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 Snakes and ladders V2 summative project
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LolADuck




PostPosted: Sun Dec 17, 2017 7:30 pm   Post subject: Snakes and ladders V2 summative project

Sup, posted a snakes and ladders game for one player a few weeks ago, here's my revised form, a lot better in my opinion. My coding skills have gotten better in the span of just a few weeks Smile
Constructive criticism is appreciated

code:
%DATEMADE:12/16/2017
%FUNCTION: To play snakes and ladders board game. There is your player tile and a cpu tile (yellow,red) first to the 100th tile wins, there are obstacles and power
%boosts on the way, ladders let you go up whille snakes push you down.
%COMPLETED PROJECTS: arrays, constants, integers, strings, graphics, booleen funtions, keyboard input, put, get, if/then/else, loop, exit when, for, procedure, bulletproof, header, 300 lines
%REMAINING PROJECTS: Real, comments, or, flickering, polishing
import GUI %GUI package
setscreen ("graphics:800;600;nobuttonbar") %screen 800*600 no buttonbar at the top
setscreen ("nocursor") %remove blinking cursor

%DECLARING VARIABLES AND ARRAYS-----------------------------------------------------------------------------------------------
var urname : string %varable where your name will be held
var font, font2, dice, newplayertile, newcputile, oldplayertile, oldcputile : int %font 1&2 are for graphics, newplayertile new cpu tile are for the array
newplayertile := 1 %set the players to square one
newcputile := 1 %set the players to square one
const radius := 10 %the radius of the player tile will always be 10 pixels
font := Font.New ("Palatino:35") %giving font a font to work with
font2 := Font.New ("serif:14") %another font for smaller things
var chars : array char of boolean %for keyboard input
var randomizer1, randomizer2 : int %for drawing the snakes on the board
type gamecoords : %a record for the array, keep track of the player and cpu x,y position at all times
    record
        playerx, playery, cpux, cpuy : int
    end record
var board : array 1 .. 100 of gamecoords %the array for the board with all 100 squares
%END OF DECLARING VARIABLES AND ARRAYS----------------------------------------------------------------------------------------

%GREETING PLAYER, ASKING NAME--------------------------------------------------------------------------------------------------
var Playgame : int := GUI.CreateButtonFull (300, 300, 200, "Play Game", GUI.Quit, 100, 'p', true) %button to start the game
loop
    exit when GUI.ProcessEvent
end loop
GUI.Dispose (Playgame)

put "Welcome to snakes and ladders! Press enter to move your player(yellow)" %rules of game
put "press escape to quit"
put "Land on a snake to slide down, land on a ladder to move up"
put "You are playing against the computer(red)"
put "First to land on tile 100 wins the game!"
put ""
put "What is your username?"
loop
    get urname %get your name%get players username
    exit when length (urname) <= 10 %username must be less than or eual to 10 characters
    Draw.Text ("Name to long", 250, 375, font, 112) %if its not short enough tell the player to try again
end loop
cls %clear screen
for i : 1 .. length (urname) %from one to the amount of caracters your name is
    locate (10 + i, 4 + (i * 4)) %start at (10,4) and move over 10 spaces for each letter, max of about 15 letters because of space constraints, preferable 1-7
    put urname (i) %place one caracter of your name corresponding to the value of i in the located position
end for
Draw.Text ("WELCOME", 250, 375, font, 112) %welcome along with their name
delay (3000) %wait 3 seconds
cls %clear screen
%END OF GREETING PLAYER, ASKING NAME------------------------------------------------------------------------------------------


