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Legolas




PostPosted: Mon May 09, 2005 10:02 pm   Post subject: (No subject)

Your problem is probably that you don't have it in two seperate turing files. THe first coding has to be in a file named "Declerations.t" and then the second coding that i posted has to be put in another turing file which you can name whatever you would like.
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Toxic_Ninja




PostPosted: Tue May 10, 2005 6:58 pm   Post subject: (No subject)

Oh i get it thx alot

edit: no wait theris still a problem i run the first file and it opens the Declerations but declerations gets an error at Pic.Draw (pic (background (x, y)), i, j, picCopy) line 96 saying undelcared variable
Dylan-182




PostPosted: Fri May 13, 2005 7:38 am   Post subject: (No subject)

haha Shocked wow Shocked this game is amazing Very Happy i love it lol good work on it Razz
Legolas




PostPosted: Sat May 14, 2005 9:25 am   Post subject: (No subject)

Your problem is i cut out all the picture declerations to save space, they go at the top of declerations.t. There are about 150 lines of picture declerations in this version before i managed to switch it up and make it work better. So i can post the entire declerations file if neone would like to run the game directly from the code.
strike_hawk89




PostPosted: Sun May 15, 2005 10:15 am   Post subject: (No subject)

yes plz Very Happy
Toxic_Ninja




PostPosted: Mon May 16, 2005 9:19 am   Post subject: (No subject)

yes plz and thx
strike_hawk89




PostPosted: Wed May 18, 2005 9:40 am   Post subject: (No subject)

plz post the picture declerations soon. I want to try to understand the code.
Notoroge




PostPosted: Wed May 18, 2005 4:41 pm   Post subject: (No subject)

Someone requested some pics a couple of pages back. No idea if you still want them or not, but either way, here you go.


z02.JPG
 Description:
asdf
 Filesize:  320.22 KB
 Viewed:  1674 Time(s)

z02.JPG



z01.JPG
 Description:
asdf
 Filesize:  339.36 KB
 Viewed:  1674 Time(s)

z01.JPG


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RscMod




PostPosted: Fri May 20, 2005 10:25 am   Post subject: quite good but make a update

get a update
strike_hawk89




PostPosted: Tue May 24, 2005 7:38 pm   Post subject: (No subject)

declerations....................... **eye twitch**.................plz
Legolas




PostPosted: Tue May 24, 2005 8:03 pm   Post subject: (No subject)

Heres the full declerations file, in all is terribly programmed glory. Because i had to be able to differentiate between the different pictures they are all named differently instead of being in a for loop.

code:
type menu :
    record
        picture : int
        item : int
    end record

var pic : array 1 .. 133 of int
var console : array 1 .. 7 of int
var playerpics : array 1 .. 27 of int
var positioning : array 1 .. 6, 1 .. 2 of menu
var watercounter, flowercounter, movementcounter, tempa, tempb, player, weaponmovementcounter, health, healthtotal, shieldmove : int
var swinging : array 1 .. 16 of int

shieldmove := 0
health := 6
healthtotal := 3
for x : 1 .. 6
    for y : 1 .. 2
        positioning (x, y).item := 0
        positioning (x, y).picture := Pic.FileNew ("Pictures/Console/Start Menu/Empty1.bmp")
    end for
end for
positioning (1, 1).picture := Pic.FileNew ("Pictures/Console/Start Menu/Shield1.bmp")
positioning (1, 1).item := 1
positioning (1, 2).item := 2
positioning (1, 2).picture := Pic.FileNew ("Pictures/Console/Start Menu/Sword.bmp")

swinging (1) := Pic.FileNew ("Pictures/Player/Sword Swinging/Down1.bmp")
swinging (2) := Pic.FileNew ("Pictures/Player/Sword Swinging/Down2.bmp")
swinging (3) := Pic.FileNew ("Pictures/Player/Sword Swinging/Down3.bmp")
swinging (4) := Pic.FileNew ("Pictures/Player/Sword Swinging/Down4.bmp")
swinging (5) := Pic.FileNew ("Pictures/Player/Sword Swinging/Right1.bmp")
swinging (6) := Pic.FileNew ("Pictures/Player/Sword Swinging/Right2.bmp")
swinging (7) := Pic.FileNew ("Pictures/Player/Sword Swinging/Right3.bmp")
swinging (8) := Pic.FileNew ("Pictures/Player/Sword Swinging/Right4.bmp")
swinging (9) := Pic.FileNew ("Pictures/Player/Sword Swinging/Up1.bmp")
swinging (10) := Pic.FileNew ("Pictures/Player/Sword Swinging/Up2.bmp")
swinging (11) := Pic.FileNew ("Pictures/Player/Sword Swinging/Up3.bmp")
swinging (12) := Pic.FileNew ("Pictures/Player/Sword Swinging/Up4.bmp")
swinging (13) := Pic.FileNew ("Pictures/Player/Sword Swinging/Left1.bmp")
swinging (14) := Pic.FileNew ("Pictures/Player/Sword Swinging/Left2.bmp")
swinging (15) := Pic.FileNew ("Pictures/Player/Sword Swinging/Left3.bmp")
swinging (16) := Pic.FileNew ("Pictures/Player/Sword Swinging/Left4.bmp")

