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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] 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 > __________________________________________________ Do You Yahoo!? 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
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