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 Platform Game Help
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Turing Man




PostPosted: Tue Nov 16, 2010 9:05 pm   Post subject: Platform Game Help

What is it you are trying to achieve?
Well. I am new to Turing.
I am taking a Grade 10 course on it.
I have just came across one little small thing.
It may seem stupid to you higher people.
But here it is.
I need to know how to set a max high to jump, and I would also like to know how to add Borders so my sprite cannot go off screen on the x axis.

Help would be appreciated. Thank you. Smile
-- Ray

Post any relevant code (You may choose to attach the file instead of posting the code if it is too long)

Turing:


% Raymond Schmidt
% November 16th, 2010


% Platform Game %

setscreen ("graphics:800;370")
setscreen ("offscreenonly")

% Global Variables %

var font : int := Font.New ("comic sans ms:20")

% Sprite Movement Variables %
var standingR : int := Pic.FileNew ("MarioFireStand.bmp") % R = RIGHT %
var walkingR : int := Pic.FileNew ("MarioFireWalk.bmp")
var jumpStanceR : int := Pic.FileNew ("MarioFireJump.bmp")
% --------------------------------------- %
% Main Program %

% Scaling Pictures %
standingR := Pic.Scale (standingR, 20, 40)
walkingR := Pic.Scale (walkingR, 20, 40)
jumpStanceR := Pic.Scale (jumpStanceR, 20, 40)

% Mirroirng The Right Pictures %
var jumpStanceL : int := Pic.Mirror (jumpStanceR)    % L = LEFT %
var walkingL : int := Pic.Mirror (walkingR)
var standingL : int := Pic.Mirror (standingR)

var maxJump : int := 80
var currentS := standingR   % Starting Picture %  % currentS =  CURRENT STANCE %
var x, y : int
x := 50
y := 300
var keys : array char of boolean % Keeps track of the keyboard %
% ------------------------------------------ %

loop

    % Drawing The Platform %
    cls
    drawfillbox (0, 0, 200, 10, 12)
    drawfillbox (250, 50, 350, 60, 12)
    drawfillbox (400, 50, 550, 60, 12)


    % Gravity %

    if whatdotcolour (x, y - 2) not= 12 and whatdotcolour (x + 20, y - 2) not= 12 then
        y := y - 4
    end if

    % Movement Of Sprite %

    Input.KeyDown (keys)

    % If Right Arrow Key is Pressed Down %
    if keys (KEY_RIGHT_ARROW) then
        x := x + 10

        % This will switch between the pictures %
        if currentS = standingR then
            currentS := walkingR
        else
            currentS := standingR
        end if

    end if

    % If Left Arrow Key is Pressed Down %
    if keys (KEY_LEFT_ARROW) then
        x := x - 10

        % This will switch between the pictures %
        if currentS = standingL then
            currentS := walkingL
        else
            currentS := standingL
        end if

    end if

    % If Up Arrow Key is Pressed Down %
    if keys (KEY_UP_ARROW) then
        y := y + 80
       

        if currentS = standingL then
            currentS := jumpStanceL
        elsif currentS = standingR then
            currentS := jumpStanceR
        else
            currentS := standingR
        end if
    end if

   
    Pic.Draw (currentS, x, y, picMerge)

    View.Update
    delay (50)

end loop




Please specify what version of Turing you are using
<Answer Here>
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TokenHerbz




PostPosted: Wed Nov 17, 2010 12:57 pm   Post subject: RE:Platform Game Help

below is the concept of what to do and how it works. read it carefully.
code:

if keys (KEY_LEFT_ARROW) then
    x := x - 10 %% 10 being speed (put it as a variable speed)
    if x <= 0 then %%if players x location is (off the map or at 0 of map)
        x := 1 %%put him on the map so he can't run off it
    end if
   
    if walkingLeft then %%your basic set up for changing pictures
        draw walkingLeft
    elsif walkingRight then
        draw walkingRight
    else
        draw standing
    end if
end if
%%same idea for right X axis,
%%set him back on the map if he goes to run off, before he's drawn
%%And again, same with his JUMP Height, Except this uses "Y" Axis.
TerranceN




PostPosted: Wed Nov 17, 2010 3:52 pm   Post subject: RE:Platform Game Help

If what the OP means is making it so you cannot jump infinitely, then just think of it like real life. What is the biggest condition required for jumping? It is having something to jump off of. You can tell when the person (or w/e your picture is) is on the ground by when it is able to fall. Use a boolean value to only allow the person to jump when it is on the ground.
Turing Man




PostPosted: Wed Nov 17, 2010 4:10 pm   Post subject: RE:Platform Game Help

Thank you everybody. But I figured it out on my own Smile

But I did take your border idea Token.
Thanks.

-- Ray
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