playerpics (1) := Pic.FileNew ("Pictures/Player/With Shield/Down1.bmp")
playerpics (2) := Pic.FileNew ("Pictures/Player/With Shield/Right1.bmp")
playerpics (3) := Pic.FileNew ("Pictures/Player/With Shield/Up1.bmp")
playerpics (4) := Pic.FileNew ("Pictures/Player/With Shield/Left1.bmp")
playerpics (5) := Pic.FileNew ("Pictures/Player/With Shield/Down2.bmp")
playerpics (6) := Pic.FileNew ("Pictures/Player/With Shield/Right2.bmp")
playerpics (7) := Pic.FileNew ("Pictures/Player/With Shield/Up2.bmp")
playerpics (8) := Pic.FileNew ("Pictures/Player/With Shield/Left2.bmp")
playerpics (9) := Pic.FileNew ("Pictures/Player/With Shield/SDown1.bmp")
playerpics (10) := Pic.FileNew ("Pictures/Player/With Shield/SRight1.bmp")
playerpics (11) := Pic.FileNew ("Pictures/Player/With Shield/SUp1.bmp")
playerpics (12) := Pic.FileNew ("Pictures/Player/With Shield/SLeft1.bmp")
playerpics (13) := Pic.FileNew ("Pictures/Player/Moveables/Falling1.bmp")
playerpics (14) := Pic.FileNew ("Pictures/Player/Moveables/Falling2.bmp")
playerpics (15) := Pic.FileNew ("Pictures/Player/Moveables/Falling3.bmp")
playerpics (16) := Pic.FileNew ("Pictures/Player/With Shield/Hurt1.bmp")
playerpics (17) := Pic.FileNew ("Pictures/Player/With Shield/Hurt2.bmp")
playerpics (18) := Pic.FileNew ("Pictures/Player/With Shield/Hurt3.bmp")
playerpics (19) := Pic.FileNew ("Pictures/Player/With Shield/Hurt4.bmp")
playerpics (20) := Pic.FileNew ("Pictures/Player/With Shield/Death.bmp")
playerpics (21) := Pic.FileNew ("Pictures/Player/Flipping/FlipD1.bmp")
playerpics (22) := Pic.FileNew ("Pictures/Player/Flipping/FlipD2.bmp")
playerpics (23) := Pic.FileNew ("Pictures/Player/Flipping/FlipD3.bmp")
playerpics (24) := Pic.FileNew ("Pictures/Player/With Shield/SRight2.bmp")
playerpics (25) := Pic.FileNew ("Pictures/Player/With Shield/SDown2.bmp")
playerpics (26) := Pic.FileNew ("Pictures/Player/With Shield/SLeft2.bmp")
playerpics (27) := Pic.FileNew ("Pictures/Player/With Shield/SUp2.bmp")


console (1) := Pic.FileNew ("Pictures/Console/console.bmp")
console (2) := Pic.FileNew ("Pictures/Console/Start Menu/Selector.bmp")
console (3) := Pic.FileNew ("Pictures/Console/Start Menu/MainBack.bmp")
console (4) := Pic.FileNew ("Pictures/Console/Start Menu/MainBack.bmp")
console (5) := Pic.FileNew ("Pictures/Console/Heart0.bmp")
console (6) := Pic.FileNew ("Pictures/Console/Heart1.bmp")
console (7) := Pic.FileNew ("Pictures/Console/Heart2.bmp")

