| Anyone know how to make a classic button masher Olympic game 
 
	 
	
		| Author | Message |   
		| born130 
 
  
 
 
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				|  Posted: Mon May 12, 2003 9:28 pm    Post subject: Anyone know how to make a classic button masher Olympic game |  |   
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				| Hey just wondering if anyone knows how to make a button masher Olympic game similar to arcade style. 
 For example: press "a" repeatedly to move character to finish line in 100m.
 
 or long jump, get the right angle and button mash.
 
 If anyone has code please post.
 
 Thanks
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		| Tony 
 
  
 
 
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				|  Posted: Mon May 12, 2003 9:37 pm    Post subject: (No subject) |  |   
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				| i suppose you can just run a loop with a getch in it... 
 	  | code: |  	  | var y:int := 0
var c:string(1)
 
 loop
 if hasch then
 getch(c)
 if c="a" then
 y += 5
 end if
 end if
 drawoval(100,y,3,3,red)
 cls
 end loop
 
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 *coughf2cough* - Darkness
 
 then when time is up (ether you finished y>=maxy or time is up (use a timer)) then you exit the loop
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				|  Tony's programming blog. DWITE - a programming contest. |  |   
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		| Dan 
 
  
 
 
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				|  Posted: Mon May 12, 2003 9:37 pm    Post subject: (No subject) |  |   
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				| here is a really really really simplified version of what you want to do: 
 
 	  | code: |  	  | 
var num:int:=0
 var key:string(1)
 
 loop
 getch(key)
 num+=1
 put num
 end loop
 
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 You can use getch to wait until a key is hit then after that move the object and add to the counter. although there may be a problem in that you could hold down a button.
 
 Indented -Darkness
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		| Dan 
 
  
 
 
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				|  Posted: Mon May 12, 2003 9:38 pm    Post subject: (No subject) |  |   
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				| dang you bet me to it tony, oh well your ex is better  |  
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		| Martin 
 
  
 
 
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				|  Posted: Tue May 13, 2003 11:34 am    Post subject: (No subject) |  |   
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				| If you want it to be a button masher, then you would have to do this. 
 	  | code: |  	  | 
var key : array char of boolean
 var x : int := 10
 var buttonDown : boolean := false
 loop
 Input.KeyDown (key)
 if key (KEY_RIGHT_ARROW) then
 if buttonDown = false then
 buttonDown := true
 Draw.FillOval (x, 100, 10, 10, white)
 x += 10
 Draw.FillOval (x, 100, 10, 10, black)
 end if
 end if
 if not key (KEY_RIGHT_ARROW) then
 buttonDown := false
 end if
 end loop
 
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		| born130 
 
  
 
 
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				|  Posted: Tue May 13, 2003 8:46 pm    Post subject: (No subject) |  |   
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				| Does anyone know how I could stop the clock when one of the racers has crossed the finish line? i.e. it will stop when one of the racers crosses the finish line at point y.
 
 Also how would i modify the controls by using two keys and moving through alternate pressings?
 
 Thanks
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		| Dan 
 
  
 
 
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				|  Posted: Tue May 13, 2003 8:57 pm    Post subject: (No subject) |  |   
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				| born130 wrote: Does anyone know how I could stop the clock when one of the racers has crossed the finish line?
i.e. it will stop when one of the racers crosses the finish line at point y.
 
 
 do you mean stop a timer you have going or stop the loop?
 
 
 	  | code: |  	  | 
loop
 code to make guy run and bution stuff
 
 exit when y > y postion of finsh line then
 end loop
 
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 or
 
 
 	  | code: |  	  | 
loop
 code to make guy run and bution stuff
 
 if y < y postion of finsh line then
 code for clok/timer to increas
 end loop
 
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		| born130 
 
  
 
 
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				|  Posted: Tue May 13, 2003 9:07 pm    Post subject: (No subject) |  |   
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				| Actually what i meant was i wanted to stop the clock that is running to show the time that the racer finished in. i.e. if it took 9906 milliseconds to finish the race, the clock would stop and read that.
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		| Dan 
 
  
 
 
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				|  Posted: Wed May 14, 2003 3:41 pm    Post subject: (No subject) |  |   
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				| oic, this is what i whode do. 
 
 	  | code: |  	  | 
var starttime: int
 var time: int := 0
 
 %beging of ruing code
 starttime := Time.Sec
 
 loop
 % code to make guys run and stuff
 
 if y < yend  then %y is the loaction of the runer
 %yend if the loaction of the end
 time := Time.sec - starttime
 put time
 end if
 
 exit when y > yend
 end loop
 
 put "your time was ", time
 
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