Jump and Run Errors

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xxbastianxx

Hey guys,

Im just making a Map Editor with the implemented code of ddgui.. but if I compile it shows me : "DDgui.gbas (1168) error : redefinition as different type : height is of Type DGInt

--> ddgui_vals.main.wscrollmax% = MAX(0, ddgui_vals.realheight% - height% - 12)                 [thats where the mistake is in programm]


Can you help me ?

MrTAToad

Yes - you are using height% in your own program, most likely as a global variable.

xxbastianxx

hmm I#ll check that, ty for the answer.

xxbastianxx

I only use height% as local...

Should I post you my Code ?

MrTAToad

If you could, it would be useful.

xxbastianxx




After compiling it says :

"DDgui.gbas"(1168) error : redefinition as different type : height is of type DGInt
"My Jump and Run.gbas"(230) : GLOBAL definition here



Main:

Code (glbasic) Select



SETCURRENTDIR("Media") // go to media files

CONSTANT STATE_IS_GAME = 0
CONSTANT STATE_IS_EDIT = 1

GLOBAL Gamestate% = STATE_IS_EDIT
GLOBAL EditorEnemy AS TEnemy
GLOBAL SelectTile% = 0
GLOBAL MouseX, MouseY, ML, MR

GLOBAL BGImage%
BGImage = GENSPRITE()
LOADSPRITE "bg.png", BGImage

GLOBAL PlayerImage%
PlayerImage = GENSPRITE()
LOADANIM "Player.png", PlayerImage, 16, 64

GLOBAL LeiterImage%
LeiterImage = GENSPRITE()
LOADSPRITE "Leiter.png", LeiterImage

GLOBAL HerzImage%
HerzImage = GENSPRITE()
LOADSPRITE "Herz.png", HerzImage


GLOBAL SpikeImage%
SpikeImage = GENSPRITE()
LOADSPRITE "Spike.png", HerzImage

GLOBAL TrampolinImage%
TrampolinImage = GENSPRITE()
LOADSPRITE "Trampolin.png" , TrampolinImage

GLOBAL PigImage%
PigImage = GENSPRITE()
LOADANIM "Pig.png" , PigImage, 32, 64

GLOBAL BossImage%
BossImage = GENSPRITE()
LOADSPRITE "Boss.png", BossImage

GLOBAL BirdImage%
BirdImage = GENSPRITE()
LOADANIM "Bird.png", BirdImage, 32, 16

GLOBAL DoorImage%
DoorImage = GENSPRITE()
LOADSPRITE "Tür.png", DoorImage



GLOBAL Player AS TPlayer //Spieler erstellen
GLOBAL Map AS TMap //Map erstellen


GOSUB Init
WHILE TRUE


   GOSUB Render
   GOSUB Update


   SHOWSCREEN
WEND


SUB Update:

SELECT Gamestate%
CASE STATE_IS_GAME
FOREACH Enemy IN Enemys[]
Enemy.Update()
NEXT
Player.Update()
CASE STATE_IS_EDIT

MOUSESTATE MouseX, MouseY, ML, MR

SELECT TRUE
CASE DDgui_get("tilepicker", "CLICKED")
SELECT DDgui_getitemtext$("tilepicker", DDgui_get("tilepicker", "SELECT"))


CASE "Leer"
SelectTile = 0
CASE "Solide"
SelectTile = 1
CASE "Trampolin"
SelectTile = 5
CASE "Stachel"
SelectTile = 3
CASE "Leiter"
SelectTile = 2
CASE "Schwein"
SelectTile = 6
EditorEnemy.Init(IS_PIG, 0, 0)
CASE "Vogel"
SelectTile = 8
EditorEnemy.Init(IS_BIRD, 0, 0)
CASE "Boss"
SelectTile = 7
EditorEnemy.Init(IS_BOSS, 0, 0)
CASE "Teleport"
SelectTile = 10

ENDSELECT
ENDSELECT


IF BOXCOLL (DDgui_get("", "XPOS"), DDgui_get("", "YPOS"), DDgui_get("", "WIDTH"), DDgui_get("", "HEIGHT"), MouseX, MouseY, 1, 1) = FALSE
LOCAL x = INTEGER((MouseX - Map.ScrollX)/Tilesize)
LOCAL y = INTEGER((MouseY - Map.ScrollY)/Tilesize)

IF ML AND x >= 0 AND y >= 0 AND x < Map.width AND y < Map.height

IF IsEnemy()
LOCAL enem AS TEnemy
enem = EditorEnemy
DIMPUSH Enemys[], enem
ELSE
Map.Datas[x][y] = SelectTile
ENDIF
ENDIF
ENDIF


ENDSELECT
ENDSUB

SUB Render:
LOCAL width, height
GETSCREENSIZE width, height
STRETCHSPRITE BGImage, 0,0, width, height