pic (1) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/Sgrass1.bmp")
pic (2) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/Sgrass2.bmp")
pic (3) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/Sgrass3.bmp")
pic (4) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/Sgrass4.bmp")
pic (5) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/Sgrass5.bmp")
pic (6) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SCgrass1.bmp")
pic (7) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SCgrass2.bmp")
pic (8) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SCgrass3.bmp")
pic (9) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SCgrass4.bmp")
pic (10) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SgrassV.bmp")
pic (11) := Pic.FileNew ("Pictures/GroundTypes/Pathway1.bmp")
pic (12) := Pic.FileNew ("Pictures/Interaction/Ground/Grass1.bmp")
pic (13) := Pic.FileNew ("Pictures/GroundTypes/Fence1.bmp")
pic (14) := Pic.FileNew ("Pictures/Interaction/Ground/Bush1.bmp")
pic (15) := Pic.FileNew ("Pictures/Buildings/House1.bmp")
pic (16) := Pic.FileNew ("Pictures/Buildings/Door1.bmp")
pic (17) := Pic.FileNew ("Pictures/Buildings/Roof1.bmp")
pic (18) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopleft1.bmp")
pic (19) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeleft1.bmp")
pic (20) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopright1.bmp")
pic (21) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeright1.bmp")
pic (22) := Pic.FileNew ("Pictures/Buildings/House2.bmp")
pic (23) := Pic.FileNew ("Pictures/Buildings/Door2.bmp")
pic (24) := Pic.FileNew ("Pictures/Buildings/Shop1.bmp")
pic (25) := Pic.FileNew ("Pictures/Buildings/Shop2.bmp")
pic (26) := Pic.FileNew ("Pictures/Buildings/Shop3.bmp")
pic (27) := Pic.FileNew ("Pictures/Buildings/Shop4.bmp")
pic (28) := Pic.FileNew ("Pictures/Buildings/Shop5.bmp")
pic (29) := Pic.FileNew ("Pictures/Buildings/Shop6.bmp")
pic (30) := Pic.FileNew ("Pictures/GroundTypes/Walls/Wall1.bmp")
pic (31) := Pic.FileNew ("Pictures/GroundTypes/Walls/Wall2.bmp")
pic (32) := Pic.FileNew ("Pictures/GroundTypes/Walls/Wall3.bmp")
pic (33) := Pic.FileNew ("Pictures/GroundTypes/Stairs1.bmp")
pic (34) := Pic.FileNew ("Pictures/GroundTypes/Special Grass/SgrassH.bmp")
pic (35) := Pic.FileNew ("Pictures/GroundTypes/Tiles1.bmp")
pic (36) := Pic.FileNew ("Pictures/GroundTypes/Flowers1.bmp")
pic (37) := Pic.FileNew ("Pictures/Specials/RStatueB.bmp")
pic (38) := Pic.FileNew ("Pictures/Specials/RStatueT.bmp")
pic (39) := Pic.FileNew ("Pictures/GroundTypes/Tiles2.bmp")
pic (40) := Pic.FileNew ("Pictures/Buildings/Door3.bmp")
pic (41) := Pic.FileNew ("Pictures/Buildings/Roof2.bmp")
pic (42) := Pic.FileNew ("Pictures/Specials/BowWowPost.bmp")
pic (43) := Pic.FileNew ("Pictures/Buildings/Roof3.bmp")
pic (44) := Pic.FileNew ("Pictures/Buildings/BowwowR1.bmp")
pic (45) := Pic.FileNew ("Pictures/Buildings/BowwowR2.bmp")
pic (46) := Pic.FileNew ("Pictures/Buildings/BowwowR3.bmp")
pic (47) := Pic.FileNew ("Pictures/Buildings/BowwowR4.bmp")
pic (48) := Pic.FileNew ("Pictures/Buildings/BowwowR5.bmp")
pic (49) := Pic.FileNew ("Pictures/Buildings/BowwowR6.bmp")
pic (50) := Pic.FileNew ("Pictures/GroundTypes/Grass2.bmp")
pic (51) := Pic.FileNew ("Pictures/GroundTypes/Stones1.bmp")
pic (52) := Pic.FileNew ("Pictures/GroundTypes/Stones2.bmp")
pic (53) := Pic.FileNew ("Pictures/Buildings/HouseR1.bmp")
pic (54) := Pic.FileNew ("Pictures/Buildings/HouseR2.bmp")
pic (55) := Pic.FileNew ("Pictures/Buildings/HouseR3.bmp")
pic (56) := Pic.FileNew ("Pictures/Buildings/HouseR4.bmp")
pic (57) := Pic.FileNew ("Pictures/Buildings/HouseR5.bmp")
pic (58) := Pic.FileNew ("Pictures/Buildings/HouseR6.bmp")
pic (59) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopleft2.bmp")
pic (60) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopright2.bmp")
pic (61) := Pic.FileNew ("Pictures/Interaction/Ground/Rock1.bmp")
pic (62) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT1.bmp")
pic (63) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT2.bmp")
pic (64) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT3.bmp")
pic (65) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT4.bmp")
pic (66) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT5.bmp")
pic (67) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT6.bmp")
pic (68) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT7.bmp")
pic (69) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT8.bmp")
pic (70) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT9.bmp")
pic (71) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT10.bmp")
pic (72) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT11.bmp")
pic (73) := Pic.FileNew ("Pictures/Buildings/HouseR7.bmp")
pic (74) := Pic.FileNew ("Pictures/Interaction/Ground/Sign1.bmp")
pic (75) := Pic.FileNew ("Pictures/GroundTypes/Walls/Wall4.bmp")
pic (76) := Pic.FileNew ("Pictures/Buildings/Door4.bmp")
pic (77) := Pic.FileNew ("Pictures/GroundTypes/Water/Water1.bmp")
pic (78) := Pic.FileNew ("Pictures/GroundTypes/Water/Water2.bmp")
pic (79) := Pic.FileNew ("Pictures/GroundTypes/Water/Water3.bmp")
pic (80) := Pic.FileNew ("Pictures/Buildings/ShopR1.bmp")
pic (81) := Pic.FileNew ("Pictures/Buildings/ShopR2.bmp")
pic (82) := Pic.FileNew ("Pictures/Buildings/ShopR3.bmp")
pic (83) := Pic.FileNew ("Pictures/Buildings/ShopR4.bmp")
pic (84) := Pic.FileNew ("Pictures/Buildings/ShopR5.bmp")
pic (85) := Pic.FileNew ("Pictures/Buildings/ShopR6.bmp")
pic (86) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT12.bmp")
pic (87) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT13.bmp")
pic (88) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT14.bmp")
pic (89) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT15.bmp")
pic (90) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT16.bmp")
pic (91) := Pic.FileNew ("Pictures/Buildings/Roof4.bmp")
pic (92) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT17.bmp")
pic (93) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT18.bmp")
pic (94) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT19.bmp")
pic (95) := Pic.FileNew ("Pictures/Interaction/Ground/Hole1.bmp")
pic (96) := Pic.FileNew ("Pictures/GroundTypes/Walls/WallT20.bmp")
pic (97) := Pic.FileNew ("Pictures/GroundTypes/Tiles3.bmp")
pic (98) := Pic.FileNew ("Pictures/GroundTypes/Bars1.bmp")
pic (99) := Pic.FileNew ("Pictures/Buildings/Scorp1.bmp")
pic (100) := Pic.FileNew ("Pictures/Buildings/Scorp2.bmp")
pic (101) := Pic.FileNew ("Pictures/Buildings/Scorp3.bmp")
pic (102) := Pic.FileNew ("Pictures/GroundTypes/Flowers2.bmp")
pic (103) := Pic.FileNew ("Pictures/GroundTypes/Flowers3.bmp")
pic (104) := Pic.FileNew ("Pictures/Interaction/Ground/Bush2.bmp")
pic (105) := Pic.FileNew ("Pictures/GroundTypes/Sand1.bmp")
pic (106) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopleft3.bmp")
pic (107) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeleft3.bmp")
pic (108) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopright3.bmp")
pic (109) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeright3.bmp")
pic (110) := Pic.FileNew ("Pictures/GroundTypes/Sand2.bmp")
pic (111) := Pic.FileNew ("Pictures/GroundTypes/Sand3.bmp")
pic (112) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopleft4.bmp")
pic (113) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeleft4.bmp")
pic (114) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treetopright4.bmp")
pic (115) := Pic.FileNew ("Pictures/GroundTypes/Trees/Treeright4.bmp")
pic (116) := Pic.FileNew ("Pictures/GroundTypes/Water/CWater1.bmp")
pic (117) := Pic.FileNew ("Pictures/GroundTypes/Water/CWater2.bmp")
pic (118) := Pic.FileNew ("Pictures/GroundTypes/Water/CWater3.bmp")
pic (119) := Pic.FileNew ("Pictures/GroundTypes/Water/CWater2.bmp")
pic (120) := Pic.FileNew ("Pictures/GroundTypes/Water/2CWater1.bmp")
pic (121) := Pic.FileNew ("Pictures/GroundTypes/Water/2CWater2.bmp")
pic (122) := Pic.FileNew ("Pictures/GroundTypes/Water/2CWater3.bmp")
pic (123) := Pic.FileNew ("Pictures/GroundTypes/Water/2CWater2.bmp")
pic (124) := Pic.FileNew ("Pictures/GroundTypes/Sand4.bmp")
pic (125) := Pic.FileNew ("Pictures/GroundTypes/Sand5.bmp")
pic (126) := Pic.FileNew ("Pictures/GroundTypes/Walls/Wall6.bmp")
pic (127) := Pic.FileNew ("Pictures/Interaction/Doors/Rock1.bmp")
pic (128) := Pic.FileNew ("Pictures/GroundTypes/Flowers2.bmp")
pic (129) := Pic.FileNew ("Pictures/Interaction/Ground/Chest1.bmp")
pic (130) := Pic.FileNew ("Pictures/Interaction/Ground/BushA1.bmp")
pic (131) := Pic.FileNew ("Pictures/Interaction/Ground/BushA2.bmp")
pic (132) := Pic.FileNew ("Pictures/Interaction/Ground/BushA4.bmp")
pic (133) := Pic.FileNew ("Pictures/Interaction/Ground/BushA5.bmp")

