/Music/Sound Effects/Fire Burning Sound Effect.mp3") delay (100) picID := f0 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f1 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f2 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f3 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f4 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f5 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f6 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f7 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f8 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f9 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f10 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f11 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) Music.PlayFileLoop ("Testing/Music/Fortress Boss (Super Mario World).mp3") end mario_death procedure dark_mario % The Random Dark Mario Effect randint (dmfx,180,580) randint (dmfy,40,200) randint (dmfxc1,180,580) randint (dmfyc1,40,200) randint (dmfxc2,180,580) randint (dmfyc2,40,200) randint (dmfxc3,180,580) randint (dmfyc3,40,200) randint (dmfxc4,180,580) randint (dmfyc4,40,200) % Dark Blast Point Original drawfilloval (dmfx,dmfy,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfx,dmfy,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone1 drawfilloval (dmfxc1,dmfyc1,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc1,dmfyc1,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone2 drawfilloval (dmfxc2,dmfyc2,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc2,dmfyc2,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone3 drawfilloval (dmfxc3,dmfyc3,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc3,dmfyc3,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone4 drawfilloval (dmfxc4,dmfyc4,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc4,dmfyc4,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) end dark_mario procedure sky_battle Music.PlayFileLoop ("Testing/Music/Fortress Boss (Super Mario World).mp3") fly_background dark_mario loop % For Game loop % For Background getch (key2) if ord (key2) = 200 and mfy < sky_limity1 then % Up mfy := mfy + 20 delay (50) picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 205 and mfx < sky_limitx1 then % Right mfx := mfx + 20 delay (50) picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 203 and mfx > sky_limitx2 then % Left mfx := mfx - 20 delay (50) picID := mario_flies_left1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 208 and mfy > sky_limity2 then % Down mfy := mfy - 20 delay (50) picID := mario_flies_left1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 32 then % Space Make Blast Appear drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := 360 fly_fireblasty := 200 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 100 and fly_fireblastx < bsky_limitx1 then % D Move Blast Right % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := fly_fireblastx+20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 97 and fly_fireblastx > bsky_limitx2 then % A Move Blast Left % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := fly_fireblastx-20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 115 and fly_fireblasty > bsky_limity2 then % S Move Blast Down % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblasty := fly_fireblasty-20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 119 and fly_fireblasty < bsky_limity1 then % W Move Blast Up % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblasty := fly_fireblasty+20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) end if % Mario Sky Lives if fire_movement <= 0 then mlives := mlives - 1 mario_death cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Dark Mario Sky Lives % Calculate The Blasts Dark Mario Kill dmkill := sqrt ((dmfx-fly_fireblastx)**2 + (dmfy-fly_fireblasty)**2) if dmkill <= fly_fireblastshape + fly_dfireblastshape then dmlives := dmlives - 2 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Wrong Blast 1 mkill1 := sqrt ((dmfxc1-fly_fireblastx)**2 + (dmfyc1-fly_fireblasty)**2) if mkill1 <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives - 1 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Mario Gain Life mgain := sqrt ((dmfxc2-fly_fireblastx)**2 + (dmfyc2-fly_fireblasty)**2) if mgain <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives + 3 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Dark Mario Gain Life dmgain := sqrt ((dmfxc3-fly_fireblastx)**2 + (dmfyc3-fly_fireblasty)**2) if dmgain <= fly_fireblastshape + fly_dfireblastshape then dmlives := dmlives + 1 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Wrong Blast 2 mkill2 := sqrt ((dmfxc4-fly_fireblastx)**2 + (dmfyc4-fly_fireblasty)**2) if mkill2 <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives - 2 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Winning if dmlives <= 0 then cls won end if % Losing if mlives <= 0 then cls game_over % Buttons var see_credit : int := GUI.CreateButton (310,400,0, "Game Over See Credit",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end if % Display The Stage picID:= animation0 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation1 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation2 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation3 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation4 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation5 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation6 Pic.Draw (picID,190,400,picCopy) delay (25) end loop % Background Ends end loop % Game Ends end sky_battle % Final Stage Begins procedure final_stage_begins Music.PlayFileLoop ("Testing/Music/Fated Battle.mp3") % Final Stage Title drawfill (20,20,7,7) infont:=Font.New("Times New Romen:30") Draw.Text("DARK MARIO FINAL STAGE", 100,520,infont,0) Draw.Text("DARK MARIO FINAL STAGE", 99,519,infont,4) % Story Of Stage infont:=Font.New("Times New Romen:12") Draw.Text("OH YOU HAVE REALLY DONE IT NOW! DARK MARIO HAS GONE SUPER! PREPARE YOURSELF!", 2,50,infont,0) Draw.Text("OH YOU HAVE REALLY DONE IT NOW! DARK MARIO HAS GONE SUPER! PREPARE YOURSELF!", 1,49,infont,4) Draw.Text("GOAL: THERE ARE 5 PURPLE BLASTS! 2 WILL TAKE YOUR LIFE AWAY! 1 WILL GIVE YOU LIFE!", 2,30,infont,0) Draw.Text("GOAL: THERE ARE 5 PURPLE BLASTS! 