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 Unsure how to make sprites appear in a random location, and then have them fall to the ground. I'm pretty lost.
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NextGhosst




PostPosted: Mon Nov 17, 2008 10:22 am   Post subject: Unsure how to make sprites appear in a random location, and then have them fall to the ground. I'm pretty lost.

Hey, I'm doing one of those catch the fruit type games, but I'm not really sure how to get the sprites to fall from "The tree", I realize I have to specify the maximum and minimum x/y values for which the objects can fall, but I really don't know HOW to do it. I've looked in the compiled turing help guide, but found nothing.

Here is a copy of my code right now...
My attempt at the random positioning is at the bottom of the code, and I changed the colour in the area I'm currenting working on, but totally lost at. There is a second window, but none of the information is relevant.

Turing:

%***********************************
%EPIC! The Game.                   *
%Date: Tuesday, November 4th, 2008.*
%Controls: Guess.                  *
%Purpose: None.                    *
%***********************************



%Declares wicker basket as a sprite.
var pic1 : int := Pic.FileNew ("wicker basket.gif")
var sprite1 : int := Sprite.New (pic1)

%Declares background, and specifies the image.
var bg : int := Pic.FileNew ("background.bmp")

%Variables for all of the falling objects.
var fallingapple : int := Pic.FileNew ("apple.gif")
var fallingsprite1 : int := Sprite.New (fallingapple)
var fallingbomb : int := Pic.FileNew ("bomb.gif")
var fallingsprite2 : int := Sprite.New (fallingbomb)
var fallinggrapes : int := Pic.FileNew ("grapes.gif")
var fallingsprite3 : int := Sprite.New (fallinggrapes)
var fallingorange : int := Pic.FileNew ("orange.gif")
var fallingsprite4 : int := Sprite.New (fallingorange)
var fallingpoisonbottle : int := Pic.FileNew ("poison bottle.gif")
var fallingsprite5 : int := Sprite.New (fallingpoisonbottle)

%Position of wicker basket sprite.
var x : int := 230
var y : int := 0

%Initial Position of falling apple sprite
var x1 : int := 186
var y1 : int := 57

%Initial Position of falling bomb sprite
var x2 : int := 273
var y2 : int := 76

%Initial Position of falling grapes sprite
var x3 : int := 422
var y3 : int := 123

%Initial position of falling orange sprite
var x4 : int := 535
var y4 : int := 96
 

%Initial Position of falling poison bottle sprite
var x5 : int := 296
var y5 : int := 126

var centered : boolean := false
var centeredsprite : boolean := true

%Do I need the lines below, if I want to make the objects fall independently??
var chars, charsfallingapple, charsfallingbomb, charsfallinggrapes, charsfallingpoisonbottle : array char of boolean



setscreen ("graphics:720;417") %Sets screen aspect ratio to 720x417px
View.Set ("offscreenonly")
View.Set ("nocursor")

%MUSIC!!! =D
fork BackgroundMusic

for a : 1 .. maxx by 5
    drawline (a, 0, a, maxy, black)
end for
Sprite.SetHeight (sprite1, 6)

loop
    Pic.Draw (bg, 0, 0, picCopy)

    Input.KeyDown (chars)

    if chars (KEY_LEFT_ARROW) then
        x -= 3
    end if
    if chars (KEY_RIGHT_ARROW) then
        x += 3
    end if
    if x < 0 then
        x := 0
    end if
    if x > 600 then
        x := 600
    end if
    Sprite.SetPosition (sprite1, x, y, centered)
    Sprite.Show (sprite1)
    View.Update
end loop

[color=darkorchid]%Random number generator to determine which object will fall.
var randomizer, randomizer2 : int
loop
    randomizer2 := Rand.Int (1, 5)
    delay (1590)

    if randomizer2 = 1 then
        delay (550)
        Sprite.SetPosition (fallingsprite1, x1, y1, centeredsprite)
        Sprite.SetHeight (fallingsprite1, 1)
        Sprite.Show (fallingsprite1)
    elsif randomizer2 = 2 then
        delay (1500)
        Sprite.SetPosition (fallingsprite2, x2, y2, centeredsprite)
        Sprite.SetHeight (fallingsprite2, 2)
        Sprite.Show(fallingsprite2)
    elsif randomizer2 = 3 then
        delay (980)
        Sprite.SetPosition (fallingsprite3, x3, y3, centeredsprite)
        Sprite.SetHeight (fallingsprite3, 3)
        Sprite.Show(fallingsprite3)
    elsif randomizer2 = 4 then
        delay (320)
        Sprite.SetPosition (fallingsprite4, x4, y4, centeredsprite)
        Sprite.SetHeight (fallingsprite4, 4)
        Sprite.Show(fallingsprite4)
    elsif randomizer2 = 5 then
        delay (1000)
        Sprite.SetPosition (fallingsprite5, x5, y5, centeredsprite)
        Sprite.SetHeight (fallingsprite5,5)
        Sprite.Show(fallingsprite5)
    end if
end loop[/color]
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S_Grimm




PostPosted: Mon Nov 17, 2008 11:22 am   Post subject: RE:Unsure how to make sprites appear in a random location, and then have them fall to the ground. I\'m pretty lost.

you need to have the Y location variables change (ie ypos := ypos -1) to make them fall.
NextGhosst




PostPosted: Mon Nov 17, 2008 5:36 pm   Post subject: RE:Unsure how to make sprites appear in a random location, and then have them fall to the ground. I\'m pretty lost.

Thanks, do you know if I'd have to put that..INSIDE the loop at the bottom, below where I labeled random number generator? I mean for each individual sprite would I have to say that [ypos := ypos -1] or whatever I want to say.

I don't get WHY the sprites don't appear though...I have sprite show and I set the coordinates for the sprite to appear at I think...
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