
-----------------------------------
Mr. T
Sun Mar 20, 2005 1:50 am

whatdotcolour
-----------------------------------
for my snake game, why doesnt the what dot colour work?



%NEXT LEVEL
    if score = scoreLevel
            then
        drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
        scoreLevel += 10
        exit when whatdotcolour (ballx1+ballsize,bally1+ballsize)=4 
    end if


-----------------------------------
Bacchus
Sun Mar 20, 2005 2:18 am


-----------------------------------
where the loop or for loop that its all in? you have an exit but no loop

-----------------------------------
Mr. T
Sun Mar 20, 2005 2:34 am


-----------------------------------
ya, its inside of a loop, heres the whole program



%variable declaration
View.Set ("graphics:400;300,title:Uncle Worm           Score: 0")
var food1 : int
var food2 : int
var foodSize : int
var box1 : int := 0
var box2 : int := maxy
var box3 : int := maxx
var box4 : int := 0
var col : int := 31
var countdown : int := 6
var ballx1 : int := 200
var bally1 : int := 150
var ballsize : int := 5
var move, move2, move3, move4 := false
var key : array char of boolean
var ring : int := 0
var answer : string
move3 := true %starting direction of snake
var score : int := 0
var newMaxX : int := 400 %innitial screen dimensions (x co-ords)
var newMaxY : int := 300 %innitial screen dimensions (y co-ords)
var levelUp : int := 10 %decrease in screen dimensions upon completion of level
var scoreLevel : int := 10

%gives time for user to get ready
loop
    locate (9, 18)
    put "Starting in...", countdown - 1
    delay (300)
    countdown := countdown - 1
    cls
    exit when countdown = 0
end loop


%creates food in random locations
procedure food
    randint (food1, 1, 395) %random food location (but not in the walls)
    randint (food2, 1, 295) %random food location (but not in the walls)
    randint (foodSize, 2, 10) %random food size
    drawfilloval (food1, food2, foodSize, foodSize, 2)
end food

%point of contact upon death
procedure ringEnd
    loop
        drawoval (ballx1, bally1, ballsize + ring, ballsize + ring, ring)
        ring += 2
        delay (10)
        exit when ring = 100

    end loop
end ringEnd

%draws food
food

%snake movement
loop
    drawbox (box1, box2, box3, box4, 7)
    drawfilloval (ballx1, bally1, ballsize, ballsize, col)
    if move then
        bally1 += 1
    elsif move2 then
        bally1 -= 1
    elsif move3 then
        ballx1 += 1
    elsif move4 then
        ballx1 -= 1
    end if
    Input.KeyDown (key)
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
        move2 := false
        move3 := false
        move4 := false
        move := true
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
        move := false
        move3 := false
        move4 := false
        move2 := true
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
        move := false
        move2 := false
        move4 := false
        move3 := true
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
        move := false
        move2 := false
        move3 := false
        move4 := true
    end if
    drawfilloval (ballx1, bally1, ballsize, ballsize, 12)     %deletes the tail
    delay (10)

    %wall collision detection
    if ballx1 = 4 or ballx1 = maxx - 4 or bally1 = 4 or bally1 = maxy - 4 then
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score) + "             You Lose!")
        ringEnd
        exit
    end if

    %food collision detection
    if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
            then
        score += 10 %when food collision detected points are added to score
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score))
        drawfilloval (food1, food2, foodSize, foodSize, white)      %so that no chunk of food is left behind
        food %when collision detected food is redrawn
    end if


    %NEXT LEVEL
    if score = scoreLevel
            then
        drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
        scoreLevel += 10
        exit when whatdotcolour (ballx1+ballsize,bally1+ballsize)=4
    end if


end loop




       /*
 View.Set ("graphics:" + intstr (newMaxX-levelUp) + ";" + intstr (newMaxY-levelUp) + ",title:Uncle Worm           Score: " + intstr (score))
 */

View.Update


-----------------------------------
Cervantes
Sun Mar 20, 2005 8:55 am


-----------------------------------
You probably want your View.Update to be inside your loop.


    %NEXT LEVEL
    if score >= scoreLevel
            then
        drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
        %scoreLevel += 10
        exit when whatdotcolour (ballx1, bally1 + ballsize) = 4
    end if


That should work.  The reason yours was not working was because a.) you were adding to scoreLevel, which means as soon as you eat an apple and get your score to equal scoreLevel, score level goes up.  So you are only inside that if statement when you touch an apple.  And when you touch an apple, you aren't touching the exit.  b.) your collision detection has problems.  whatdotcolour can be effective, but you need to use it better.  See, you were checking for a collision with the top right edge of the player (ballx1 + ballsize, bally1 + ballsize).  I changed it so that you are checking with the top setion (because the exit is at the top of the screen).  But, really, you need to check all around your player.  That 
involves either some trig and a for loop, or a lot of if statements.
Also, notice that I changed if score = scoreLevel to if score >= scoreLevel.  The way you had it, you could only get to the exit if your score was exactly = to score level.  If you ate two apples, then went to the exit, you'd die.