watercounter := 0
flowercounter := 0
movementcounter := 0


procedure movement (var current, num1, num2 : int)
    if current ~= num1 and current ~= num2 then
        current := num1
        lastpicture := num1
    end if
    if movementcounter > 10 then
        if current = num1 then
            current := num2
            lastpicture := num2
        elsif player = num2 then
            current := num1
            lastpicture := num1
        end if
    end if
    if movementcounter > 10 then
        movementcounter := 0
    end if
end movement

procedure drawbackground
    Draw.FillBox (0, 0, 500, 500, white)
    j := 256
    for x : 1 .. 8
        i := 0
        for y : 1 .. 10
            if watercounter > 30 then
                if background (x, y) = 77 then
                    background (x, y) := 78
                elsif background (x, y) = 78 then
                    background (x, y) := 79
                elsif background (x, y) = 79 then
                    background (x, y) := 77
                end if
                if background (x, y) = 116 then
                    background (x, y) := 117
                elsif background (x, y) = 117 then
                    background (x, y) := 118
                elsif background (x, y) = 118 then
                    background (x, y) := 119
                elsif background (x, y) = 119 then
                    background (x, y) := 116
                end if
                if background (x, y) = 120 then
                    background (x, y) := 121
                elsif background (x, y) = 121 then
                    background (x, y) := 122
                elsif background (x, y) = 122 then
                    background (x, y) := 123
                elsif background (x, y) = 123 then
                    background (x, y) := 120
                end if
            end if
            if flowercounter > 20 then
                if background (x, y) = 36 then
                    background (x, y) := 102
                elsif background (x, y) = 102 then
                    background (x, y) := 103
                elsif background (x, y) = 103 then
                    background (x, y) := 128
                elsif background (x, y) = 128 then
                    background (x, y) := 36
                end if
            end if
            Pic.Draw (pic (background (x, y)), i, j, picCopy)
            i += 32
        end for
        j -= 32
    end for
    if watercounter > 30 then
        watercounter := 0
    else
        watercounter += 1
    end if
    if flowercounter > 20 then
        flowercounter := 0
    else
        flowercounter += 1
    end if
end drawbackground