%DRAWBOARD AND ASSETS---------------------------------------------------------------------------------------------------------
procedure drawboard
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    drawfillbox (0, 0, maxx, maxy, 148) %drawing background
    for i : 1 .. 10
        drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
        drawfillbox (60 * i, 0, 60 * i + 5, maxy, black) %drawing vertical lines to seperate boxes, equation for x val is 60i while equation for x2 is 60i+5
    end for
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    for i : 1 .. 10
        drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
        drawfillbox (0, 60 * i, maxx, 60 * i + 5, black) %drawing horizontal lines to seperate tiles, y and y2 have the same equation as x and x2 (see above)
    end for
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    %SNAKES
    drawfilloval (450, 250, 10, 18, black) %draw the heads of the snakes
    drawfilloval (455, 259, 2, 2, 4)
    drawfilloval (445, 259, 2, 2, 4)
    drawfilloval (150, 550, 10, 18, black)
    drawfilloval (155, 559, 2, 2, 4)
    drawfilloval (145, 559, 2, 2, 4)
    drawfilloval (150, 150, 10, 18, black)
    drawfilloval (155, 159, 2, 2, 4)
    drawfilloval (145, 159, 2, 2, 4)
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    %SNAKE 48-30
    for i : 0 .. 150
        randint (randomizer1, 485, 495) %making the bodies of the snakes
        randint (randomizer2, 250, 260)
        drawarc (randomizer1, randomizer2, 40, 40, 195, 275, black) %making the bodies of the snakes
        randint (randomizer1, 496, 510)
        randint (randomizer2, 170, 180)
        drawarc (randomizer1, randomizer2, 40, 40, 5, 90, black) %making the bodies of the snakes
        randint (randomizer1, 535, 550)
        drawline (555, 125, randomizer1, 180, black) %making the bodies of the snakes
        drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
        %SNAKE 93-65
        randint (randomizer1, 185, 195)
        randint (randomizer2, 550, 560)
        drawarc (randomizer1, randomizer2, 40, 40, 195, 275, black) %making the bodies of the snakes
        randint (randomizer1, 196, 210)
        randint (randomizer2, 470, 480)
        drawarc (randomizer1, randomizer2, 40, 40, 332, 90, black) %making the bodies of the snakes
        randint (randomizer1, 225, 235)
        randint (randomizer2, 410, 420)
        drawarc (randomizer1, randomizer2, 40, 40, 75, 265, black) %making the bodies of the snakes
        randint (randomizer2, 370, 380)
        drawline (265, 375, 230, randomizer2, black) %making the bodies of the snakes
        drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
        %SNAKE 23-2
        randint (randomizer1, 135, 145)
        randint (randomizer2, 90, 100)
        drawarc (randomizer1, randomizer2, 40, 40, 82, 195, black) %making the bodies of the snakes
        randint (randomizer1, 60, 70)
        randint (randomizer2, 66, 67)
        drawarc (randomizer1, randomizer2, 40, 40, 276, 25, black) %making the bodies of the snakes
    end for
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    %PRINTING NUMBERS 1-100
    for i : 0 .. 9 %numbers 1-10
        Draw.Text (intstr (i + 1), 60 * i + 5, 45, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 10 .. 19 %numbers 11-20
        Draw.Text (intstr (i + 1), 60 * (i - 10) + 5, 105, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 20 .. 29 %numbers 21-30
        Draw.Text (intstr (i + 1), 60 * (i - 20) + 5, 165, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 30 .. 39 %numbers 31-40
        Draw.Text (intstr (i + 1), 60 * (i - 30) + 5, 225, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 40 .. 49 %numbers 41-50
        Draw.Text (intstr (i + 1), 60 * (i - 40) + 5, 285, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 50 .. 59 %numbers 51-60
        Draw.Text (intstr (i + 1), 60 * (i - 50) + 5, 343, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 60 .. 69 %numbers 61-70
        Draw.Text (intstr (i + 1), 60 * (i - 60) + 5, 405, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 70 .. 79 %numbers 71-80
        Draw.Text (intstr (i + 1), 60 * (i - 70) + 5, 465, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 80 .. 89 %numbers 81-90
        Draw.Text (intstr (i + 1), 60 * (i - 80) + 5, 525, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    for i : 90 .. 99 %numbers 91-100
        Draw.Text (intstr (i + 1), 60 * (i - 90) + 5, 585, font2, 11) %put the number i once then move over (x-axis) 60 pixels each time
    end for
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    View.Update %fix flickering (not working)