2 WILL TAKE YOUR LIFE AWAY! 1 WILL GIVE YOU LIFE!", 1,29,infont,4) Draw.Text("1 WILL GIVE DARK MARIO A LIFE! 1 TAKES AWAY DARK MARIO'S LIFE! GOOD LUCK!", 2,10,infont,0) Draw.Text("1 WILL GIVE DARK MARIO A LIFE! 1 TAKES AWAY DARK MARIO'S LIFE! GOOD LUCK!", 1,9,infont,4) % Dark Mario Transformation loop picID:= evil_mario_transformation_0 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_1 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_2 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_3 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_4 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_5 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_6 Pic.Draw (picID,100,120,picCopy) delay (20) % Buttons var sky_game_begin : int := GUI.CreateButton (310,80,0, "Start Game",sky_battle) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) exit when GUI.ProcessEvent end loop end final_stage_begins procedure game % Original Game Music.PlayFileLoop ("Testing/Music/Tough Guy Alert!.mp3") background drawfillbox (1,34,720,360,7) loop getch (key1) if ord (key1) = 205 then % right % Controls drawfillbox (x,y,xm,ym,7) x := x + 40 picID:= mario_walks_right2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (40) elsif ord (key1) = 203 then % left % Controls drawfillbox (x,y,xm,ym,7) x := x - 40 picID:= mario_walks_left2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_left3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_left1 Pic.Draw (picID,x,y,picCopy) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (40) elsif ord (key1) = 32 then % Space To Shoot drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := fireblastx - 10 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) % Controls drawfillbox (x,y,xm,ym,7) % Apply Gravity For Character Fall y -= gravity if y < ground then y := ground end if picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) elsif ord (key1) = 208 then % Down To Reset Shoot Position drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := 600 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) elsif ord (key1) = 200 and y = ground then % Up To Jump Music.PlayFileLoop ("Testing/Music/Sound Effects/Maro Jump Sound Effect.mp3") % Controls drawfillbox (x,y,xm,ym,7) y := jump % Controls drawfillbox (x,y,xm,ym,7) x := x + 40 picID:= mario_walks_right2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (300) Music.PlayFileLoop ("Testing/Music/Tough Guy Alert!.mp3") end if % Display Fire Blast drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := fireblastx - 10 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) % Apply Gravity For Character Fall y -= gravity if y < ground then y := ground end if % Lives if fireblastx < dx then dmlives := dmlives -1 delay (20) cls background fireblastx := 600 end if % Next Stage if dmlives <= 6 then % Dark Mario Blasting Ability randint (dfireblastx,1,600) randint (dfireblasty,80,200) randint (dfireblastxc1,1,600) randint (dfireblastyc1,80,200) randint (dfireblastxc2,1,600) randint (dfireblastyc2,80,200) randint (dfireblastxc3,1,600) randint (dfireblastyc3,80,200) randint (dfireblastxc4,1,600) randint (dfireblastyc4,80,200) cls background drawfilloval (dfireblastx,dfireblasty,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastx,dfireblasty,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc1,dfireblastyc1,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc1,dfireblastyc1,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc2,dfireblastyc2,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc2,dfireblastyc2,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc3,dfireblastyc3,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc3,dfireblastyc3,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc4,dfireblastyc4,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc4,dfireblastyc4,dfireblastshape,dfireblastshape,105) delay (20) end if % Lose A Life if x = dfireblastx and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc1 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc2 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc3 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc4 and dmlives <= 6 then mlives := mlives - 1 cls background end if % Final Up Stage if dmlives <= 3 then cls final_stage_begins end if % Game Over if mlives <= 0 then cls game_over % Buttons var see_credit : int := GUI.CreateButton (310,400,0, "Game Over See Credit",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end if end loop end game procedure mario_quest % Quest Background cls Music.PlayFileLoop ("Testing/Music/Gerudo Valley (Remix).mp3") drawfill (20,20,7,7) picID:= evil_mario_quest Pic.Draw (picID,1,1,picCopy) % Quest Title infont:=Font.New("Times New Romen:30") Draw.Text("DARK MARIO QUEST", 170,520,infont,0) Draw.Text("DARK MARIO QUEST", 169,519,infont,180) % Story infont:=Font.New("Times New Romen:14") Draw.Text("It was just a nice day till an evil person arrived from another ", 140,440,infont,0) Draw.Text("It was just a nice day till an evil person arrived from another ", 139,439,infont,180) Draw.Text("dimension. He claimed his name was Mario and he had ruled", 166,420,infont,0) Draw.Text("dimension. He claimed his name was Mario and he had ruled", 165,419,infont,180) Draw.Text("infinite Mushroom Kingdoms and always people fought back", 166,400,infont,0) Draw.Text("infinite Mushroom Kingdoms and always people fought back", 165,399,infont,180) Draw.Text("and never won. Even his own dimensional twins were no match.", 161,380,infont,0) Draw.Text("and never won. Even his own dimensional twins were no match.", 160,379,infont,180) Draw.Text("He offered to spare this world's people, if they surrenderred", 161,360,infont,0) Draw.Text("He offered to spare this world's people, if they surrenderred", 160,359,infont,180) Draw.Text("their kingdom. Of course the king, Toadsworth, said no. Dark", 161,340,infont,0) Draw.Text("their kingdom. Of course the king, Toadsworth, said no. Dark", 160,339,infont,180) Draw.Text("Mario, as what people called him, threw everybody out of the", 164,320,infont,0) Draw.Text("Mario, as what people called him, threw everybody out of the", 163,319,infont,180) Draw.Text("castle and claimed it for himself, the kingdom. Whoever was", 165,300,infont,0) Draw.Text("castle and claimed it for himself, the kingdom. Whoever was", 164,299,infont,180) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 171,280,infont,0) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 170,279,infont,180) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 171,280,infont,0) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 170,279,infont,180) Draw.Text("stroll with the princess, they found the castle transformed.", 179,260,infont,0) Draw.Text("stroll with the princess, they found the castle transformed.", 178,259,infont,180) Draw.Text("Everybody was looking sad and miserable. Toadsworth", 188,240,infont,0) Draw.Text("Everybody was looking sad and miserable. Toadsworth", 187,239,infont,180) Draw.Text("begged Mario to help reclaim his kingdom. Mario said, \"Yes!\"", 198,220,infont,0) Draw.Text("begged Mario to help reclaim his kingdom. Mario said, \"Yes!