procedure barrier
    j := 256
    for x : 1 .. 8
        i := 0
        for y : 1 .. 10
            if background (x, y) = 13 or background (x, y) = 14 or background (x, y) = 30 or background (x, y) = 31 or background (x, y) = 32 or background (x, y) = 51 or
                    background (x, y) = 52 or background (x, y) = 61 or background (x, y) = 62 or background (x, y) = 63 or background (x, y) = 64 or background (x, y) = 65 or
                    background (x, y) = 66 or background (x, y) = 67 or background (x, y) = 68 or background (x, y) = 69 or background (x, y) = 70 or background (x, y) = 71
                    or background (x, y) = 74 or background (x, y) = 75 or background (x, y) = 15 or background (x, y) = 16 or background (x, y) = 17 or background (x, y) = 106
                    or background (x, y) = 22 or background (x, y) = 23 or background (x, y) = 24 or background (x, y) = 25 or background (x, y) = 26 or background (x, y) = 27
                    or background (x, y) = 28 or background (x, y) = 29 or background (x, y) = 37 or background (x, y) = 38 or background (x, y) = 40 or background (x, y) = 41
                    or background (x, y) = 43 or background (x, y) = 44 or background (x, y) = 45 or background (x, y) = 46 or background (x, y) = 47 or background (x, y) = 48
                    or background (x, y) = 49 or background (x, y) = 53 or background (x, y) = 54 or background (x, y) = 55 or background (x, y) = 56 or background (x, y) = 57
                    or background (x, y) = 58 or background (x, y) = 73 or background (x, y) = 76 or background (x, y) = 18 or background (x, y) = 19 or background (x, y) = 20
                    or background (x, y) = 21 or background (x, y) = 59 or background (x, y) = 60 or background (x, y) = 80 or background (x, y) = 81 or background (x, y) = 82
                    or background (x, y) = 83 or background (x, y) = 84 or background (x, y) = 85 or background (x, y) = 86 or background (x, y) = 87 or background (x, y) = 88
                    or background (x, y) = 89 or background (x, y) = 90 or background (x, y) = 91 or background (x, y) = 92 or background (x, y) = 94 or background (x, y) = 108
                    or background (x, y) = 96 or background (x, y) = 96 or background (x, y) = 99 or background (x, y) = 100 or background (x, y) = 101 or background (x, y) = 107
                    or background (x, y) = 98 or background (x, y) = 109 or background (x, y) = 104 or background (x, y) = 114 or background (x, y) = 115 or background (x, y) = 113
                    or background (x, y) = 112 or background (x, y) = 120 or background (x, y) = 121 or background (x, y) = 122 or background (x, y) = 123 or background (x, y) = 124
                    or background (x, y) = 127 then
                Draw.FillBox (i, j, i + 32, j + 32, 245)
            end if
            if background (x, y) = 14 or background (x, y) = 104 then
                Draw.FillBox (i, j, i + 32, j + 32, 230)
            end if
            if background (x, y) = 42 then
                Draw.FillBox (i + 16, j, i + 32, j + 32, 245)
            end if
            if background (x, y) = 72 or background (x, y) = 93 then
                Draw.FillBox (i, j, i + 32, j + 16, 240)
            end if
            if background (x, y) = 95 then
                if y ~= 10 then
                    if background (x, y + 1) = 95 then
                        Draw.FillBox (i + 8, j + 8, i + 32, j + 24, 235)
                    end if
                else
                    Draw.FillBox (i + 8, j + 8, i + 24, j + 24, 235)
                end if
                if y ~= 1 then
                    if background (x, y - 1) = 95 then
                        Draw.FillBox (i, j + 8, i + 32, j + 24, 235)
                    else
                        Draw.FillBox (i + 8, j + 8, i + 24, j + 24, 235)
                    end if
                end if
            end if
            i += 32
        end for
        j -= 32
    end for
end barrier

procedure receivebackgroundinfo
    file := "Levels/" + intstr (choice) + ".dat"
    open : input, file, get
    for x : 1 .. 8
        for y : 1 .. 10
            get : input, background (x, y)
        end for
    end for
end receivebackgroundinfo

procedure recievesecondaryinfo
    file := "Levels/" + intstr (choice) + ".dat"
    open : input, file, get
    for x : 1 .. 8
        for y : 1 .. 10
            get : input, secondary (x, y)
        end for
    end for
    close (input)
end recievesecondaryinfo

