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 Turing Mathematics
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Witchcraft




PostPosted: Sun Oct 12, 2008 4:35 pm   Post subject: Turing Mathematics

Hey,
So I just started a nice big turing project to sum things up before I move onto learning Java. My idea is to make a pirate cannon game (kind of like the one from math circus). Well I'm just working on the rough stuff, and I got a ball to shoot up in a parabolic arc that has a vertical stretch depending on how long you hold down the mouse. Now my problem is that pictures can only be drawn on pixel values (which are always ints), but if I use a verticle stretch that is not an int, (such as 3/2) then I will get real numbers as the y values, and so the cannon ball cannont be drawn at that coordinate. This same problem would occur for vertical compression as well because division is even worse for giving you whole numbers as a result. How do I fix this problem? Do I convert a real to a int? The cod is posted below.


Turing:
%This is a pirate game, with several mini games in it
var cannonx, cannony, stretch, window : int %cannon x/y, and parabola vertical stretch
window := Window.Open ("graphics:800;800,position:center;center,nobuttonbar,offscreenonly")
cannonx := 0
cannony := 0
stretch := 0
loop
    if Mouse.ButtonMoved ("down") then
        stretch := 1
    end if
    exit when stretch = 1
end loop
loop
    exit when Mouse.ButtonMoved ("up")
    delay (500)
    stretch := stretch + 1
end loop
for i : 30 .. 100
    cls
    cannonx := i + 1
    cannony := -1 * stretch * (cannonx - 50) ** 2 + (stretch * 400)
    if cannony < 0 then
        cannony := 0
    end if
    Draw.FillOval (cannonx, cannony, 5, 5, black)
    View.Update
    delay (50)
    exit when cannony = 0
end for


Mod edit: Working syntax tags added.
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Witchcraft




PostPosted: Sun Oct 12, 2008 4:36 pm   Post subject: RE:Turing Mathematics

sorry I tried to get my code to appear as it would in turing, but I'm new to the forums so it didn't work out. How is it done?
The_Bean




PostPosted: Sun Oct 12, 2008 5:25 pm   Post subject: Re: Turing Mathematics

round() % rounds a number according to the one's column, should work for what you want
code:

[syntax="turing"]
%code
[/syntax]
Witchcraft




PostPosted: Sun Oct 12, 2008 5:56 pm   Post subject: RE:Turing Mathematics

thanks a lot, got it to work
Insectoid




PostPosted: Sun Oct 12, 2008 8:30 pm   Post subject: RE:Turing Mathematics

make sure you use 'perfect' collision detection, or if the ball is moving too fast, it will go through the walls. Look it up in the tutorials (it is rather complicated)
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