\"", 197,219,infont,180) Draw.Text("and asked who's responsible for this. Mario was shocked to", 208,200,infont,0) Draw.Text("and asked who's responsible for this. Mario was shocked to", 207,199,infont,180) Draw.Text("find it was himself and not his enemy Bowser. Mario jumped", 218,180,infont,0) Draw.Text("find it was himself and not his enemy Bowser. Mario jumped", 217,179,infont,180) Draw.Text("into the castle and challenged Dark Mario to a fight. Dark", 229,160,infont,0) Draw.Text("into the castle and challenged Dark Mario to a fight. Dark", 228,159,infont,180) Draw.Text("Mario laughed and accepted Mario's challenge. Now the", 240,140,infont,0) Draw.Text("Mario laughed and accepted Mario's challenge. Now the", 239,139,infont,180) Draw.Text("battle is on. Do you accept?", 260,120,infont,0) Draw.Text("battle is on. Do you accept?", 259,119,infont,180) % Buttons var game_begin : int := GUI.CreateButton (380,50,0, "Start Game",game) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end mario_quest % Instructions On How To Play procedure keyboard1_see_again cls % Control Pictures and Text GUI.SetBackgroundColour (119) picID:= keyboard_controls1 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR FIRST STAGE!", 60,520,infont,0) Draw.Text("CONTROLS FOR FIRST STAGE!", 59,519,infont,4) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("Up Arrow Key-Jump!", 60,480,infont,0) Draw.Text("Up Arrow Key-Jump!", 59,479,infont,4) Draw.Text("Right Arrow Key-Walk Right!", 60,450,infont,0) Draw.Text("Right Arrow Key-Walk Right!", 59,449,infont,4) Draw.Text("Left Arrow Key-Walk Left!", 60,420,infont,0) Draw.Text("Left Arrow Key-Walk Left!", 59,419,infont,4) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 60,390,infont,0) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 59,389,infont,4) Draw.Text("Spacebar-To Shoot Fire Blast!", 60,360,infont,0) Draw.Text("Spacebar-To Shoot Fire Blast!", 59,359,infont,4) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 60,330,infont,0) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 59,329,infont,4) Draw.Text("Difficulty: Easy", 60,300,infont,0) Draw.Text("Difficulty: Easy", 59,299,infont,4) % Buttons var play_game : int := GUI.CreateButton (610,20,0, "PLAY",mario_quest) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard1_see_again procedure keyboard2 drawfill (20,20,7,7) picID:= keyboard_controls2 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR SECOND STAGE!", 30,520,infont,0) Draw.Text("CONTROLS FOR SECOND STAGE!", 29,519,infont,180) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("W-Move Blast Up!", 60,480,infont,0) Draw.Text("W-Move Blast Up!", 59,479,infont,180) Draw.Text("D-Move Blast Right!", 60,450,infont,0) Draw.Text("D-Move Blast Right!", 59,449,infont,180) Draw.Text("A-Move Blast Left!", 60,420,infont,0) Draw.Text("A-Move Blast Left!", 59,419,infont,180) Draw.Text("S-Move Blast Down!", 60,390,infont,0) Draw.Text("S-Move Blast Down!", 59,389,infont,180) Draw.Text("Spacebar-To Reset Fireblast!", 60,360,infont,0) Draw.Text("Spacebar-To Reset Fireblast!", 59,359,infont,180) infont:=Font.New("Times New Romen:14") Draw.Text("Goal: Dark Mario has 3 lives and they're 5 purple fireblasts. Only one contains ", 60,335,infont,0) Draw.Text("Goal: Dark Mario has 3 lives and they're 5 purple fireblasts. Only one contains ", 59,334,infont,180) Draw.Text("Dark Mario's life! You can only move your blast 40 times before you burn up!", 60,315,infont,0) Draw.Text("Dark Mario's life! You can only move your blast 40 times before you burn up!", 59,314,infont,180) Draw.Text("Difficulty: Hard because the other four fireblasts are filled with surpries!", 60,295,infont,0) Draw.Text("Difficulty: Hard because the other four fireblasts are filled with surpries!", 59,294,infont,180) % Buttons var keyboardcontrols1 : int := GUI.CreateButton (40,20,0, "First Stage Controls",keyboard1_see_again) var play_game : int := GUI.CreateButton (610,20,0, "PLAY",mario_quest) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard2 procedure keyboard1 cls Music.PlayFileLoop ("Testing/Music/Super Mario Bros. 3 Medley.mp3") % Control Pictures and Text GUI.SetBackgroundColour (119) picID:= keyboard_controls1 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR FIRST STAGE!", 60,520,infont,0) Draw.Text("CONTROLS FOR FIRST STAGE!", 59,519,infont,4) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("Up Arrow Key-Jump!", 60,480,infont,0) Draw.Text("Up Arrow Key-Jump!", 59,479,infont,4) Draw.Text("Right Arrow Key-Walk Right!", 60,450,infont,0) Draw.Text("Right Arrow Key-Walk Right!", 59,449,infont,4) Draw.Text("Left Arrow Key-Walk Left!", 60,420,infont,0) Draw.Text("Left Arrow Key-Walk Left!", 59,419,infont,4) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 60,390,infont,0) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 59,389,infont,4) Draw.Text("Spacebar-To Shoot Fire Blast!", 60,360,infont,0) Draw.Text("Spacebar-To Shoot Fire Blast!", 59,359,infont,4) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 60,330,infont,0) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 59,329,infont,4) Draw.Text("Difficulty: Easy", 60,300,infont,0) Draw.Text("Difficulty: Easy", 59,299,infont,4) % Buttons var keyboardcontrols1 : int := GUI.CreateButton (300,20,0, "Second Stage Controls",keyboard2) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard1 % Game Menu procedure title cls Music.PlayFileLoop ("Testing/Music/Ground Theme & Underground Theme.mp3") % Pictures and Text drawfill (20,20,114,114) picID:= game_title Pic.Draw (picID,40,40,picCopy) infont:=Font.New("Times New Romen:40") Draw.Text("MARIO VS. DARK MARIO",50,500,infont,0) Draw.Text("MARIO ",51,499,infont,4) Draw.Text (" VS.",58,499,infont,105) Draw.Text(" DARK MARIO",53,499,infont,180) % Buttons var play_game : int := GUI.CreateButton (330,240,0, "PLAY",mario_quest) var controls : int := GUI.CreateButton (310,210,0, "CONTROLS",keyboard1) credit_to_me := GUI.CreateButton (323,180,0, "CREDIT",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end title title |
Author: | Tony [ Mon Jan 05, 2015 5:44 pm ] | ||
Post subject: | RE:I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! | ||
How do you ever exit your many
loops? |
Author: | master-awesome [ Mon Jan 05, 2015 6:21 pm ] |
Post subject: | Re: I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There |
Each exit loops are of different procedures! Quote: % Name: Master-Awesome
% Updated Date: 12/29/2014 import GUI View.Set ("graphics:720;580") var picID : int % All Gaming Variables % Keyboard Variable var infont : int var keyboard_controls1 : int := Pic.FileNew ("Testing/Game Control and Menu/Keyboard 1.jpg") var keyboard_controls2 : int := Pic.FileNew ("Testing/Game Control and Menu/Keyboard 2.jpg") % Flying Declare Variables var mfx : int := 1 var mfy : int := 200 var dmfx : int var dmfy : int var dmfxc1 : int var dmfyc1 : int var dmfxc2 : int var dmfyc2 : int var dmfxc3 : int var dmfyc3 : int var dmfxc4 : int var dmfyc4 : int var sky_limit : int := 300 var fly_fireblastx : int := 360 var fly_fireblasty : int := 200 var fly_fireblastshape : int := 30 var fly_dfireblastshape : int := 30 var fire_movement : int := 40 var dmkill : real var mkill1 : real var mkill2 : real var mgain : real var dmgain : real % Blast Bounderies var bsky_limity1 : int := 200 var bsky_limity2 : int := 40 var bsky_limitx1 : int :=580 var bsky_limitx2 : int := 180 % Mario Boundery var sky_limity1 : int := 240 var sky_limity2 : int := 230 var sky_limitx1 : int := 20 var sky_limitx2 : int := 1 % Mario Flies To The Right var mario_flies_right1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-1.jpg") var mario_flies_right2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-2.jpg") var mario_flies_right3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Original/Mario-Flying-3.jpg") % Mario Flies To The Left var mario_flies_left1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-1.jpg") var