Bomberman in xlib

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Spooner
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Post by Spooner »

Dude you just so took my idea.
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Post by katmaster »

yah i know. im sorry. its just such a GOOD idea. my hat is off to you. (and theres little doubt that yours will be much better, due to the fact that this is my first game)
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crzyrbl
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Post by crzyrbl »

ouch...i come back and you guys teared my code apart. i did things for a reason.

its [A](A,B cuz i hv X+(K=34)-(K=25)->A
means that if you guys altered it, if you press down, you go left or something
the if statement is important to check other things (see new code)

Code: Select all

........your code...... 
getkey->K 
X+(K=34)-(K=25->A 
Y+(K=26)-(K=24->B 
if A=/=0 and A =/=9 and B =/= 0 and B=/= 13 and 0=[A](A,B 
then 
A->X 
B->Y 
end 
.......your code...... 
i doubt the other way can check faster if your going off screen...
prove me wrong! i wanna see new code!
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katmaster
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Post by katmaster »

X+(K=34)-(K=25->A
Y+(K=26)-(K=24->B
what exactly does this do?
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crzyrbl
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Post by crzyrbl »

its boolean

if K is 34 (the down key) then the expression becomes one.
25 up
24 left
26 right

so if you press up, the result would be
x-1->a
y->b
the next expression checks to see if your going off screen or into another object

EDIT:
if your confused about the matrix co.'s just think of the co. plane being rotated left
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Post by necro »

DarkerLine wrote:Sir Robin a.k.a. DarkerLine's ULTIMATE 1337 TI-Basic Comparison Timer

Disp "Timing Routine 1
For(I,1,1000
FOO
End
Pause "Routine 1 Ended
Disp "Timing Routine 2
For(I,1,1000
BAR
End
"Routine 2 Ended


Get yourself a stopwatch.

P.S. There's no such thing as a 'matrice'. It's called a matrix.
it is an alternative spelling (french/italian) that I am partial to, just as colour is the same as color...matrix/matrice plr:matixes/matrices

"Un de supports semi -transparents grâce auquel se forme l'image.Pour les LCD, DLP et D-ILA uniquement, c'est le nombre et la dimension des grilles utilisées."

One of semi supports - transparencies thanks to which is formed the image.Pour the LCD, DLP and D-ILA only, it is the number and the dimension of the grids used.-translated

http://www.google.com/search?hl=en&ie=I ... 3A+matrice
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Post by katmaster »

ok now i have made it so he cant walk through walls, but when he moves up or down, he leaves pixels behind him. whats wrong?

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heres a pic.
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crzyrbl
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Post by crzyrbl »

are you using the tile mapping function? if not, and you are using real(1, you may be one number off. post some code or screenies in motion, that may help.
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Post by DarkerLine »

crzyrbl wrote:ouch...i come back and you guys teared my code apart. i did things for a reason.

its [A](A,B cuz i hv X+(K=34)-(K=25)->A
means that if you guys altered it, if you press down, you go left or something
the if statement is important to check other things (see new code)

Code: Select all

........your code...... 
getkey->K 
X+(K=34)-(K=25->A 
Y+(K=26)-(K=24->B 
if A=/=0 and A =/=9 and B =/= 0 and B=/= 13 and 0=[A](A,B 
then 
A->X 
B->Y 
end 
.......your code...... 
i doubt the other way can check faster if your going off screen...
prove me wrong! i wanna see new code!

Code: Select all

If fPart(A/9)fPart(B/13)not([A](A,B
not sure about speed, but it's smaller.
just try to be nice to people.
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crzyrbl
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Post by crzyrbl »

????you lost me....
will that really check to see if you've gone off screen?
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Post by DarkerLine »

Yes, and whether there's a wall in the way as well.

Edit: okay, I'll have compassion on the reader.

some theorem says that x*y*z = 0 iff x=0 or y=0 or z=0.

fPart(A/9)=0 iff 9 divides A, that is, when A = 0 or A=9. (in A's possible range)
fPart(B/13)=0 iff 13 divides B, that is, when B=0 or B=13. (in B's possible range)
not([A](A,B))=0 iff [A](A,B) != 0, that is, if there's something in the way.

the whole thing is only true if none of the above are true.
just try to be nice to people.
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Post by crzyrbl »

nice, i thought the if statement only activates if the expression equaled 1. i never knew that...
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Post by DarkerLine »

It activates at any nonzero expression.
just try to be nice to people.
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Post by katmaster »

nvm i fixed the movement problem. but i was wondering, how would i put the bomb timing in? like how long it would take to blow up?
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crzyrbl
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Post by crzyrbl »

i want to say after it goes through the loop ten times, but im not sure how fast your game is cuz you have no animated screenies. start there and make it higher or lower...
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