procedure drawconsole
    var displayfull, outputx : int
    Pic.Draw (console (1), 0, 0, picCopy)
    Pic.Draw (positioning (1, 1).picture, 16, 4, picMerge)
    Pic.Draw (positioning (1, 2).picture, 96, 4, picMerge)
    displayfull := health div 2
    outputx := 210
    for b : 1 .. healthtotal
        if b <= displayfull then
            Pic.Draw (console (7), outputx, 20, picMerge)
        elsif health mod 2 = 1 and b = displayfull + 1 then
            Pic.Draw (console (6), outputx, 20, picMerge)
        else
            Pic.Draw (console (5), outputx, 20, picMerge)
        end if
        outputx += 15
    end for
end drawconsole

procedure switch

end switch
procedure switchright
    for m : 1 .. 40
        j := 256
        for x : 1 .. 8
            i := 0 - (8 * m)
            for y : 1 .. 10
                Pic.Draw (pic (background (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        j := 256
        for x : 1 .. 8
            i := 320 - (8 * m)
            for y : 1 .. 10
                Pic.Draw (pic (secondary (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        drawconsole
        View.Update
        delay (12)
    end for
end switchright
procedure switchleft
    for m : 1 .. 40
        j := 256
        for x : 1 .. 8
            i := 0 + (8 * m)
            for y : 1 .. 10
                Pic.Draw (pic (background (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        j := 256
        for x : 1 .. 8
            i := -320 + (8 * m)
            for y : 1 .. 10
                Pic.Draw (pic (secondary (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        drawconsole
        View.Update
        delay (12)
    end for
end switchleft

procedure switchup
    for m : 1 .. 32
        j := 256 - (8 * m)
        for x : 1 .. 8
            i := 0
            for y : 1 .. 10
                Pic.Draw (pic (background (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        j := 508 - (8 * m)
        for x : 1 .. 8
            i := 0
            for y : 1 .. 10
                Pic.Draw (pic (secondary (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        drawconsole
        View.Update
        delay (12)
    end for
end switchup

procedure switchdown
    for m : 1 .. 32
        j := 256 + (8 * m)
        for x : 1 .. 8
            i := 0
            for y : 1 .. 10
                Pic.Draw (pic (background (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        j := 6 + (8 * m)
        for x : 1 .. 8
            i := 0
            for y : 1 .. 10
                Pic.Draw (pic (secondary (x, y)), i, j, picCopy)
                i += 32
            end for
            j -= 32
        end for
        drawconsole
        View.Update
        delay (12)
    end for
end switchdown


procedure secondarytoback
    for x : 1 .. 8
        for y : 1 .. 10
            background (x, y) := secondary (x, y)
        end for
    end for
end secondarytoback


procedure ledgefalling
    var flippingpics : int := 0
    if whatdotcolour (playerx + 40, playery + 30) = 240 then
        player := 21
        loop
            barrier
            playery -= 3
            if playery >= 228 then
                choice := choice + 16
                recievesecondaryinfo
                switchup
                playery := 2
                secondarytoback
                barrier
            end if
            if playery <= 2 then
                choice := choice - 16
                recievesecondaryinfo
                switchdown
                playery := 228
                secondarytoback
                barrier
            end if
            exit when whatdotcolour (playerx + 40, playery + 30) ~= 240 and whatdotcolour (playerx + 40, playery + 60) ~= 245 and whatdotcolour (playerx + 40, playery + 35) ~= 240 and
                whatdotcolour (playerx + 40, playery + 30) ~= 245

            if flippingpics > 10 then
                if player = 21 then
                    player := 22
                elsif player = 22 then
                    player := 23
                else
                    player := 1
                end if
            end if
            if flippingpics > 10 then
                flippingpics := 0
            else
                flippingpics += 1
            end if
            drawbackground
            Pic.Draw (playerpics (player), playerx, playery, picMerge)
            View.Update
            delay (7)
        end loop
    end if
end ledgefalling

procedure beinghurt
    health -= 1
    if health <= 0 then
        player := 1
        for x : 1 .. 14
            cls
            Pic.Draw (playerpics (player), playerx, playery, picMerge)
            delay (200)
            View.Update
            if player = 4 then
                player := 1
            else
                player += 1
            end if
        end for
        cls
        Pic.Draw (playerpics (20), playerx, playery, picMerge)
        View.Update
        delay (700)
        choice := deathchoice
        playerx := savepointx
        playery := savepointy
        health := 6
        recievesecondaryinfo
        secondarytoback
        temp := choice
    else
        if player = 1 or player = 5 then
            player := 1
            for x : 1 .. 10
                drawbackground
                drawconsole
                Pic.Draw (playerpics (player), playerx, playery, picMerge)
                View.Update
                if player = 1 then
                    player := 16
                else
                    player := 1
                end if
                delay (40)
            end for
            player := 1
        elsif player = 2 or player = 6 then
            player := 2
            for x : 1 .. 10
                drawbackground
                drawconsole
                Pic.Draw (playerpics (player), playerx, playery, picMerge)
                View.Update
                if player = 2 then
                    player := 17
                else
                    player := 2
                end if
                delay (40)
            end for
            player := 2
        elsif player = 3 or player = 7 then
            player := 3
            for x : 1 .. 10
                drawbackground
                drawconsole
                Pic.Draw (playerpics (player), playerx, playery, picMerge)
                View.Update
                if player = 3 then
                    player := 18
                else
                    player := 3
                end if
                delay (40)
            end for
            player := 3
        elsif player = 4 or player = 8 then
            player := 4
            for x : 1 .. 10
                drawbackground
                drawconsole
                Pic.Draw (playerpics (player), playerx, playery, picMerge)
                View.Update
                if player = 4 then
                    player := 19
                else
                    player := 4
                end if
                delay (40)
            end for
            player := 4
        end if
    end if
end beinghurt