mario_flies_left2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-2.jpg") var mario_flies_left3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-3.jpg") % Dark Mario Flies To The Left var dark_mario_flies_left1 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-1.jpg") var dark_mario_flies_left2 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-2.jpg") var dark_mario_flies_left3 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Flying Opposite Direction/Mario-Flying-Opposite-Direction-3.jpg") % Background Animation var animation0 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/0.jpg") var animation1 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/1.jpg") var animation2 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/2.jpg") var animation3 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/3.jpg") var animation4 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/4.jpg") var animation5 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/5.jpg") var animation6 : int := Pic.FileNew ("Testing/Game Test/The Sky Battle Stage/6.jpg") % Background Animation var f0 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/0.jpg") var f1 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/1.jpg") var f2 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/2.jpg") var f3 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/3.jpg") var f4 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/4.jpg") var f5 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/5.jpg") var f6 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/6.jpg") var f7 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/7.jpg") var f8 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/8.jpg") var f9 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/9.jpg") var f10 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/10.jpg") var f11 : int := Pic.FileNew ("Testing/Game Test/Mario's Death/11.jpg") % Mario Walking Right var mario_walks_right2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-2.jpg") var mario_walks_right3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-3.jpg") var mario_walks_right1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-1.jpg") % Mario Walking Left var mario_walks_left2 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-2.jpg") var mario_walks_left3 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-3.jpg") var mario_walks_left1 : int := Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-1.jpg") % Dark Mario Waling Left var dark_mario_walks_left2 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-2.jpg") var dark_mario_walks_left3 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-3.jpg") var dark_mario_walks_left1 : int := Pic.FileNew ("Testing/Game Test/Dark Mario/Mario Walking Opposite Direction/Mario-Walking-Opposite-Direction-1.jpg") % Declare Variables var x : int := 1 var y : int := 36 var dx : int := 600 var dy : int := 36 var xm : int := 720 var ym : int := 360 var dxm : int := 720 var dym : int := 200 var key1 : string (1) var key2 : string (1) var mlives : int := 3 var dmlives : int := 9 var fireblastx : int := 600 var fireblasty : int := 80 var fireblastshape : int := 30 var dfireblastx : int var dfireblasty : int var dfireblastxc1 : int var dfireblastyc1 : int var dfireblastxc2 : int var dfireblastyc2 : int var dfireblastxc3 : int var dfireblastyc3 : int var dfireblastxc4 : int var dfireblastyc4 : int randint (dfireblastx,1,600) randint (dfireblasty,80,200) randint (dfireblastxc1,1,600) randint (dfireblastyc1,80,200) randint (dfireblastxc2,1,600) randint (dfireblastyc2,80,200) randint (dfireblastxc3,1,600) randint (dfireblastyc3,80,200) randint (dfireblastxc4,1,600) randint (dfireblastyc4,80,200) var dfireblastshape : int := 30 var gravity : int := 20 var ground : int := 36 var jump : int := 200 % Game Over var dark_mario_game_over : int := Pic.FileNew ("Testing/Game Test/Dark-Mario-World-Mario.jpg") % Game Title Variables var game_title : int := Pic.FileNew ("Testing/Game Control and Menu/Screen.jpg") % Won Variable var mario_won : int := Pic.FileNew ("Testing/Mario Won/Mario Won.jpg") % Story Variables var evil_mario_quest : int := Pic.FileNew ("Testing/Game Story/Evil Mario Quest.jpg") % Final Stage Variables var evil_mario_transformation_0 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/0.jpg") var evil_mario_transformation_1 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/1.jpg") var evil_mario_transformation_2 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/2.jpg") var evil_mario_transformation_3 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/3.jpg") var evil_mario_transformation_4 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/4.jpg") var evil_mario_transformation_5 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/5.jpg") var evil_mario_transformation_6 : int := Pic.FileNew ("Testing/Game Story/Dark Mario Transformation/6.jpg") % Buttons Variables var credit_to_me : int % End Of Variables % All Procedures % Credit To Me procedure credit Music.PlayFileLoop ("Testing/Music/Full Steam Ahead.mp3") % Credit drawfillbox (1,1,1000,1000,7) infont:=Font.New("Times New Romen:30") Draw.Text("CREDIT", 300,520,infont,0) Draw.Text("CREDIT", 300,519,infont,22) % Status infont:=Font.New("Times New Romen:14") Draw.Text("Hello Everybody! I'm the developer of this game. My name is Shivang. My class", 30,490,infont,0) Draw.Text("Hello Everybody! I'm the developer of this game. My name is Shivang. My class", 29,489,infont,22) Draw.Text("is GVSS_Tajalli _ ICS2O. This program was completed on December 29, 2014.", 30,470,infont,0) Draw.Text("is GVSS_Tajalli _ ICS2O. This program was completed on December 29, 2014.", 29,469,infont,22) Draw.Text("You can refer to me as Master-Awesome or Special Cinema. I programmed ", 30,450,infont,0) Draw.Text("You can refer to me as Master-Awesome or Special Cinema. I programmed ", 29,449,infont,22) Draw.Text("this game. It wasn't easy. The characters and backgrounds are found from", 30,430,infont,0) Draw.Text("this game. It wasn't easy. The characters and backgrounds are found from", 29,429,infont,22) Draw.Text("Google images. The jump effect comes from gravity as without it, the", 30,410,infont,0) Draw.Text("Google images. The jump effect comes from gravity as without it, the", 29,409,infont,22) Draw.Text("character would just float. The landing comes from collision because without", 30,390,infont,0) Draw.Text("character would just float. The landing comes from collision because without", 29,389,infont,22) Draw.Text("something to stop the gravity, the character will just fall into the ground. The", 30,370,infont,0) Draw.Text("something to stop the gravity, the character will just fall into the ground. The", 29,369,infont,22) Draw.Text("purple energy balls come from collisions as well. Collision is just something ", 30,350,infont,0) Draw.Text("purple energy balls come from collisions as well. Collision is just something ", 29,349,infont,22) Draw.Text("that allows two objects to hit. I can't explain it, but you can find out more at:", 30,330,infont,0) Draw.Text("that allows two objects to hit. I can't explain it, but you can find