-----------------------------------
Mr. T
Sun Mar 20, 2005 2:34 pm


-----------------------------------
2 probelms: 1. when the exit point opens food is still being created (it shouldnt be) 2. after entering the next level (in which the screen dimensions are decreased) after eating one piece of food, the screen reverts to its original state
----------------------------


%variable declaration
View.Set ("graphics:400;300,title:Uncle Worm           Score: 0")
var food1 : int
var food2 : int
var foodSize : int
var box1 : int := 0
var box2 : int := maxy
var box3 : int := maxx
var box4 : int := 0
var col : int := 31
var countdown : int := 6
var ballx1 : int := 200
var bally1 : int := 150
var ballsize : int := 5
var move, move2, move3, move4 := false
var key : array char of boolean
var ring : int := 0
var answer : string
move3 := true %starting direction of snake
var score : int := 0
var newMaxX : int := 400 %innitial screen dimensions (x co-ords)
var newMaxY : int := 300 %innitial screen dimensions (y co-ords)
var levelUp : int := 10 %decrease in screen dimensions upon completion of level
var scoreLevel : int := 50
var foodBoolean :boolean


%gives time for user to get ready
loop
    locate (9, 18)
    put "Starting in...", countdown - 1
    delay (300)
    countdown := countdown - 1
    cls
    exit when countdown = 0
end loop


%creates food in random locations
procedure food
    randint (food1, 1, 395) %random food location (but not in the walls)
    randint (food2, 1, 295) %random food location (but not in the walls)
    randint (foodSize, 2, 10) %random food size
    drawfilloval (food1, food2, foodSize, foodSize, 2)
end food

%point of contact upon death
procedure ringEnd
    loop
        drawoval (ballx1, bally1, ballsize + ring, ballsize + ring, ring)
        ring += 2
        delay (10)
        exit when ring = 100

    end loop
end ringEnd

%draws food
food

%snake movement
loop
    drawbox (box1, box2, box3, box4, 7)
    drawfilloval (ballx1, bally1, ballsize, ballsize, col)
    if move then
        bally1 += 1
    elsif move2 then
        bally1 -= 1
    elsif move3 then
        ballx1 += 1
    elsif move4 then
        ballx1 -= 1
    end if
    Input.KeyDown (key)
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
        move2 := false
        move3 := false
        move4 := false
        move := true
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
        move := false
        move3 := false
        move4 := false
        move2 := true
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
        move := false
        move2 := false
        move4 := false
        move3 := true
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
        move := false
        move2 := false
        move3 := false
        move4 := true
    end if
    drawfilloval (ballx1, bally1, ballsize, ballsize, 12)     %deletes the tail
    delay (10)

    %wall collision detection
    if ballx1 = 4 or ballx1 = maxx - 4 or bally1 = 4 or bally1 = maxy - 4 then
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score) + "             You Lose!")
        ringEnd
        exit
    end if

    %food collision detection
    if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
            then
        score += 10 %when food collision detected points are added to score
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score))
        drawfilloval (food1, food2, foodSize, foodSize, white)      %so that no chunk of food is left behind
        food
        
    end if


    %NEXT LEVEL
    if score >= scoreLevel
            then
            drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
        end if
        
        if whatdotcolour (ballx1+ballsize,bally1+ballsize)=4
        then  View.Set ("graphics:" + intstr (newMaxX-levelUp) + ";" + intstr (newMaxY-levelUp) + ",title:Uncle Worm           Score: " + intstr (score))
        ballx1:=200
        bally1:=200
        food
        scoreLevel:=score+50
    end if


end loop

View.Update


-----------------------------------
Bacchus
Sun Mar 20, 2005 8:34 pm


-----------------------------------
at the beginning of ur game make a boolean variable
var makeFood:boolean:=true
Set the boolean to false to turn the food off
%NEXT LEVEL
if score >= scoreLevel then
    drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
    makeFood:=false
end if 
and in ur place food proc do a check to make sure to place it
procedure food
    if makeFood then
        randint (food1, 1, 395) %random food location (but not in the walls)
        randint (food2, 1, 295) %random food location (but not in the walls)
        randint (foodSize, 2, 10) %random food size
        drawfilloval (food1, food2, foodSize, foodSize, 2)
    end if
end food

-----------------------------------
Mr. T
Sun Mar 20, 2005 8:40 pm


-----------------------------------
doesnt seem to work...it still makes food when the exit point opens....and for some reason, when u eat the food... u get 100 points more :?:?:?

