I work odd days, so never know when my next day off is,
if I'm awake and not at work, I'll be online to chat.
if I'm awake and not at work, I'll be online to chat.
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GLOBAL TouchX[], TouchY[], TouchB1[]
DIM TouchX[5]
DIM TouchY[5]
DIM TouchB1[5]
GLOBAL Zone[]
DIM Zone[30]
GLOBAL i, dummy
SETSCREEN 320,480,TRUE
SYSTEMPOINTER TRUE
LIMITFPS 30
WHILE TRUE
FOR i=0 TO 4
SETACTIVEMOUSE i
MOUSESTATE TouchX[i],TouchY[i],TouchB1[i],dummy
IF TouchB1[i]
Zone[ASR(TouchY[i],4)]=1
ENDIF
NEXT
FOR i=0 TO 29
DRAWLINE 0,i*16,320,i*16,RGB(255,255,255)
IF Zone[i]=1
DRAWRECT 0,i*16,320,16,RGB(255,255,255)
ENDIF
Zone[i]=0
NEXT
SHOWSCREEN
WEND
Quote from: msx on 2011-May-25
I do not think that example is useful because the problem is that the zero of the digitizer screen does not match the zero of the graphical display . Your example will draw the square where it thinks you has touched but this is not meant to work properly.
Quote from: Kitty Hello on 2011-May-25
Nice idea! Think of some improvements:
-combo bonus points (3x Knee, 3xFoot, Foot-Knee-Foot-Knee-Foot ...)
-Add flying birds to the scene that you can kick with the ball.
-Insects that crawl on the floor that you can stomp on? (evil?)
-Different balls (football, tennis ball, golf ball(footbag?), rugby egg)
SETSCREEN 320,480,TRUE
SYSTEMPOINTER TRUE
LIMITFPS 30
GLOBAL TouchX[],TouchY[],TouchZ[],TouchB1[]
DIM TouchX[5]
DIM TouchY[5]
DIM TouchZ[5]
DIM TouchB1[5]
GLOBAL i,dummy
WHILE TRUE
FOR i=0 TO 4
SETACTIVEMOUSE i
MOUSESTATE TouchX[i],TouchY[i],TouchB1[i],dummy
IF TouchB1[i]=1
DRAWRECT TouchX[i]-32,TouchY[i]-32,64,64,RGB(255,255,255)
ENDIF
NEXT
SHOWSCREEN
WEND
GLOBAL TouchX[], TouchY[], TouchB1[]
DIM TouchX[5]; DIM TouchY[5]; DIM TouchB1[5]
GLOBAL i, dummy
SETSCREEN 320,480,TRUE
SYSTEMPOINTER TRUE
LIMITFPS 30
WHILE TRUE
FOR i=0 TO 4
SETACTIVEMOUSE i
MOUSESTATE TouchX[i],TouchY[i],TouchB1[i],dummy
PRINT "x:"+TouchX[i]+" y:"+TouchY[i]+" b:"+TouchB1[i],16,i*32
NEXT
SHOWSCREEN
WEND
Quote from: Slydog on 2011-May-24
Looks good.
If you're looking to add more features you could add power-ups in the air, such us slowing down / speeding up, gravity, time bonus +/-, points, multi-ball, ball/shoe size, etc, or obstacles in the air to offer different game play.
Quote from: MrTAToad on 2011-May-23
384 is to do with spaces - do you have any in the project name or path? Are you using the latest hotfix?
Android=C:\Dropbox\GLBasic\8BitBob\android
Quote from: MrTAToad on 2011-May-23QuoteQ:\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:384: Compile failed; see the compiler error output for details.Sounds like the android icon isn't present.
Quote from: quangdx on 2011-May-22
Also I found the program that did compile to be running very sluggishly,
even though it's only setup to run at 30fps using a few sprites.
This was tested on a new Samsung Galaxy S II.
_______________________________________
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.7.917 SN:6525c6b7 - 3D, NET
Wordcount:1349 commands
compile+link:
BUILDSRIPT
BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\main_rules.xml:384: Compile failed; see the compiler error output for details.
Total time: 2 seconds
Android=C:\Dropbox\GLBasic\8BitBob\android
success
_______________________________________
*** Finished ***
Elapsed: 12.8 sec. Time: 22:25
Build: 1 succeeded.
Quote from: spicypixel on 2011-May-05
Imagine a top down game with an illuminated field of vision around the player, this is effectively what FPS shooters do in effect as you can only see a specific region based on your view. This way enemies will appear fairly quickly and help create tension as you don't wanna rush too quickly around a play area. Also the usage of panned sound and volume levels would help create orientation as to where enemies are to be pre warned but still provide enough tension knowing they can appear without warning at any time