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Re: Fw: [AVGI] ANNOUNCE: Decisions taken, summary and news



Hello, I have 2 matters to discuss with all of you
today...  

The first is the AVGI project, I will be joining the
design team, and maybe look into 2 others if
necessary.
Also, we said we would not talk about it anymore on
this mailing list, so anyone who does not know about
it, but wished to, please visit:
http://www.onelist.com/community/averygoodidea
and find out all there!!!

Also, I came to this mailing list for some help on a
school project on Turing.  Now that I am almost done I
was hoping that a few of you could download the 4
attachments (Turing, pongdus.t, opening.t, and
pong3.t) and run pongdus.t in Turing.  Then maybe tell
me how to make the game better (intro, outro, gameplay
etc.)

Thanks, Dustin

--- Fernando Salas <fsalas@fibertel.com.ar> wrote:
> As  I anwered to hd by ICQ
> 
> U can join more than one team if u want and can to.
> even if u can't contribute
> to all u can see the progress and explanations of
> all the groups. Join teams
> only to contribute.
> The work MUST be divided, so u have the choices of
> be in more of one team at a
> time or contribute in one and read/ask questions
> about what the others are
> doing.
> 
> John Oxley wrote:
> 
> > At 02:10 PM 1/2/00 +0100, you wrote:
> > >
> > > Fernando Salas wrote:
> > >
> > >
> > >>
> > >> Each game will have two main subsystems:
> > >>
> > >> Engine
> > >> GamePlay
> > >>
> > >> The engine at least will be the common part of
> all the games.
> > >>
> > >>
> > >
> > > Hmm, I am having a problem right now: I wanted
> to do both so
> > > I would be able to know all about API's, coding
> techniques,
> > > fast algorithms,..... . The engine is very
> important, so I would
> > > do that but..... so is the gameplay: an engine
> without interaction
> > > with the player, etc. is not a game!
> > >
> > > Is there a solution for this? Couldn't we do
> this all together?
> > >It would slow down everything again for a couple
> of months
> > >but hey, no prob for me: I WANT TO LEARN!!!
> > Me too. Please lets slow down and let us beginners
> get in on the engine AND
> > the game
> > >
> > >> Thanks for your attention,
> > >>
> > >> HDCooL
> > >> Icq#: 51093521
> > >>
> >
>
>=================================================================
> > >The GameProgrammer.Com mailing list is for the
> open discussion
> > >of any topic related to the art, science, and
> business of
> > >programming games. This list is especially
> tolerant of beginners.
> > >We were all beginners once
> > >
> > >To SUBSCRIBE or UNSUBSCRIBE please visit:
> > >http://gameprogrammer.com/mailinglist.html
> > >
> >
> > __________________________________________________
> > Do You Yahoo!?
> > Talk to your friends online with Yahoo! Messenger.
> > http://messenger.yahoo.com
> >
> >
>
=================================================================
> > The GameProgrammer.Com mailing list is for the
> open discussion
> > of any topic related to the art, science, and
> business of
> > programming games. This list is especially
> tolerant of beginners.
> > We were all beginners once
> >
> > To SUBSCRIBE or UNSUBSCRIBE please visit:
> > http://gameprogrammer.com/mailinglist.html
> 
> --
> Fernando Salas
> 
> fsalas@fibertel.com.ar
> ICQ: 34207262
> 
> 
>
=================================================================
> The GameProgrammer.Com mailing list is for the open
> discussion
> of any topic related to the art, science, and
> business of
> programming games. This list is especially tolerant
> of beginners.
> We were all beginners once
> 
> To SUBSCRIBE or UNSUBSCRIBE please visit:
> http://gameprogrammer.com/mailinglist.html
> 

__________________________________________________
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Talk to your friends online with Yahoo! Messenger.
http://messenger.yahoo.com
randomize
cls
setscreen ("graphics:v16")
setscreen ("nocursor")
delay (500)

var row, column, Color2 : int
row := 100
column := 260
var rowchange, columnchange := 1
var startx : int := 585
var startx2 : int := 45
var starty, starty2 : int := 230
var endx : int := startx + 5
var endx2 : int := startx2 + 5
var endy : int := starty + 80
var endy2 : int := starty2 + 80
var c : int := 4
var move : string (1)
var quit : int := 1
var compmove : int
var playerwins, compwins : int := 0
var player : string

put "What is your name???"
get player
put "Just use the arrow keys, sorry for the game sucking"
put "So much right now!!!  Hope you enjoy!!!"
setscreen ("noecho")

delay (3000)
cls

procedure background
    drawfillbox (1, 1, 639, 5, 1) % bottom wall

    drawfillbox (1, 1, 5, 125, 1) % right wall
    drawfillbox (1, 479, 5, 320, 1)

    drawfillbox (5, 479, 639, 475, 1) % top wall

    drawfillbox (639, 5, 635, 125, 1) % left wall
    drawfillbox (639, 479, 635, 320, 1)
end background
background