out more at:", 29,329,infont,22) Draw.Text("http://compsci.ca/v3/viewtopic.php?t=13661. The music I found from Youtube.", 30,310,infont,0) Draw.Text("http://compsci.ca/v3/viewtopic.php?t=13661. The music I found from Youtube.", 29,309,infont,22) Draw.Text("Just type in \"Super Smash Bros. Wii U All Soundtracks\" and you will find them.", 30,290,infont,0) Draw.Text("Just type in \"Super Smash Bros. Wii U All Soundtracks\" and you will find them.", 29,289,infont,22) Draw.Text("Now that everything is cleared up, I'd like to warn you about an error that doesn't", 30,270,infont,0) Draw.Text("Now that everything is cleared up, I'd like to warn you about an error that doesn't", 29,269,infont,22) Draw.Text("affect me. Whenever I apply: loop", 30,250,infont,0) Draw.Text("affect me. Whenever I apply: loop", 29,249,infont,22) Draw.Text("exit when GUI.ProcessEvent", 320,230,infont,0) Draw.Text("exit when GUI.ProcessEvent", 319,229,infont,22) Draw.Text("end loop", 280,210,infont,0) Draw.Text("end loop ", 279,209,infont,22) Draw.Text("There's this screen that pops up saying WidgetModule.tu for the buttons. This", 30,190,infont,0) Draw.Text("There's this screen that pops up saying WidgetModule.tu for the buttons. This", 29,189,infont,22) Draw.Text("is not an error because of me, but rather Turing itself. Because the software", 30,170,infont,0) Draw.Text("is not an error because of me, but rather Turing itself. Because the software", 29,169,infont,22) Draw.Text("of Windows is newer, Turing is not use to that. In order to fix, you need to", 30,150,infont,0) Draw.Text("of Windows is newer, Turing is not use to that. In order to fix, you need to", 29,149,infont,22) Draw.Text("install and rearrange certain things on your computer. This maybe fixed in", 30,130,infont,0) Draw.Text("install and rearrange certain things on your computer. This maybe fixed in", 29,129,infont,22) Draw.Text("Turing 4.1.2 whenever that releases with the bugs fixed and all. Now I say:", 30,110,infont,0) Draw.Text("Turing 4.1.2 whenever that releases with the bugs fixed and all. Now I say:", 29,109,infont,22) infont:=Font.New("Times New Romen:27") Draw.Text("THANK YOU FOR PLAYING MY GAME!", 33,60,infont,0) Draw.Text("THANK YOU FOR PLAYING MY GAME!", 32,59,infont,2) infont:=Font.New("Times New Romen:12") Draw.Text("PLEASE GO TO CODING WINDOW AND PRESS \"Run\", IF YOU WANT TO PLAY AGAIN!", 40,30,infont,0) Draw.Text("PLEASE GO TO CODING WINDOW AND PRESS \"Run\", IF YOU WANT TO PLAY AGAIN!", 39,29,infont,22) end credit % When Player Loses procedure game_over Music.PlayFileLoop ("Testing/Music/The Grand Finale (Bowser's Inside Story).mp3") drawfillbox (1,1,1000,1000,7) picID:= dark_mario_game_over Pic.Draw (picID,70,20,picCopy) end game_over % When Player Wins procedure won % Control Pictures and Text cls Music.PlayFileLoop ("Testing/Music/Super Mario World Medley.mp3") drawfillbox (1,1,1000,1000,119) picID:= mario_won Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:26") Draw.Text("YOU HAVE RECLAIMED THE KINGDOM!", 30,520,infont,0) Draw.Text("YOU HAVE RECLAIMED THE KINGDOM!", 29,519,infont,4) % Buttons credit_to_me := GUI.CreateButton (290,470,0, "SEE WHO MADE IT",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end won % Game procedure background % Background drawfillbox (1,1,1000,1000,7) picID:= Pic.FileNew ("Testing/Game Test/Dark-Castle.jpg") Pic.Draw (picID,215,370,picCopy) colourback (20) locate (35,1) put "" colourback (20) locate (36,1) put "" drawfillbox (1,34,720,360,7) % Mario drawfillbox (x,y,720,200,7) picID:= Pic.FileNew ("Testing/Game Test/Mario/Mario Walking Original/Walking-Mario-1.jpg") % Display Lives % Mario Lives colour (0) colourback (7) locate (2,8) put "Mario = ",mlives picID:= Pic.FileNew ("Testing/Game Test/Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,20,400,picCopy) % Dark Mario Lives colour (0) locate (2,70) put "Dark Mario = ",dmlives picID:= Pic.FileNew ("Testing/Game Test/Dark Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,540,400,picCopy) end background % Fly Background procedure fly_background % Fly Background drawfillbox (1,1,1000,1000,7) picID:= Pic.FileNew ("Testing/Game Test/orion.jpg") Pic.Draw (picID,1,1,picCopy) % Display Mario Flying Right picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) % Dark Mario Left Original picID := dark_mario_flies_left1 Pic.Draw (picID,600,200,picCopy) delay (50) picID := dark_mario_flies_left2 Pic.Draw (picID,600,200,picCopy) delay (50) picID := dark_mario_flies_left3 Pic.Draw (picID,600,200,picCopy) delay (50) % Display Lives % Mario Lives colour (0) colourback (7) locate (2,8) put "Mario = ",mlives picID:= Pic.FileNew ("Testing/Game Test/Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,20,400,picCopy) % Dark Mario Lives colour (0) locate (2,70) put "Dark Mario = ",dmlives picID:= Pic.FileNew ("Testing/Game Test/Dark Mario/Icon/Mario-icon.jpg") Pic.Draw (picID,540,400,picCopy) % Display The Stage picID:= animation6 Pic.Draw (picID,190,400,picCopy) % Fire Movement colour (41) locate (13,36) put "Fire Movement = ",fire_movement end fly_background procedure mario_death Music.PlayFileLoop ("Testing/Music/Sound Effects/Fire Burning Sound Effect.mp3") delay (100) picID := f0 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f1 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f2 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f3 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f4 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f5 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f6 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f7 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f8 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f9 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f10 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) picID := f11 Pic.Draw (picID,mfx,mfy,picCopy) delay (100) Music.PlayFileLoop ("Testing/Music/Fortress Boss (Super Mario World).mp3") end mario_death procedure dark_mario % The Random Dark Mario Effect randint (dmfx,180,580) randint (dmfy,40,200) randint (dmfxc1,180,580) randint (dmfyc1,40,200) randint (dmfxc2,180,580) randint (dmfyc2,40,200) randint (dmfxc3,180,580) randint (dmfyc3,40,200) randint (dmfxc4,180,580) randint (dmfyc4,40,200) % Dark Blast Point Original drawfilloval (dmfx,dmfy,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfx,dmfy,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone1 drawfilloval (dmfxc1,dmfyc1,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc1,dmfyc1,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone2 drawfilloval (dmfxc2,dmfyc2,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc2,dmfyc2,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone3 drawfilloval (dmfxc3,dmfyc3,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc3,dmfyc3,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) % Dark Blast Point Clone4 drawfilloval (dmfxc4,dmfyc4,fly_dfireblastshape,fly_dfireblastshape,7) drawfilloval (dmfxc4,dmfyc4,fly_dfireblastshape,fly_dfireblastshape,105) delay (20) end dark_mario procedure sky_battle Music.PlayFileLoop ("Testing/Music/Fortress Boss (Super Mario World).mp3") fly_background dark_mario loop % For Game loop % For Background getch (key2) if ord (key2) = 200 and mfy < sky_limity1 then % Up mfy := mfy + 20 delay (50) picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 205 and mfx < sky_limitx1 then % Right mfx := mfx + 20 delay (50) picID := mario_flies_right1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_right3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 203 and mfx > sky_limitx2 then % Left mfx := mfx - 20 delay (50) picID := mario_flies_left1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 208 and mfy > sky_limity2 then % Down mfy := mfy - 20 delay (50) picID := mario_flies_left1 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left2 Pic.Draw (picID,mfx,mfy,picCopy) delay (50) picID := mario_flies_left3 Pic.Draw (picID,mfx,mfy,picCopy) elsif ord (key2) = 32 then % Space Make Blast Appear drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := 360 fly_fireblasty := 200 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 100 and fly_fireblastx < bsky_limitx1 then % D Move Blast Right % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := fly_fireblastx+20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 97 and fly_fireblastx > bsky_limitx2 then % A Move Blast Left % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblastx := fly_fireblastx-20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 115 and fly_fireblasty > bsky_limity2 then % S Move Blast Down % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblasty := fly_fireblasty-20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) elsif ord (key2) = 119 and fly_fireblasty < bsky_limity1 then % W Move Blast Up % Fire Movement Count Down fire_movement := fire_movement - 1 colour (41) locate (13,36) put "Fire Movement = ",fire_movement % Fire Movement drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,7) fly_fireblasty := fly_fireblasty+20 drawfilloval (fly_fireblastx,fly_fireblasty,fly_fireblastshape,fly_fireblastshape,41) end if % Mario Sky Lives if fire_movement <= 0 then mlives := mlives - 1 mario_death cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Dark Mario Sky Lives % Calculate The Blasts Dark Mario Kill dmkill := sqrt ((dmfx-fly_fireblastx)**2 + (dmfy-fly_fireblasty)**2) if dmkill <= fly_fireblastshape + fly_dfireblastshape then dmlives := dmlives - 2 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Wrong Blast 1 mkill1 := sqrt ((dmfxc1-fly_fireblastx)**2 + (dmfyc1-fly_fireblasty)**2) if mkill1 <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives - 1 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Mario Gain Life mgain := sqrt ((dmfxc2-fly_fireblastx)**2 + (dmfyc2-fly_fireblasty)**2) if mgain <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives + 3 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Dark Mario Gain Life dmgain := sqrt ((dmfxc3-fly_fireblastx)**2 + (dmfyc3-fly_fireblasty)**2) if dmgain <= fly_fireblastshape + fly_dfireblastshape then dmlives := dmlives + 1 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Wrong Blast 2 mkill2 := sqrt ((dmfxc4-fly_fireblastx)**2 + (dmfyc4-fly_fireblasty)**2) if mkill2 <= fly_fireblastshape + fly_dfireblastshape then mlives := mlives - 2 cls fly_fireblastx := 360 fly_fireblasty := 200 fire_movement := 40 fly_background dark_mario end if % Winning if dmlives <= 0 then cls won end if % Losing if mlives <= 0 then cls game_over % Buttons var see_credit : int := GUI.CreateButton (310,400,0, "Game Over See Credit",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end if % Display The Stage picID:= animation0 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation1 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation2 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation3 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation4 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation5 Pic.Draw (picID,190,400,picCopy) delay (25) picID:= animation6 Pic.Draw (picID,190,400,picCopy) delay (25) end loop % Background Ends end loop % Game Ends end sky_battle % Final Stage Begins procedure final_stage_begins Music.PlayFileLoop ("Testing/Music/Fated Battle.mp3") % Final Stage Title drawfill (20,20,7,7) infont:=Font.New("Times New Romen:30") Draw.Text("DARK MARIO FINAL STAGE", 100,520,infont,0) Draw.Text("DARK MARIO FINAL STAGE", 99,519,infont,4) % Story Of Stage infont:=Font.New("Times New Romen:12") Draw.Text("OH YOU HAVE REALLY DONE IT NOW! DARK MARIO HAS GONE SUPER! PREPARE YOURSELF!", 2,50,infont,0) Draw.Text("OH YOU HAVE REALLY DONE IT NOW! DARK MARIO HAS GONE SUPER! PREPARE YOURSELF!", 1,49,infont,4) Draw.Text("GOAL: THERE ARE 5 PURPLE BLASTS! 2 WILL TAKE YOUR LIFE AWAY! 1 WILL GIVE YOU LIFE!", 2,30,infont,0) Draw.Text("GOAL: THERE ARE 5 PURPLE BLASTS! 2 WILL TAKE YOUR LIFE AWAY! 1 WILL GIVE YOU LIFE!", 1,29,infont,4) Draw.Text("1 WILL GIVE DARK MARIO A LIFE! 1 TAKES AWAY DARK MARIO'S LIFE! GOOD LUCK!", 2,10,infont,0) Draw.Text("1 WILL GIVE DARK MARIO A LIFE! 1 TAKES AWAY DARK MARIO'S LIFE! GOOD LUCK!", 1,9,infont,4) % Dark Mario Transformation loop picID:= evil_mario_transformation_0 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_1 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_2 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_3 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_4 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_5 Pic.Draw (picID,100,120,picCopy) delay (20) picID:= evil_mario_transformation_6 Pic.Draw (picID,100,120,picCopy) delay (20) % Buttons var sky_game_begin : int := GUI.CreateButton (310,80,0, "Start Game",sky_battle) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) exit when GUI.ProcessEvent end loop end final_stage_begins procedure game % Original Game Music.PlayFileLoop ("Testing/Music/Tough Guy Alert!.mp3") background drawfillbox (1,34,720,360,7) loop getch (key1) if ord (key1) = 205 then % right % Controls drawfillbox (x,y,xm,ym,7) x := x + 40 picID:= mario_walks_right2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (40) elsif ord (key1) = 203 then % left % Controls drawfillbox (x,y,xm,ym,7) x := x - 40 picID:= mario_walks_left2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_left3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_left1 Pic.Draw (picID,x,y,picCopy) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (40) elsif ord (key1) = 32 then % Space To Shoot drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := fireblastx - 10 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) % Controls drawfillbox (x,y,xm,ym,7) % Apply Gravity For Character Fall y -= gravity if y < ground then y := ground end if picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) elsif ord (key1) = 208 then % Down To Reset Shoot Position drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := 600 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) elsif ord (key1) = 200 and y = ground then % Up To Jump Music.PlayFileLoop ("Testing/Music/Sound Effects/Maro Jump Sound Effect.mp3") % Controls drawfillbox (x,y,xm,ym,7) y := jump % Controls drawfillbox (x,y,xm,ym,7) x := x + 40 picID:= mario_walks_right2 