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 RPG Character Control
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good_fella




PostPosted: Sun Oct 19, 2003 6:20 pm   Post subject: RPG Character Control

I'm making an RPG and i need help with the character control.

Okay, here's the problem:

Arrow I need the user to be able to press the keys. When a key is pressed, the little dude on the screen needs to move. But the picture needs to change for whatever direction he's facing.

Arrow Also, the picture needs to alternate. (ie. One with his right leg forward, one with his left leg forward, to create the impression of walking.)

Arrow The background image that the character is walking on top of also needs to stay the same.

Exclamation And the Screen can't flash.

I've managed to get some of these things to work, but still having a hard time. Any help would be appreciated!

[I have Turing 4.0 so all the Input.KeyDown and other commands will work.]

Thanx!
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AsianSensation




PostPosted: Sun Oct 19, 2003 7:21 pm   Post subject: (No subject)

ok, to answer these questions:

1. You want the user to input, and have the guy walk. Also, he needs to face some direction.

Suggestion: have a integer variable called direction, and everytime you press one of the arrow keys, then you assign a value to direction. Example:
code:
var direction : int
var chars : array char of boolean

loop
    Input.KeyDown (chars)
    if chars (KEY_UP_ARROW) then
        direction := 1
    end if

    if direction = 1 then
        Pic.Draw (picup, x, y, picMerge)
    end if
end loop


this checks to see what direction the guy is facing, and then draws the corresponding picture.

2. To have the guy's legs alternate.

Suggestion: when you draw the guy moving, draw the left-legged pic, then delay for a small amount of time, and then draw the right legged pic, except that the right legged pic would have to have move a bit from the left legged one, depending on which direction he is facing, creating the "walking" effect.

3. To have the background stay the same.

Suggestion: don't change the background coordinates Laughing

4. Flicker-free animation

Suggestion: use View.Update, I beleive there is a very good tutorial in the tutorial section, there is no need for me to explain it.
good_fella




PostPosted: Sun Oct 19, 2003 8:15 pm   Post subject: (No subject)

Okay. I got the guy to move by pressing the arrow keys. However there's still some major problems.

Arrow One, when you let go of the arrow keys, the pic of the guy dissapears!

Arrow Two, I still can't get the guys legs to alternate using 2 different pics!

Here's the code i have for the movement, can someone tell me whats wrong with it:

code:

loop

View.Update
   
    delay (100)
    cls
    Pic.Draw (town1, 0,0,0)
   
    Input.KeyDown (chars)
 
    if chars (KEY_DOWN_ARROW) then
    count1 := count1 - 2
    direction := 1
    Pic.Draw (steppingforward1, count2, count1, picMerge)
    end if
   
    if chars (KEY_UP_ARROW) then
    count1 := count1 + 2
    Pic.Draw (steppingbackward1, count2, count1, picMerge)
    end if
   
    if chars (KEY_RIGHT_ARROW) then
    count2 := count2 + 2
    Pic.Draw (steppingright1, count2, count1, picMerge)
    end if
   
    if chars (KEY_LEFT_ARROW) then
    count2 := count2 - 2
    Pic.Draw (steppingleft1, count2, count1, picMerge)
    end if
   
end loop


In the code above, town1 is the background picture i need to use. steppingforward1, steppingright1, etc. are all the pics of the character stepping in whatever direction. I need to somehow use the pics steppingleft2, steppingright2, to make his legs alternate.

