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 Reading a variable and setting it permanently (dont want projectile to follow ships x co-ordinates)
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alex8642




PostPosted: Mon May 25, 2009 9:42 am   Post subject: Reading a variable and setting it permanently (dont want projectile to follow ships x co-ordinates)

My problem is that I need my laser to fire and then continue regardless of ship position... This means I need to use the x and y value of the ship but after I need it to not use those values... use new values to move forward but I do not know how

Turing:

View.Set ("title:Turecraft: A game of epic proportions")
% Program: Turcraft
% version: 1.1 Alpha
% Alexander Feht, Alex Bigalow
% Mr. Rancourt

var a, b, c, s, x, y, r1, r2, x1, x2, y1, y2, picID, picID2, picID3, picID4, picID5, picID6, picID7, picID8, picID9, picID10, picIDshot, picenemyG1, picenemyG2, picenemyG3, picenemyG4, picenemyG5, picenemyG6, picenemyG7,picenemyM1, picenemyM2, picenemyM3, picenemyM4, picenemyM5, picIDboom1, picIDboom3, picIDboom2, picIDboomgif : int %declaring variables
var numFrames := Pic.Frames ("h:\\ICE-4M1\\scoutboomgif.gif")
var pics : array 1 .. numFrames of int
var delayTime : int

% loading pictures into memory
picID := Pic.FileNew ("h:\\ICE-4M1\\back2.bmp")
picID2 := Pic.FileNew ("h:\\ICE-4M1\\scoutS.bmp")
picID3 := Pic.FileNew ("h:\\ICE-4M1\\scoutS1.bmp")
picID4 := Pic.FileNew ("h:\\ICE-4M1\\scoutS3.bmp")
picID5 := Pic.FileNew ("h:\\ICE-4M1\\scoutS4.bmp")
picID6 := Pic.FileNew ("h:\\ICE-4M1\\scoutS5.bmp")
picID7 := Pic.FileNew ("h:\\ICE-4M1\\scoutS7.bmp")
picID8 := Pic.FileNew ("h:\\ICE-4M1\\scoutS8.bmp")
picID9 := Pic.FileNew ("h:\\ICE-4M1\\scoutS9.bmp")
picID10 := Pic.FileNew ("h:\\ICE-4M1\\scoutS10.bmp")
picIDboom1 := Pic.FileNew ("h:\\ICE-4M1\\scoutboom1.bmp")
picIDboom3 := Pic.FileNew ("h:\\ICE-4M1\\scoutboom3.bmp")
picIDboom2 := Pic.FileNew ("h:\\ICE-4M1\\scoutboom2.bmp")
picIDboomgif := Pic.FileNew ("h:\\ICE-4M1\\scoutboomgif.gif")
picenemyG1 := Pic.FileNew ("h:\\ICE-4M1\\Guardian1.bmp")
picenemyG2 := Pic.FileNew ("h:\\ICE-4M1\\Guardian2.bmp")
picenemyG3 := Pic.FileNew ("h:\\ICE-4M1\\Guardian3.bmp")
picenemyG4 := Pic.FileNew ("h:\\ICE-4M1\\Guardian4.bmp")
picenemyG5 := Pic.FileNew ("h:\\ICE-4M1\\Guardian5.bmp")
picenemyG6 := Pic.FileNew ("h:\\ICE-4M1\\Guardian6.bmp")
picenemyG7 := Pic.FileNew ("h:\\ICE-4M1\\Guardian7.bmp")
picenemyM1 := Pic.FileNew ("h:\\ICE-4M1\\Mutalisk1.bmp")
picenemyM2 := Pic.FileNew ("h:\\ICE-4M1\\Mutalisk2.bmp")
picenemyM3 := Pic.FileNew ("h:\\ICE-4M1\\Mutalisk3.bmp")
picenemyM4 := Pic.FileNew ("h:\\ICE-4M1\\Mutalisk4.bmp")
picenemyM5 := Pic.FileNew ("h:\\ICE-4M1\\Mutalisk5.bmp")
picIDshot := Pic.FileNew ("h:\\ICE-4M1\\shot.bmp")
Pic.FileNewFrames ("h:\\ICE-4M1\\scoutboomgif.gif", pics, delayTime)

% sets the screen for the games configuration such as off screen rendering
setscreen ("graphics:640;480,nobuttonbar")
View.Set ("offscreenonly")

x := 300 % x axis of location of ship at beginning of play
y := 25 % sets location of ship at beginning of play
a := Rand.Int (100, 400)
c := 75
b := 0
s := x + c

loop % the game begins

    Pic.Draw (picID, 0, 0, picCopy) % draws background
    Pic.Draw (picID2, x, y, picMerge) % the ship
    b := b + 1
    Pic.Draw (picenemyG1, a, maxy - 100 - b, picMerge)
    View.UpdateArea (0, 0, maxx, maxy)

    % moving the ship
    if parallelget = 88 % right
            then
        Pic.Draw (picID4, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        x := x + 5
    end if
    if parallelget = 112 % up
            then
        Pic.Draw (picID3, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y + 5
    end if
    if parallelget = 104 % left
            then
        Pic.Draw (picID5, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        x := x - 5
    end if
    if parallelget = 56 % down
            then
        Pic.Draw (picID6, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y - 5
    end if
    if parallelget = 24 % down right
            then
        Pic.Draw (picID9, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y - 5
        x := x + 5
    end if
    if parallelget = 40 % down left
            then
        Pic.Draw (picID10, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y - 5
        x := x - 5
    end if
    if parallelget = 80 % up right
            then
        Pic.Draw (picID7, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y + 5
        x := x + 5
    end if
    if parallelget = 96 % up left
            then
        Pic.Draw (picID8, x, y, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
        y := y + 5
        x := x - 5
    end if

    % programming for firing the laser
    if parallelget = 240 % up
            then
        x := x
        y := y + 5
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 216 % right
            then
        x := x
        y := y
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 184 % down
            then
        x := x
        y := y - 5
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 232 % left
            then
        x := x
        y := y
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 208 % up right
            then
        x := x + 5
        y := y + 5
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 152 % down right
            then
        x := x + 5
        y := y - 5
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 168 % down left
            then
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    View.UpdateArea (0, 0, maxx, maxy)
    if parallelget = 224 % up left
            then
        x := x - 5
        y := y + 5
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    if parallelget = 248 % btn
            then
        Pic.Draw (picIDshot, x + 30, y + 75, picMerge)
        View.UpdateArea (0, 0, maxx, maxy)
    end if
    %where I am trying to get picIDshot to detect monster
if picIDshot < b and picIDshot > b then
cls
exit
end if
    % this detects and stops the ship from moving off the screen
    if x < 0 then
        x := x + 5
    elsif y < 0 then
        y := y + 5
    elsif x > maxx - 65 then
        x := x - 5
    elsif y > maxy - 75 then
        y := y - 5
    end if
    % end of border detection
    % Ship explodes if it touches any enemies (incomplete)
    if x = picenemyG1 and y = picenemyG1 then
    View.Set ("nooffscreenonly")
    for i : 1 .. 12
        delay (10)
        Pic.DrawFrames (pics, x, y - 10, picMerge, numFrames, 10, false)
    end for
    exit
end if
end loop
put "GAME OVER BITCH"


Turing v4.1.1a
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