Help Please
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Shippuo23
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Posted: Thu Apr 09, 2009 9:14 am Post subject: Help Please |
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I am making a game where i need to make characters go down the screen and I need to push a button before the character hits the bottom of the screen, I have done the characters going down the screen but have no put in any commands for buttons I need help with this please help me
This is my program it is in Turing by the way
Turing: |
setscreen ("graphics")
procedure Monsta
var Monsta : int := Pic.FileNew ("Monsta.bmp")
for y : 200 .. 600
Pic.Draw (Monsta, 250, (maxx - y ), 0)
delay (10)
cls
end for
end Monsta
procedure Witch
var Witch : int := Pic.FileNew ("Witch.jpg")
for y : 200 .. 600
Pic.Draw (Witch, 250, (maxx - y ), 0)
delay (10)
cls
end for
end Witch
procedure ghost
var ghost : int := Pic.FileNew ("ghost.jpg")
for y : 200 .. 600
Pic.Draw (ghost, 250, (maxx - y ), 0)
delay (10)
cls
end for
end ghost
loop
locatexy (50, 75)
put "Do you want to play this Game?(y or n):" ..
var reply : string
get reply
if reply = "n" then
exit
elsif reply = "y" then
cls
locatexy (50, 75)
end if
put "Choose your difficulty(Easy, Moderate, Hard):" ..
var reply2 : string
get reply2
cls
exit when reply2 not= "yes"
var Easy : string
var Moderate : string
var Hard : string
end loop
loop
Monsta
Witch
ghost
end loop
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MODEDIT Remeber your syntax tags!!
code: | [syntax="Turing"]your code here[/syntax] |
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DemonWasp
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Posted: Thu Apr 09, 2009 10:35 am Post subject: RE:Help Please |
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The easiest (and safest) way to design a game is pretty simple. You've sort of got it in your code already. The basic idea is that you will have a game "tick". At every tick, you update the game, then redraw it. On each update, you look for user input, determine what each creature does, move them, attack, whatever. Drawing is simple enough, but has a wrinkle: we'll set it up so that instead of updating the screen after every draw command, you do all the draw commands, then update the screen once. This helps to cut down on flickering.
It looks like this:
Turing: |
% Sample storage here. You can feel free to change this as you will.
var monsterY, witchY, ghostY : int := maxy
var monsterPic : int := Pic.FileNew ( "monsta.bmp" )
% do the same for witch and ghost
% Set all of our draw commands to go to a "buffer". Once we've drawn an entire scene for that tick, we'll send it to the screen with View.Update().
View.Set ( "offscreenonly" )
var keys : array char of boolean % We'll use this for input. See Input.KeyDown() in the Turing help.
loop
Input.KeyDown ( keys ) % Get input from the player here
% UPDATE everything here.
monsterY - = 5
witchY - = 5
ghostY - = 5
if keys ( ' ' ) then
% Spacebar is down, do whatever spacebar is supposed to do
end if
if keys ( KEY_ESC ) then
% Escape was pressed, quit the game
exit
end if
% DRAW everything here
Draw.Cls() % Clear the screen
Pic.Draw (monsterPic, 250, monsterY, 0)
% You can fill in the other ones
View.Update() % Put our newly-drawn scene onto the screen.
end loop
put "Game Over"
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