I hope that somebody understands what im talking about.
poly




PostPosted: Sun Oct 19, 2003 8:33 pm   Post subject: (No subject)

well first off, all those IF statements can be made into 1 If statement with Elsif's
To answer your question:
Well basically your code just shows the guy when a key is pressed. roughly you want something like this
code:

loop

if
%Inside here is your If statements
end if

% In here add draw regular characters stance
View.Update
end loop
good_fella




PostPosted: Sun Oct 19, 2003 9:40 pm   Post subject: (No subject)

I'm still not getting it. Nothing seems to work Mad
AsianSensation




PostPosted: Sun Oct 19, 2003 10:30 pm   Post subject: (No subject)

Because Input.KeyDown check to see if a key is held down, therefore, when you draw the pictures for your guy, you need delays. When you don't have delays, you will see the guy go into one direction really really fast.

to make the guy step:

code:
Pic.Draw (steppingforward1, x, y, picMerge)
delay (10)
Pic.Draw (steppingforward2, x + a, y + b, picMerge)
delay (100


where x and y are the coordinates, and a and b are some constants, depending on what direction you are facing, a and b take on different values.
good_fella




PostPosted: Mon Oct 20, 2003 12:04 am   Post subject: (No subject)

alrite i got it to work! Very Happy
thanx alot!
good_fella




PostPosted: Mon Oct 20, 2003 1:27 pm   Post subject: (No subject)

wait! i cant get the pics to alternate!
can someone tell me how to fix this code to display two different pics (one of each leg forward) everytime you hit a key!

code:
loop

        View.Update

        delay (30)

        Input.KeyDown (chars)

        if chars (KEY_DOWN_ARROW) then
            count1 := count1 - 2
            position := "steppingforward1"

        elsif chars (KEY_UP_ARROW) then
            count1 := count1 + 2
            position := "steppingbackward1"

        elsif chars (KEY_RIGHT_ARROW) then
            count2 := count2 + 2
            position := "steppingright1"

        elsif chars (KEY_LEFT_ARROW) then
            count2 := count2 - 2
            position := "steppingleft1"

        end if

        if position = "steppingforward1" then

            cls
            Pic.Draw (town1, 0, 0, 0)
            Pic.Draw (steppingforward1, count2, count1, picMerge)
           
        elsif position = "steppingbackward1" then

            cls
            Pic.Draw (town1, 0, 0, 0)
            Pic.Draw (steppingbackward1, count2, count1, picMerge)

        elsif position = "steppingright1" then

            cls
            Pic.Draw (town1, 0, 0, 0)
            Pic.Draw (steppingright1, count2, count1, picMerge)

        elsif position = "steppingleft1" then

            cls
            Pic.Draw (town1, 0, 0, 0)
            Pic.Draw (steppingleft1, count2, count1, picMerge)

        end if


    end loop
Mazer




PostPosted: Mon Oct 20, 2003 4:55 pm   Post subject: (No subject)

instead of instantly setting the position to "steppingforward1", you could first check what it was.

ie
code:

if position = "steppingforward1" then
    position := "steppingforward2"
else
    position := "steppingforward1"
end if


that's assuming you'll have only two pictures for the walking animation. if that's true, then you'll probably want a longer delay so the player can actually see the pictures.
nis




PostPosted: Thu Nov 06, 2003 6:35 pm   Post subject: (No subject)

Create an array for each picture


code:


var steppingforward, steppingbackwards: array 1 .. 2 of int

steppingforward(1) := Pic.FileNew("whatever your firstpicture is.bmp")
steppingforward(2) := Pic.FileNew("whatever your firstpicture is.bmp")
steppingbackwards(1):= Pic.FileNew("whatever your firstpicture is.bmp")
steppingbackwards(2):= Pic.FileNew("whatever your firstpicture is.bmp")

etc....

loop
    for i : 1 .. 2
         View.Update
         Pic.Draw (town1, 0,0,0)
   
         Input.KeyDown (chars)
 
         if chars (KEY_UP_ARROW) then
            Pic.Draw (steppingforward(i), x, y, picMerge)
         end if
         if chars (KEY_DOWN_ARROW) then
             Pic.Draw (steppingbackwards(i), x, y, picMerge)
         end if
         delay(100)
    end for
end loop


Of course thats just up and down but you get the idea, good luck
good_fella




PostPosted: Wed Nov 12, 2003 4:45 pm   Post subject: (No subject)

alrite i got it to work great. Very Happy thanks ppl.
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