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 Help please with text
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Kingnoz




PostPosted: Fri May 23, 2003 3:58 pm   Post subject: Help please with text

The code is included below. the problem im having is that the put statements im using for when u lose a life will show up on the screen for a split second then disappear. the game then continues.

my question is how can i make it so that the text will stay up longer than that split second so that people playing will actually know how many lives they have.

i commented out the lines of code for the titlepage so u don't need the pic





code:

colorback (black)
color (white)
cls
setscreen ("no cursor")
var x, y : int % x and y for the paddle
var xr, yr : int % x and y radius of the paddle
var b1, b2, r : int
var chars : array char of boolean
var nx, ny : int
%var titlepage : int
var lives : int
 
%titlepage := Pic.FileNew ("kingnoz.bmp")
b1 := 540     % x coordinate for ball - start position
b2 := 300            % y coordinate for ball /
r := 5               % radius for ball
x := 400      % x coordinate for paddle - start position
y := 80              % y coordinate for paddle /
xr := 430              % x radius for paddle
yr := 85              % y radius for paddle
nx := 4              % used to change direction
ny := -4             % used to change direction
lives := 3
%moves the ball and changes movement if it hits a wall
procedure ballmove
    if b1 >= 585 or b1 <= 55 then
        nx := nx * -1
    end if
    if b2 >= 345 or b2 <= 55 then
        ny := ny * -1
    end if
    if x <= b1 and b1 <= xr and yr >= b2-r then
        ny := ny * -1
    end if
    b1 += nx
    b2 += ny 
end ballmove

% MAIN LOOP
procedure main
loop
   
    View.Set ("graphics:640;400,offscreenonly")
    Input.KeyDown (chars)
   
    ballmove
   
    if chars (KEY_RIGHT_ARROW) and x + 30 < 590 then % move the paddle right
        xr := xr + 5
        x := x + 5
    end if
    if chars (KEY_LEFT_ARROW) and x > 50 then % move the paddle left
        x := x - 5
        xr := xr - 5
    end if
    if b2 <= 55 then
        lives := lives - 1
        b1 := 540
        b2 := 300
        nx := 4
        ny := -4
       
        setscreen ("no cursor")
        locate(1,2)
        put "Statistics for Kingnoz"
        locate(2,2)
        put "You have lost a life!!! You now have ", lives, " left."
    end if
    View.Update
    delay (1)
    cls
    drawoval (b1, b2, r, r, white) %draw the ball
    drawbox (50, 50, 590, 350, blue) %draw the game table border
    drawfillbox (x, y, xr, yr, red) %draw the paddle
    View.Update
    exit when lives = 0
    end loop
end main


%MAIN PROGRAM
loop
% shows title
%Pic.Draw (titlepage, maxx div 4, maxy div 4, picCopy)
%delay (3000)
%Pic.Free (titlepage)
main
end loop


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Tony




PostPosted: Fri May 23, 2003 4:21 pm   Post subject: (No subject)

because of the game structure, I think it would work best if you'll put a delay right after displaying the message.

put "you have whatever lifes left"
delay(1000)
...

This will also provide a pause to "prepare" to restart the game with another life.
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Kingnoz




PostPosted: Fri May 23, 2003 4:37 pm   Post subject: (No subject)

i tried the delay after the lives left statement but what happens is it delays the time before the lives statement shows up
Tony




PostPosted: Fri May 23, 2003 7:22 pm   Post subject: (No subject)

well your screen mode is still in "offscreenonly" mod, so you have to call a View.Update right before the delay

code:

        locate(1,2)
        put "Statistics for Kingnoz"
        locate(2,2)
        put "You have lost a life!!! You now have ", lives, " left."
        View.Update
        delay(1000)
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Kingnoz




PostPosted: Fri May 23, 2003 8:13 pm   Post subject: (No subject)

i fixed it up a bit with help from my dad and it seems to work pretty good.
i tried another method

What do u think?



code:


colorback (black)
color (white)
cls
setscreen ("graphics:vga,nocursor,offscreenonly")
var x, y : int % x and y for the paddle
var xr, yr : int % x and y radius of the paddle
var b1, b2, r : int
var chars : array char of boolean
var nx, ny : int
var titlepage : int
var lives : int
var response : string
%var name : string
var text : string
var text2 : string

%name := "Kingnoz"
%titlepage := Pic.FileNew ("kingnoz.bmp")
b1 := 540     % x coordinate for ball - start position
b2 := 300            % y coordinate for ball /
r := 5               % radius for ball
x := 400      % x coordinate for paddle - start position
y := 80              % y coordinate for paddle /
xr := 430              % x radius for paddle
yr := 85              % y radius for paddle
nx := 4              % used to change direction
ny := -4             % used to change direction
lives := 3
text := "Statistics for Kingnoz: Remaining lives ="
text2 := "Press 'c' then [ENTER] to continue play!!"
%moves the ball and changes movement if it hits a wall
procedure ballmove
    if b1 >= 585 or b1 <= 55 then
        nx := nx * -1
    end if
    if b2 >= 345 or b2 <= 55 then
        ny := ny * -1
    end if
    if x <= b1 and b1 <= xr and yr >= b2 - r then
        ny := ny * -1
    end if
    b1 += nx
    b2 += ny
end ballmove

procedure TextDelay (text : string)
    for i : 1 .. length (text)
        color (yellow)
        locate (1, i + 1)
        put text (i), lives ..
        locate (2, i + 1)
        put text2 (i) ..
        delay (50)
    end for
end TextDelay

 


% MAIN LOOP
procedure main
    loop
        Input.KeyDown (chars)

        ballmove

        if chars (KEY_RIGHT_ARROW) and x + 30 < 590 then % move the paddle right
            xr := xr + 5
            x := x + 5
        end if
        if chars (KEY_LEFT_ARROW) and x > 50 then % move the paddle left
            x := x - 5
            xr := xr - 5
        end if
        if b2 <= 55 then
            lives := lives - 1
            b1 := 540
            b2 := 300
            nx := 4
            ny := -4
            loop
                %cls
                View.Update
                setscreen ("nocursor")
                TextDelay (text)
                get response
                exit when response = "c"
            end loop
        end if
        View.Update
        delay (1)
        cls
        drawoval (b1, b2, r, r, white) %draw the ball
        drawbox (50, 50, 590, 350, blue) %draw the game table border
        drawfillbox (x, y, xr, yr, red) %draw the paddle

        exit when lives = 0
    end loop
end main


%MAIN PROGRAM
loop
    % shows title
    %Pic.Draw (titlepage, maxx div 4, maxy div 4, picCopy)
    %delay (3000)
    %Pic.Free (titlepage)
    main
end loop


Tony




PostPosted: Fri May 23, 2003 11:46 pm   Post subject: (No subject)

I think you should take a look at our more advanced textDelay procedure found in source code area... the one with two colors Wink

also dont use
Quote:
press c then enter to continue
crap. Like seriosly, you wouldn't want to do that... ether use a timer or hasch instead.

code:

loop
exit when hasch
end loop
Latest from compsci.ca/blog: Tony's programming blog. DWITE - a programming contest.
Martin




PostPosted: Sat May 24, 2003 1:24 am   Post subject: (No subject)

Lol, I wish my parents could program. I think my parents think that turing is some kind of gourmet food.
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