procedure holefall
    if whatdotcolour (playerx + 45, playery + 40) = 235 then
        for l : 13 .. 15
            drawbackground
            drawconsole
            Pic.Draw (playerpics (l), playerx, playery, picMerge)
            View.Update
            delay (200)
        end for
        if health > 1 then
            playerx := deathpointx
            playery := deathpointy
        end if
        beinghurt
    end if
end holefall
procedure startmenu
    var choosex, choosey, currentarray1, currentarray2, x1, y1, temp : int
    choosex := 12
    choosey := 210
    drawbackground
    currentarray1 := 2
    currentarray2 := 1
    for x : 1 .. 256 by 3
        drawbackground
        Pic.Draw (console (4), 0, -256 + x, picCopy)
        View.Update
    end for
    delay (20)
    cls
    loop
        Input.KeyDown (press)
        Draw.FillBox (0, 0, 500, 500, white)
        Pic.Draw (console (3), 0, 0, picCopy)
        Pic.Draw (console (2), choosex, choosey, picMerge)
        Pic.Draw (positioning (1, 1).picture, 16, 256, picMerge)
        Pic.Draw (positioning (1, 2).picture, 96, 256, picMerge)
        if press (KEY_UP_ARROW) then
            if currentarray1 > 2 then
                choosey := choosey + 50
                currentarray1 := currentarray1 - 1
            end if
        end if
        if press (KEY_DOWN_ARROW) then
            if currentarray1 < 6 then
                choosey := choosey - 50
                currentarray1 := currentarray1 + 1
            end if
        end if
        if press (KEY_RIGHT_ARROW) then
            if currentarray2 = 1 then
                choosex := choosex + 63
                currentarray2 := currentarray2 + 1
            end if
        end if
        if press (KEY_LEFT_ARROW) then
            if currentarray2 = 2 then
                choosex := choosex - 63
                currentarray2 := currentarray2 - 1
            end if
        end if
        if press (KEY_CTRL) then
            temp := positioning (currentarray1, currentarray2).picture
            positioning (currentarray1, currentarray2).picture := positioning (1, 1).picture
            positioning (1, 1).picture := temp
            temp := positioning (currentarray1, currentarray2).item
            positioning (currentarray1, currentarray2).item := positioning (1, 1).item
            positioning (1, 1).item := temp
            delay (100)
        end if
        if press (KEY_ALT) then
            temp := positioning (currentarray1, currentarray2).picture
            positioning (currentarray1, currentarray2).picture := positioning (1, 2).picture
            positioning (1, 2).picture := temp
            temp := positioning (currentarray1, currentarray2).item
            positioning (currentarray1, currentarray2).item := positioning (1, 2).item
            positioning (1, 2).item := temp
            delay (100)
        end if
        exit when press (KEY_ENTER)
        x1 := 12
        y1 := 260
        for i : 2 .. 6
            y1 -= 50
            x1 := 12
            for j : 1 .. 2
                Pic.Draw (positioning (i, j).picture, x1, y1, picMerge)
                x1 += 63
            end for
        end for
        View.Update
        delay (80)
    end loop
    for x : 1 .. 256 by 3
        drawbackground
        Pic.Draw (console (4), 0, 0 - x, picCopy)
        Pic.Draw (positioning (1, 1).picture, 12, 258 - x, picMerge)
        Pic.Draw (positioning (1, 2).picture, 92, 258 - x, picMerge)
        View.Update
    end for
end startmenu