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right3 Pic.Draw (picID,x,y,picCopy) delay (40) picID:= mario_walks_right1 Pic.Draw (picID,x,y,picCopy) delay (40) % Dark Mario drawfillbox (dx,dy,dxm,dym,7) randint (dx,1,600) picID:= dark_mario_walks_left2 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left3 Pic.Draw (picID,dx,dy,picCopy) delay (40) picID:= dark_mario_walks_left1 Pic.Draw (picID,dx,dy,picCopy) delay (300) Music.PlayFileLoop ("Testing/Music/Tough Guy Alert!.mp3") end if % Display Fire Blast drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,7) fireblastx := fireblastx - 10 drawfilloval (fireblastx,fireblasty,fireblastshape,fireblastshape,41) % Apply Gravity For Character Fall y -= gravity if y < ground then y := ground end if % Lives if fireblastx < dx then dmlives := dmlives -1 delay (20) cls background fireblastx := 600 end if % Next Stage if dmlives <= 6 then % Dark Mario Blasting Ability randint (dfireblastx,1,600) randint (dfireblasty,80,200) randint (dfireblastxc1,1,600) randint (dfireblastyc1,80,200) randint (dfireblastxc2,1,600) randint (dfireblastyc2,80,200) randint (dfireblastxc3,1,600) randint (dfireblastyc3,80,200) randint (dfireblastxc4,1,600) randint (dfireblastyc4,80,200) cls background drawfilloval (dfireblastx,dfireblasty,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastx,dfireblasty,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc1,dfireblastyc1,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc1,dfireblastyc1,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc2,dfireblastyc2,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc2,dfireblastyc2,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc3,dfireblastyc3,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc3,dfireblastyc3,dfireblastshape,dfireblastshape,105) delay (20) drawfilloval (dfireblastxc4,dfireblastyc4,dfireblastshape,dfireblastshape,7) drawfilloval (dfireblastxc4,dfireblastyc4,dfireblastshape,dfireblastshape,105) delay (20) end if % Lose A Life if x = dfireblastx and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc1 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc2 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc3 and dmlives <= 6 then mlives := mlives - 1 cls background end if if x = dfireblastxc4 and dmlives <= 6 then mlives := mlives - 1 cls background end if % Final Up Stage if dmlives <= 3 then cls final_stage_begins end if % Game Over if mlives <= 0 then cls game_over % Buttons var see_credit : int := GUI.CreateButton (310,400,0, "Game Over See Credit",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end if end loop end game procedure mario_quest % Quest Background cls Music.PlayFileLoop ("Testing/Music/Gerudo Valley (Remix).mp3") drawfill (20,20,7,7) picID:= evil_mario_quest Pic.Draw (picID,1,1,picCopy) % Quest Title infont:=Font.New("Times New Romen:30") Draw.Text("DARK MARIO QUEST", 170,520,infont,0) Draw.Text("DARK MARIO QUEST", 169,519,infont,180) % Story infont:=Font.New("Times New Romen:14") Draw.Text("It was just a nice day till an evil person arrived from another ", 140,440,infont,0) Draw.Text("It was just a nice day till an evil person arrived from another ", 139,439,infont,180) Draw.Text("dimension. He claimed his name was Mario and he had ruled", 166,420,infont,0) Draw.Text("dimension. He claimed his name was Mario and he had ruled", 165,419,infont,180) Draw.Text("infinite Mushroom Kingdoms and always people fought back", 166,400,infont,0) Draw.Text("infinite Mushroom Kingdoms and always people fought back", 165,399,infont,180) Draw.Text("and never won. Even his own dimensional twins were no match.", 161,380,infont,0) Draw.Text("and never won. Even his own dimensional twins were no match.", 160,379,infont,180) Draw.Text("He offered to spare this world's people, if they surrenderred", 161,360,infont,0) Draw.Text("He offered to spare this world's people, if they surrenderred", 160,359,infont,180) Draw.Text("their kingdom. Of course the king, Toadsworth, said no. Dark", 161,340,infont,0) Draw.Text("their kingdom. Of course the king, Toadsworth, said no. Dark", 160,339,infont,180) Draw.Text("Mario, as what people called him, threw everybody out of the", 164,320,infont,0) Draw.Text("Mario, as what people called him, threw everybody out of the", 163,319,infont,180) Draw.Text("castle and claimed it for himself, the kingdom. Whoever was", 165,300,infont,0) Draw.Text("castle and claimed it for himself, the kingdom. Whoever was", 164,299,infont,180) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 171,280,infont,0) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 170,279,infont,180) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 171,280,infont,0) Draw.Text("left got enslaved by Dark Mario. When Mario returned after his", 170,279,infont,180) Draw.Text("stroll with the princess, they found the castle transformed.", 179,260,infont,0) Draw.Text("stroll with the princess, they found the castle transformed.", 178,259,infont,180) Draw.Text("Everybody was looking sad and miserable. Toadsworth", 188,240,infont,0) Draw.Text("Everybody was looking sad and miserable. Toadsworth", 187,239,infont,180) Draw.Text("begged Mario to help reclaim his kingdom. Mario said, \"Yes!\"", 198,220,infont,0) Draw.Text("begged Mario to help reclaim his kingdom. Mario said, \"Yes!\"", 197,219,infont,180) Draw.Text("and asked who's responsible for this. Mario was shocked to", 208,200,infont,0) Draw.Text("and asked who's responsible for this. Mario was shocked to", 207,199,infont,180) Draw.Text("find it was himself and not his enemy Bowser. Mario jumped", 218,180,infont,0) Draw.Text("find it was himself and not his enemy Bowser. Mario jumped", 217,179,infont,180) Draw.Text("into the castle and challenged Dark Mario to a fight. Dark", 229,160,infont,0) Draw.Text("into the castle and challenged Dark Mario to a fight. Dark", 228,159,infont,180) Draw.Text("Mario laughed and accepted Mario's challenge. Now the", 240,140,infont,0) Draw.Text("Mario laughed and accepted Mario's challenge. Now the", 239,139,infont,180) Draw.Text("battle is on. Do you accept?", 260,120,infont,0) Draw.Text("battle is on. Do you accept?", 259,119,infont,180) % Buttons var game_begin : int := GUI.CreateButton (380,50,0, "Start Game",game) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end mario_quest % Instructions On How To Play procedure keyboard1_see_again cls % Control Pictures and Text GUI.SetBackgroundColour (119) picID:= keyboard_controls1 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR FIRST STAGE!", 60,520,infont,0) Draw.Text("CONTROLS FOR FIRST STAGE!", 59,519,infont,4) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("Up Arrow Key-Jump!", 60,480,infont,0) Draw.Text("Up Arrow Key-Jump!", 59,479,infont,4) Draw.Text("Right Arrow Key-Walk Right!", 60,450,infont,0) Draw.Text("Right Arrow Key-Walk Right!", 59,449,infont,4) Draw.Text("Left Arrow Key-Walk Left!", 60,420,infont,0) Draw.Text("Left Arrow Key-Walk Left!", 59,419,infont,4) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 60,390,infont,0) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 59,389,infont,4) Draw.Text("Spacebar-To