-----------------------------------
Bacchus
Sun Mar 20, 2005 8:45 pm


-----------------------------------
%variable declaration
View.Set ("graphics:400;300,title:Uncle Worm           Score: 0")
var food1 : int
var food2 : int
var foodSize : int
var box1 : int := 0
var box2 : int := maxy
var box3 : int := maxx
var box4 : int := 0
var col : int := 31
var countdown : int := 6
var ballx1 : int := 200
var bally1 : int := 150
var ballsize : int := 5
var move, move2, move3, move4 := false
var key : array char of boolean
var ring : int := 0
var answer : string
move3 := true %starting direction of snake
var score : int := 0
var newMaxX : int := 400 %innitial screen dimensions (x co-ords)
var newMaxY : int := 300 %innitial screen dimensions (y co-ords)
var levelUp : int := 10 %decrease in screen dimensions upon completion of level
var scoreLevel : int := 50
var foodBoolean : boolean := true


%gives time for user to get ready
loop
    locate (9, 18)
    put "Starting in...", countdown - 1
    delay (300)
    countdown := countdown - 1
    cls
    exit when countdown = 0
end loop


%creates food in random locations
procedure food
    if foodBoolean then
        randint (food1, 1, 395) %random food location (but not in the walls)
        randint (food2, 1, 295) %random food location (but not in the walls)
        randint (foodSize, 2, 10) %random food size
        drawfilloval (food1, food2, foodSize, foodSize, 2)
    end if
end food

%point of contact upon death
procedure ringEnd
    loop
        drawoval (ballx1, bally1, ballsize + ring, ballsize + ring, ring)
        ring += 2
        delay (10)
        exit when ring = 100

    end loop
end ringEnd

%draws food
food

%snake movement
loop
    drawbox (box1, box2, box3, box4, 7)
    drawfilloval (ballx1, bally1, ballsize, ballsize, col)
    if move then
        bally1 += 1
    elsif move2 then
        bally1 -= 1
    elsif move3 then
        ballx1 += 1
    elsif move4 then
        ballx1 -= 1
    end if
    Input.KeyDown (key)
    if key (KEY_UP_ARROW) and move2 = false then %Two Conditions: 1. up arrow is pressed 2. move2 = false
        move2 := false
        move3 := false
        move4 := false
        move := true
    elsif key (KEY_DOWN_ARROW) and move = false then  %Two Conditions: 1. down arrow is pressed 2. move = false
        move := false
        move3 := false
        move4 := false
        move2 := true
    elsif key (KEY_RIGHT_ARROW) and move4 = false then %Two Conditions: 1. right arrow is pressed 2. move4 = false
        move := false
        move2 := false
        move4 := false
        move3 := true
    elsif key (KEY_LEFT_ARROW) and move3 = false then   %Two Conditions: 1. left arrow is pressed 2. move3 = false
        move := false
        move2 := false
        move3 := false
        move4 := true
    end if
    drawfilloval (ballx1, bally1, ballsize, ballsize, 12)     %deletes the tail
    delay (10)

    %wall collision detection
    if ballx1 = 4 or ballx1 = maxx - 4 or bally1 = 4 or bally1 = maxy - 4 then
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score) + "             You Lose!")
        ringEnd
        exit
    end if

    %food collision detection
    if whatdotcolour (food1 + foodSize, food2 + foodSize) = 12 or whatdotcolour (food1 - foodSize, food2 - foodSize) = 12
            then
        score += 10 %when food collision detected points are added to score
        View.Set ("graphics:" + intstr (newMaxX) + ";" + intstr (newMaxY) + ",title:Uncle Worm           Score: " + intstr (score))
        drawfilloval (food1, food2, foodSize, foodSize, white)      %so that no chunk of food is left behind
        if score < scoreLevel then
            food
        end if

    end if


    %NEXT LEVEL
    if score >= scoreLevel
            then
        drawfillbox ((maxx div 2) - 10, maxy, (maxx div 2) + 10, maxy - 5, 4)
        foodBoolean := false
    end if

    if whatdotcolour (ballx1 + ballsize, bally1 + ballsize) = 4
            then
        View.Set ("graphics:" + intstr (newMaxX - levelUp) + ";" + intstr (newMaxY - levelUp) + ",title:Uncle Worm           Score: " + intstr (score))
        ballx1 := 200
        bally1 := 200
        foodBoolean := true
        food
        scoreLevel := score + 50
    end if


end loop

-----------------------------------
Mr. T
Sun Mar 20, 2005 8:51 pm


-----------------------------------
notice however...when u do that...the scoring gets really messed up, and once u get to the next level...there are two walls missing, and when u crash into the wall the ball isnt in the centre of the crash point....strange...?

-----------------------------------
Bacchus
Sun Mar 20, 2005 8:53 pm


-----------------------------------
i dunno i was just showing you how to make it so the food wont show when u can goto the next lvl. if the scoreing is screwed, search in ur code for everyplace that the score gets added to. also r u sure that the food isnt appearing on the snake guy? :P