    %LADDER 14-34
    drawfillbox (205, 75, 210, 225, green) %make the boxes from square 14-34 to look like a ladder
    drawfillbox (230, 75, 235, 225, green)
    drawfillbox (205, 85, 235, 90, green)
    drawfillbox (205, 115, 235, 120, green)
    drawfillbox (205, 145, 235, 150, green)
    drawfillbox (205, 175, 235, 180, green)
    drawfillbox (205, 205, 235, 210, green) %make the boxes from square 14-34 to look like a ladder
    View.Update %fix flickering (not working)
    %LADDER 41-61
    drawfillbox (25, 265, 30, 415, green) %make the boxes from square 41-61 to look like a ladder
    drawfillbox (50, 265, 55, 415, green)
    drawfillbox (25, 285, 55, 290, green)
    drawfillbox (25, 315, 55, 320, green)
    drawfillbox (25, 345, 55, 350, green)
    drawfillbox (25, 375, 55, 380, green)
    drawfillbox (25, 405, 55, 410, green) %make the boxes from square 41-61 to look like a ladder
    View.Update %fix flickering (not working)
    %LADDER 76-86
    drawfillbox (325, 460, 330, 510, green) %make the boxes from square 76-86 to look like a ladder
    drawfillbox (350, 460, 355, 510, green)
    drawfillbox (325, 470, 355, 475, green)
    drawfillbox (325, 490, 355, 495, green) %make the boxes from square 76-86 to look like a ladder
    View.Update %fix flickering (not working)
end drawboard
%END OF DRAWING BOARD AND ASSETS--------------------------------------------------------

drawboard %draw the board
drawfillbox (605, 0, maxx, maxy, 148) %box covering the side

%INITIALIZING BOARD ARRAY---------------------------------------------------------------
for i : 1 .. 10
    board (i).playerx := 60 * (i - 1) + 20 %setting the players x value for numbers 1-10 in board
    board (i).playery := 25 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 1) + 35 %setting the cpu's x value for numbers 1-10 in board
    board (i).cpuy := 30 %cpu's y value remains the same for each set of 10
end for
for i : 11 .. 20
    board (i).playerx := 60 * (i - 11) + 20 %setting the players x value for numbers 11-20 in board
    board (i).playery := 85 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 11) + 35 %setting the cpu's x value for numbers 11-20 in board
    board (i).cpuy := 90 %cpu's y value remains the same for each set of 10
end for
for i : 21 .. 30
    board (i).playerx := 60 * (i - 21) + 20 %setting the players x value for numbers 21-30 in board
    board (i).playery := 145 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 21) + 35 %setting the cpu's x value for numbers 21-30 in board
    board (i).cpuy := 150 %cpu's y value remains the same for each set of 10
end for
for i : 31 .. 40
    board (i).playerx := 60 * (i - 31) + 20 %setting the players x value for numbers 31-40 in board
    board (i).playery := 205 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 31) + 35 %setting the cpu's x value for numbers 31-40 in board
    board (i).cpuy := 210 %cpu's y value remains the same for each set of 10
end for
for i : 41 .. 50
    board (i).playerx := 60 * (i - 41) + 20 %setting the players x value for numbers 41-50 in board
    board (i).playery := 265 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 41) + 35 %setting the cpu's x value for numbers 41-50 in board
    board (i).cpuy := 270 %cpu's y value remains the same for each set of 10
end for
for i : 51 .. 60
    board (i).playerx := 60 * (i - 51) + 20 %setting the players x value for numbers 51-60 in board
    board (i).playery := 325 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 51) + 35 %setting the cpu's x value for numbers 51-60 in board
    board (i).cpuy := 330 %cpu's y value remains the same for each set of 10
end for
for i : 61 .. 70
    board (i).playerx := 60 * (i - 61) + 20 %setting the players x value for numbers 61-70 in board
    board (i).playery := 385 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 61) + 35 %setting the cpu's x value for numbers 61-70 in board
    board (i).cpuy := 390 %cpu's y value remains the same for each set of 10
end for
for i : 71 .. 80
    board (i).playerx := 60 * (i - 71) + 20 %setting the players x value for numbers 71-81 in board
    board (i).playery := 445 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 71) + 35 %setting the cpu's x value for numbers 71-80 in board
    board (i).cpuy := 450 %cpu's y value remains the same for each set of 10
end for
for i : 81 .. 90
    board (i).playerx := 60 * (i - 81) + 20 %setting the players x value for numbers 81-90 in board
    board (i).playery := 505 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 81) + 35 %setting the cpu's x value for numbers 81-90 in board
    board (i).cpuy := 510 %cpu's y value remains the same for each set of 10
end for
for i : 91 .. 100
    board (i).playerx := 60 * (i - 91) + 20 %setting the players x value for numbers 91-100 in board
    board (i).playery := 565 %players y value remains the same for each set of 10
    board (i).cpux := 60 * (i - 91) + 35 %setting the cpu's x value for numbers 91-100 in board
    board (i).cpuy := 570 %cpu's y value remains the same for each set of 10
end for
%END OF INITIALIZING BOARD ARRAY-----------------------------------------------------------------------------------------------------