weaponmovementcounter := 0

procedure buttonpresses (var current, whichbutton : int)
    var number1, number2, bushslash, changepicx, changepicy : int
    if positioning (1, whichbutton).item = 1 then
        shieldmove := 1
    elsif positioning (1, whichbutton).item = 2 then
        barrier
        if current = 1 or current = 5 then
            number1 := 1
            number2 := 4
            if whatdotcolor (playerx + 53, playery + 12) = 230 then
                bushslash := 1
            else
                bushslash := 0
            end if
            if whatdotcolor (playerx + 53, playery + 12) = 230 or whatdotcolor (playerx + 53, playery + 17) = 230 or whatdotcolor (playerx + 53, playery + 23) = 230 then
                bushslash := 1
                j := 256
                for y : 1 .. 8
                    i := 0
                    for x : 1 .. 10
                        if playerx + 53 >= i and playerx + 53 <= i + 32 and ((playery + 12 >= j - 32 and playery + 12 <= j) or (playery + 17 >= j - 32 and playery + 17 <= j) or (playery + 23 >= j -
                                32 and playery + 23 <= j)) then
                            changepicx := y + 1
                            changepicy := x
                        end if
                        i += 32
                    end for
                    j -= 32
                end for
            else
                bushslash := 0
            end if
        end if
        if current = 2 or current = 6 then
            number1 := 5
            number2 := 8
            if whatdotcolor (playerx + 75, playery + 37) = 230 or whatdotcolor (playerx + 70, playery + 37) = 230 or whatdotcolor (playerx + 65, playery + 37) = 230 then
                bushslash := 1
                j := 256
                for y : 1 .. 8
                    i := 0
                    for x : 1 .. 10
                        if ((playerx + 75 >= i and playerx + 75 <= i + 32) or (playerx + 70 >= i and playerx + 70 <= i + 32) or (playerx + 65 >= i and playerx + 65 <= i + 32)) and playery + 37 >= j -
                                32 and playery + 37 <= j then
                            changepicx := y + 1
                            changepicy := x
                        end if
                        i += 32
                    end for
                    j -= 32
                end for
            else
                bushslash := 0
            end if
        end if
        if current = 3 or current = 7 then
            number1 := 9
            number2 := 12
            if whatdotcolor (playerx + 36, playery + 80) = 230 or whatdotcolor (playerx + 36, playery + 75) = 230 or whatdotcolor (playerx + 36, playery + 70) = 230 then
                bushslash := 1
                j := 256
                for y : 1 .. 8
                    i := 0
                    for x : 1 .. 10
                        if playerx + 36 >= i and playerx + 36 <= i + 32 and ((playery + 80 >= j - 32 and playery + 80 <= j) or (playery + 75 >= j - 32 and playery + 75 <= j) or (playery + 70 >= j -
                                32 and playery + 70 <= j)) then
                            changepicx := y + 1
                            changepicy := x
                        end if
                        i += 32
                    end for
                    j -= 32
                end for
            else
                bushslash := 0
            end if
        end if
        if current = 4 or current = 8 then
            number1 := 13
            number2 := 16
            if whatdotcolor (playerx + 10, playery + 37) = 230 or whatdotcolor (playerx + 15, playery + 37) = 230 or whatdotcolor (playerx + 20, playery + 37) = 230 then
                bushslash := 1
                j := 256
                for y : 1 .. 8
                    i := 0
                    for x : 1 .. 10
                        if ((playerx + 10 >= i and playerx + 10 <= i + 32) or (playerx + 15 >= i and playerx + 15 <= i + 32) or (playerx + 20 >= i and playerx + 20 <= i + 32)) and playery + 37 >= j -
                                32 and playery + 37 <= j then
                            changepicx := y + 1
                            changepicy := x
                        end if
                        i += 32
                    end for
                    j -= 32
                end for
            else
                bushslash := 0
            end if
        end if
        if bushslash = 1 and background (changepicx, changepicy) = 14 then
            background (changepicx, changepicy) := 50
            secondary (changepicx, changepicy) := 50
        elsif bushslash = 1 and background (changepicx, changepicy) = 104 then
            background (changepicx, changepicy) := 105
            secondary (changepicx, changepicy) := 105
        end if
        for l : number1 .. number2
            drawbackground
            drawconsole
            if bushslash = 1 then
                if l = number1 then
                    Pic.Draw (pic (130), ((changepicy - 1) * 32) - 10, 256 - ((changepicx - 1) * 32) - 10, picMerge)
                elsif l = number1 + 1 then
                    Pic.Draw (pic (131), ((changepicy - 1) * 32) - 10, 256 - ((changepicx - 1) * 32) - 10, picMerge)
                elsif l = number1 + 2 then
                    Pic.Draw (pic (132), ((changepicy - 1) * 32) - 10, 256 - ((changepicx - 1) * 32) - 10, picMerge)
                elsif l = number1 + 3 then
                    Pic.Draw (pic (133), ((changepicy - 1) * 32) - 10, 256 - ((changepicx - 1) * 32) - 10, picMerge)
                end if
            end if
            Pic.Draw (swinging (l), playerx, playery, picMerge)
            View.Update
            delay (40)
        end for
    end if
end buttonpresses

Delos




PostPosted: Wed May 25, 2005 8:51 am   Post subject: (No subject)

Ouch! 130 something declarations!
Perhaps you ought to have named your pics "bg_##" or something to that effect.
Or...
"player_{movement}_##". You could dynamically change {movement} using some conditional statements and thus you'd be able to use a for loop (or loop) instead. It hurts to see that many hardcoded declarations!
Toxic_Ninja




PostPosted: Wed May 25, 2005 9:19 am   Post subject: (No subject)

God bless you thx alot
gohan




PostPosted: Wed May 25, 2005 10:26 am   Post subject: (No subject)

Hey Legolas, May I plz use the code as well!!!???....Plzz, and ty!!
I just wanna tell you my intention of using the code..(tht is, if you let me of coarse), I wanna reconfigure it a little..thts all!!!, and maybe add a little more to the map!!!

Your proggy was awesome for an RPG...I was wondering if you were going to update it, you know...with some enemies of some sort???


1 last question?....How long did all of this take you...(finding the pics, and coding the proggy)??[/code]
Dudewhatzup1




PostPosted: Wed May 25, 2005 11:03 am   Post subject: (No subject)

emm is it just me or is there an error when u try to run it...?
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