randomize

procedure up
    starty2 := starty2 + 10
end up

procedure down
    starty2 := starty2 - 10
end down

procedure smartcomp
    starty2 := starty2 + 10
end smartcomp

procedure movecompbord

    % drawfillbox (startx2, starty2, endx2, endy2, c)
    randint (compmove, 1, 10)

    if compmove = 2 then
	%       down
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 - 10
	if starty2 < 190 then
	    starty2 := starty2 + 10
	end if
	endy2 := starty2 + 80
	if endy2 < 160 then
	    endy2 := endy2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)


    elsif compmove = 1 then
	%        up
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if endy2 > 410 then
	    starty2 := starty2 - 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)
    elsif compmove = 3 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 4 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 5 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 6 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 7 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 8 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 9 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)

    elsif compmove = 10 then
	c := 0
	drawfillbox (startx2, starty2, endx2, endy2, c)

	starty2 := starty2 + 10 * columnchange
	if starty2 > 300 then
	    starty2 := starty2 - 10
	end if
	endy2 := starty2 + 80
	if starty2 < 160 then
	    starty2 := starty2 + 10
	end if
	c := 4
	drawfillbox (startx2, starty2, endx2, endy2, c)
    end if


end movecompbord

procedure movebord

    drawfillbox (startx, starty, endx, endy, c)
    getch (move)
    if move = chr (200) then % move bord1 up
	c := 0
	drawfillbox (startx, starty, endx, endy, c)

	starty := starty + 10
	if starty > 350 then
	    starty := starty - 10
	end if
	endy := starty + 80
	c := 4
	drawfillbox (startx, starty, endx, endy, c)

    elsif move = chr (208) then % move bord1 down
	c := 0
	drawfillbox (startx, starty, endx, endy, c)

	starty := starty - 10
	if starty < 30 then
	    starty := starty + 10
	end if
	endy := starty + 80
	c := 4
	drawfillbox (startx, starty, endx, endy, c)
    end if

end movebord

movebord

procedure pongame
    loop
	exit when quit = 10
	for computer : 1 .. 20
	    if computer = 15 then
		movecompbord
	    end if

	    for wall : 125 .. 320 % Exits when enters left hole
		if column = wall and row = 629 then
		    quit := 10
		    compwins := compwins + 1
		end if
	    end for
	    exit when quit = 10

	    for wall : 125 .. 320 % Exits when enters right hole
		if column = wall and row = 11 then
		    quit := 10
		    playerwins := playerwins + 1
		end if
	    end for
	    exit when quit = 10

	    if column = 469 or column = 11 then
		% Bounces off top and bottom walls
		columnchange := - columnchange
	    end if
	    if row = 11 or row = 629 then
		%  Bounces off left and right walls
		rowchange := - rowchange
	    end if

	    for xpaddle2 : startx2 .. endx2 %  Bounces ball off paddle
		if column = starty2 - 6 and row = xpaddle2 then
		    columnchange := - columnchange
		end if
	    end for
	    for xpaddle3 : startx2 .. endx2 %  Bounces ball off paddle
		if column = endy2 + 6 and row = xpaddle3 then
		    columnchange := - columnchange
		end if
	    end for

	    for ypaddle2 : starty2 .. endy2 %  Bounces ball off paddle
		if row = startx2 - 6 and column = ypaddle2 then
		    rowchange := - rowchange
		end if
	    end for

	    for ypaddle3 : starty2 .. endy2 %  Bounces ball off paddle
		if row = endx2 + 6 and column = ypaddle3 then
		    rowchange := - rowchange
		end if
	    end for

	    for xpaddle : startx .. endx %  Bounces ball off paddle
		if column = starty - 6 and row = xpaddle then
		    columnchange := - columnchange
		end if
	    end for
	    for xpaddle1 : startx .. endx %  Bounces ball off paddle
		if column = endy + 6 and row = xpaddle1 then
		    columnchange := - columnchange
		end if
	    end for

	    for ypaddle : starty .. endy %  Bounces ball off paddle
		if row = startx - 6 and column = ypaddle then
		    rowchange := - rowchange
		end if
	    end for

	    for ypaddle1 : starty .. endy %  Bounces ball off paddle
		if row = endx + 6 and column = ypaddle1 then
		    rowchange := - rowchange
		end if
	    end for

	    drawfilloval (row, column, 5, 5, 2) % Draws the first Ball

	    for waste : 1 .. 700
		var waste2 : int % Wastes time
		waste2 := waste * 5000
	    end for

	    drawfilloval (row, column, 5, 5, 0) % Erases old ball
	    row := row + rowchange % moves ball
	    column := column + columnchange % moves ball

	    if hasch then % If there are any keys
		movebord % pressed call procedure 'movebord'
	    end if

	end for
    end loop
end pongame
pongame
if playerwins < compwins then
    put "The computer wins this round!!!"
elsif playerwins > compwins then
    put "Congratulations ", player, ", you beat the computer!!!"
end if
delay (2000)
drawfilloval (200, 200, 40, 40, 3)
delay (500)
put "Please hit r to rerun, or Enter to exit!!!"
color (0) % this erases the r to rerun command

Opening.t

Pong3.t