%TELLING PLAYER THAT THEY WON------------------------------------------------------------------------------------------------------------------------
procedure win
    cls %clear screen
    Draw.Text ("YOU WON!", 200, 300, font, 148) %tell user they won
    delay (3000) %wait
    newcputile := 1 %reset game
    newplayertile := 1
    cls
    drawboard %redraw board
    drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red) %redraw player tile
    drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow) %redraw cpu tile
end win
%END OF TELLING PLAYER THAT THEY WON-----------------------------------------------------------------------------------------------------------------

%TELLING PLAYER THAT THEY LOST----------------------------------------------------------------------------------------------------------------------
procedure loss
    cls %clear screen
    Draw.Text ("YOU LOST!", 200, 300, font, 148) %tell user they lost
    delay (3000) %wait
    newcputile := 1 %reset game
    newplayertile := 1
    cls
    drawboard %redraw board
    drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red) %redraw player tile
    drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow) %redraw cpu tile
end loss
%END OF TELLING PLAYER THAT THEY LOST------------------------------------------------------------------------------------------------------------------

%MOVING THE CPU'S TILE---------------------------------------------------------------------------------------------------------------------------------
procedure movecpu
    View.Update
    drawfillbox (605, 0, maxx, maxy, 148)
    cls
    drawboard
    View.Update
    drawfillbox (605, 0, maxx, maxy, 148)
    oldcputile := newcputile
    randint (dice, 1, 6)
    newcputile := newcputile + dice
    if newcputile = 14 then
        newcputile := 34
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 300, font, red)
        delay (2000)
    elsif newcputile = 23 then
        newcputile := 2
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 300, font, red)
        delay (2000)
    elsif newcputile = 41 then
        newcputile := 61
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 300, font, red)
        delay (2000)
    elsif newcputile = 48 then
        newcputile := 30
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 300, font, red)
        delay (2000)
    elsif newcputile = 76 then
        newcputile := 86
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 300, font, red)
        delay (2000)
    elsif newcputile = 93 then
        newcputile := 65
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 300, font, red)
        delay (2000)
    elsif newcputile > 0 and newcputile > 100 then
        newcputile := 100 - (dice - (100 - oldcputile))
    end if
    if newcputile = 100 then
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, 10, 10, yellow)
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, 10, 10, red)
        delay (1000)
        loss
    end if
    drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
    drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
    View.Update
    drawfillbox (605, 0, maxx, maxy, 148)
    Draw.Text ("CPU Rolled:", 605, 300, font2, red)
    Draw.Text (intstr (dice), 620, 250, font, red)
    View.Update
    delay (1000)
end movecpu
%END OF MOVING CPU'S TILE----------------------------------------------------------------------------------------------------------------