Shoot Fire Blast!", 60,360,infont,0) Draw.Text("Spacebar-To Shoot Fire Blast!", 59,359,infont,4) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 60,330,infont,0) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 59,329,infont,4) Draw.Text("Difficulty: Easy", 60,300,infont,0) Draw.Text("Difficulty: Easy", 59,299,infont,4) % Buttons var play_game : int := GUI.CreateButton (610,20,0, "PLAY",mario_quest) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard1_see_again procedure keyboard2 drawfill (20,20,7,7) picID:= keyboard_controls2 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR SECOND STAGE!", 30,520,infont,0) Draw.Text("CONTROLS FOR SECOND STAGE!", 29,519,infont,180) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("W-Move Blast Up!", 60,480,infont,0) Draw.Text("W-Move Blast Up!", 59,479,infont,180) Draw.Text("D-Move Blast Right!", 60,450,infont,0) Draw.Text("D-Move Blast Right!", 59,449,infont,180) Draw.Text("A-Move Blast Left!", 60,420,infont,0) Draw.Text("A-Move Blast Left!", 59,419,infont,180) Draw.Text("S-Move Blast Down!", 60,390,infont,0) Draw.Text("S-Move Blast Down!", 59,389,infont,180) Draw.Text("Spacebar-To Reset Fireblast!", 60,360,infont,0) Draw.Text("Spacebar-To Reset Fireblast!", 59,359,infont,180) infont:=Font.New("Times New Romen:14") Draw.Text("Goal: Dark Mario has 3 lives and they're 5 purple fireblasts. Only one contains ", 60,335,infont,0) Draw.Text("Goal: Dark Mario has 3 lives and they're 5 purple fireblasts. Only one contains ", 59,334,infont,180) Draw.Text("Dark Mario's life! You can only move your blast 40 times before you burn up!", 60,315,infont,0) Draw.Text("Dark Mario's life! You can only move your blast 40 times before you burn up!", 59,314,infont,180) Draw.Text("Difficulty: Hard because the other four fireblasts are filled with surpries!", 60,295,infont,0) Draw.Text("Difficulty: Hard because the other four fireblasts are filled with surpries!", 59,294,infont,180) % Buttons var keyboardcontrols1 : int := GUI.CreateButton (40,20,0, "First Stage Controls",keyboard1_see_again) var play_game : int := GUI.CreateButton (610,20,0, "PLAY",mario_quest) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard2 procedure keyboard1 cls Music.PlayFileLoop ("Testing/Music/Super Mario Bros. 3 Medley.mp3") % Control Pictures and Text GUI.SetBackgroundColour (119) picID:= keyboard_controls1 Pic.Draw (picID,40,60,picCopy) % Control Title infont:=Font.New("Times New Romen:30") Draw.Text("CONTROLS FOR FIRST STAGE!", 60,520,infont,0) Draw.Text("CONTROLS FOR FIRST STAGE!", 59,519,infont,4) % Controls infont:=Font.New("Times New Romen:18") Draw.Text("Up Arrow Key-Jump!", 60,480,infont,0) Draw.Text("Up Arrow Key-Jump!", 59,479,infont,4) Draw.Text("Right Arrow Key-Walk Right!", 60,450,infont,0) Draw.Text("Right Arrow Key-Walk Right!", 59,449,infont,4) Draw.Text("Left Arrow Key-Walk Left!", 60,420,infont,0) Draw.Text("Left Arrow Key-Walk Left!", 59,419,infont,4) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 60,390,infont,0) Draw.Text("Down Arrow Key-To Reset Fire Blast!", 59,389,infont,4) Draw.Text("Spacebar-To Shoot Fire Blast!", 60,360,infont,0) Draw.Text("Spacebar-To Shoot Fire Blast!", 59,359,infont,4) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 60,330,infont,0) Draw.Text("Goal: You must shoot Dark Mario 6 times for him to die!", 59,329,infont,4) Draw.Text("Difficulty: Easy", 60,300,infont,0) Draw.Text("Difficulty: Easy", 59,299,infont,4) % Buttons var keyboardcontrols1 : int := GUI.CreateButton (300,20,0, "Second Stage Controls",keyboard2) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end keyboard1 % Game Menu procedure title cls Music.PlayFileLoop ("Testing/Music/Ground Theme & Underground Theme.mp3") % Pictures and Text drawfill (20,20,114,114) picID:= game_title Pic.Draw (picID,40,40,picCopy) infont:=Font.New("Times New Romen:40") Draw.Text("MARIO VS. DARK MARIO",50,500,infont,0) Draw.Text("MARIO ",51,499,infont,4) Draw.Text (" VS.",58,499,infont,105) Draw.Text(" DARK MARIO",53,499,infont,180) % Buttons var play_game : int := GUI.CreateButton (330,240,0, "PLAY",mario_quest) var controls : int := GUI.CreateButton (310,210,0, "CONTROLS",keyboard1) credit_to_me := GUI.CreateButton (323,180,0, "CREDIT",credit) % Button Press (The Source Of The Stupid Code That Pops Up Right After % You Close The Program Because Of The Version Of Windows Being The % Latest Which I Hope Turing Fixes In 4.1.2) loop exit when GUI.ProcessEvent end loop end title title |
Author: | Tony [ Tue Jan 06, 2015 2:29 am ] |
Post subject: | RE:I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! |
So you never exit any of those loops -- just throw more code on top. It follows that all of your buttons are still there. GUI.ProcessEvent checks if any of the active buttons have received an event, and processes them. Think of a cleaner design with only one GUI.ProcessEvent. |
Author: | master-awesome [ Tue Jan 06, 2015 12:37 pm ] |
Post subject: | Re: I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There |
I tried your thing out, but when I reach procedure final_stage_begins , it starts to get stuck in a loop. I'm still checking the code over, but I'm not sure if this is actually going to work out because when I took out the process event, in the next procedure, the buttons still continued to be there even when you can't see them. |
Author: | Tony [ Tue Jan 06, 2015 1:42 pm ] |
Post subject: | RE:I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! |
There's GUI.Dispose and GUI.Hide, depending on what exactly you want the buttons to do. Conceptually, people tend to think in terms of page/screen/scene. When the code flow enters a new scene for the first time, all of the GUI is setup. When the scene ends, the GUI elements are disposed. |
Author: | master-awesome [ Tue Jan 06, 2015 6:16 pm ] |
Post subject: | Re: I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There |
Okay so the GUI.Dispose thing doesn't work for me because I applied it several times before writing this post and now I actually had a closer examination by copying and pasting the example and realized that GUI.Dispose only works when GUI.Quit is applied and that kind of freezes my program when I try that. As of GUI.Hide and GUI.Show. I'm not actually sure of that one. It would help if I was shown an example of this one otherwise, this may be something the inventors of Turing might need to look into. |
Author: | Tony [ Tue Jan 06, 2015 8:40 pm ] |
Post subject: | Re: I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There |
master-awesome @ Tue Jan 06, 2015 6:16 pm wrote: [size=18]realized that GUI.Dispose only works when GUI.Quit is applied
What is this claim based on? |
Author: | master-awesome [ Wed Jan 07, 2015 1:25 pm ] |
Post subject: | Re: I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There |
Another procedure! |
Author: | Tony [ Wed Jan 07, 2015 4:06 pm ] |
Post subject: | RE:I Need Help With Gui Buttons! Whenever I Apply, There Is This Glitch Where In Next Procedure Buttons Are Still There! |
I would suggest reading more documentation to have a better idea at how GUI works and what's going on. |