%MOVING PLAYERS TILE----------------------------------------------------------------------------------------------------------------------
procedure moveplayer
    cls
    drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
    drawboard
    View.Update
    drawfillbox (605, 0, maxx, maxy, 148)
    oldplayertile := newplayertile
    randint (dice, 1, 6)
    newplayertile := newplayertile + dice
    if newplayertile = 14 then
        newplayertile := 34
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile = 23 then
        newplayertile := 2
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile = 41 then
        newplayertile := 61
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile = 48 then
        newplayertile := 30
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile = 76 then
        newplayertile := 86
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("LADDER!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile = 93 then
        newplayertile := 65
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
        Draw.Text ("SNAKE!", 605, 100, font, yellow)
        delay (2000)
    elsif newplayertile > 0 and newplayertile > 100 then
        newplayertile := 100 - (dice - (100 - oldplayertile))
    end if
    if newplayertile = 100 then
        drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, 10, 10, yellow)
        drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, 10, 10, red)
        delay (1000)
        win
    end if
    drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, 10, 10, yellow)
    drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, 10, 10, red)
    View.Update
    drawfillbox (605, 0, maxx, maxy, 148)
    Draw.Text (urname + " Rolled:", 605, 100, font2, yellow)
    Draw.Text (intstr (dice), 620, 50, font, yellow)
    delay (1000)
    drawfillbox (605, 0, maxx, maxy, 148)
    View.Update
    movecpu
end moveplayer
%END OF MOVING PLAYERS TILE------------------------------------------------------------------------------------------------

%INITIALIZING PLAYER AND CPU POSITIONS-------------------------------------------------------------------------------------
drawfilloval (board (newcputile).cpux, board (newcputile).cpuy, radius, radius, red)
drawfilloval (board (newplayertile).playerx, board (newplayertile).playery, radius, radius, yellow)
%END OF INITIALIZING PLAYER AND CPU POSITIONS------------------------------------------------------------------------------

%QUIT THE GAME-------------------------------------------------------------------------------------------------------------
procedure leavegame
    cls
    Draw.Text ("GOODBYE, " + urname, 200, 300, font, 148)
    delay (1000)
    quit
end leavegame
%END OF QUITTING THE GAME--------------------------------------------------------------------------------------------------

%PROSSESING USER KEYBOARD INPUT-------------------------------------------------------------------------------------------
loop %when the user presses enter they will play a round, when they press escape they end the game
    drawfillbox (605, 0, maxx, maxy, 148)
    Input.KeyDown (chars)
    if chars (KEY_ENTER) then
        drawfillbox (605, 0, maxx, maxy, 148) %box covering the side
        View.Update
        moveplayer
    elsif chars (KEY_ESC) then
        leavegame
    end if
end loop
%END OF PROSSESING USER KEYBOARD INPUT-----------------------------------------------------------------------------------
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PostPosted: Mon Dec 18, 2017 4:04 am   Post subject: RE:Snakes and ladders V2 summative project

just doing a quick skimming over your code...

you should simplify your procedures to do only one thing, and that thing well...

drawing and moving is two things, why not try to create a drawing procedure to does just that, drawing everything.

this way also its easier to manage/debug.

also you have way to much View.Updates. make the game have only one cls/View.update in all the code. thats the challenge i put fourth to you for snakes and ladders V3.

I think you'll learn much doing so
LolADuck




PostPosted: Mon Dec 18, 2017 5:51 pm   Post subject: Re: Snakes and ladders V2 summative project

Thanks, I'll try it out Smile
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