SELECT Gamestate%
CASE STATE_IS_GAME



FOREACH Enemy IN Enemys[]
Enemy.Render()
NEXT

    Player.Render()
    CASE STATE_IS_EDIT
    FOR x = 0 TO Map.width*Tilesize STEP Tilesize
    DRAWLINE x + Map.ScrollX, 0 + Map.ScrollX, x + Map.ScrollX, Map.height*Tilesize + Map.ScrollX, RGB (255,255,255)
    NEXT

    FOR y = 0 TO Map.height*Tilesize STEP Tilesize
    DRAWLINE 0 + Map.ScrollY, y + Map.ScrollY, Map.width*Tilesize + Map.ScrollY, y + Map.ScrollY, RGB (255,255,255)
    NEXT


    INC Map.ScrollX, (KEY(203) - KEY (205))*4
    INC Map.ScrollY, (KEY(203) - KEY (208))*4



    Map.Render ()
   
    FOREACH Enemy IN Enemys[]
Enemy.Render()
NEXT

LOCAL x = INTEGER((MouseX - Map.ScrollX)/Tilesize)
LOCAL y = INTEGER((MouseY - Map.ScrollY)/Tilesize)

    IF IsEnemy()
    EditorEnemy.x = x*Tilesize
    EditorEnemy.y = y*Tilesize
    EditorEnemy.Render()
    ELSE
    Map.RenderTile(SelectTile, x, y)
    ENDIF
    DDgui_show(FALSE)
    ENDSELECT
ENDSUB


SUB Init:
LOADFONT "font.png", 1
SELECT Gamestate
CASE STATE_IS_GAME
Player.Init (100,100)
Map.Init("map0.txt")
CASE STATE_IS_EDIT
DDgui_init()

DDgui_pushdialog(width -140, 0, 140, height)

GOSUB CreateMap





DDgui_framestart("", "Tile Auswaehlen:")
DDgui_list("tilepicker", "Leer|Solide|Trampolin|Leiter|Stachel|Schwein|Vogel|Boss|Teleporter", 130, 200)
DDgui_frameend()

DDgui_framestart("", "Naechste Map:")
DDgui_text("nextmap", "", 120, 0)
DDgui_frameend()
ENDSELECT



ENDSUB



SUB CreateMap:
LOCAL width, height
GETSCREENSIZE width, height


DDgui_pushdialog(0,0,width, height)
DDgui_framestart("", "Breite")
DDgui_widget("", "Breite:")
DDgui_text ("breitetext", 20)
DDgui_slider("breiteslide", 20, width/3*2)
DDgui_set("breiteslide", "MINVAL", 10)
DDgui_set("breiteslide", "MAXVAL", 160)

DDgui_set("breiteslide", "STEP", 1)
DDgui_automate("breiteslide", "TEXT", "breitetext", "TEXT")
DDgui_frameend()

DDgui_framestart("", "Hoehe")
DDgui_text ("hoehetext", 20)
DDgui_slider("hoeheslide", 20, width/3*2)
DDgui_set("hoeheslide", "MINVAL", 10)
DDgui_set("hoeheslide", "MAXVAL", 160)
DDgui_set("hoeheslide", "STEP", 1)
DDgui_automate("hoeheslide", "TEXT", "breitetext", "TEXT")
DDgui_frameend()


DDgui_framestart("", "Tileset")
DDgui_combo("tileset", "tileset1.png", width/3*2)
DDgui_frameend()

DDgui_spacer()

DDgui_framestart("", "Aktion")
DDgui_button("erstellen" , "Erstellen")
DDgui_button("abbrechen" , "Abbrechen")
DDgui_frameend()




WHILE TRUE

SELECT TRUE
CASE DDgui_get("erstellen" , "CLICKED")
Map.InitEmpty(DDgui_get("breiteslide", "TEXT"), DDgui_get("hoeheslide", "TEXT"), DDgui_get$("tileset", "TEXT"))
BREAK
CASE DDgui_get("abbrechen" , "CLICKED")
END
ENDSELECT

DDgui_show(TRUE)
SHOWSCREEN
WEND

DDgui_popdialog()

ENDSUB


FUNCTION IsEnemy%: t

IF SelectTile = 6 OR SelectTile = 7 OR SelectTile = 8
RETURN TRUE
ELSE
RETURN FALSE
ENDIF

ENDFUNCTION




Player:

Code (glbasic) Select


//Spieler

TYPE TPlayer

x; y
vx; vy //Vektor x,y
width%
height%
Anim%
HP%
ScrollX; ScrollY
Enemy%

//...

FUNCTION Init: x, y, width% = 32, height% = 64

    self.x = x
    self.y = y
    self.vx = 0
    self.vy = 0


    self.width = width
    self.height = height
    self.HP = 4

ENDFUNCTION




FUNCTION Update:

LOCAL scrwidth, scrheight
GETSCREENSIZE scrwidth, scrheight

//Schwerkraft
INC self.vy, 0.01


//Bewegung
IF KEY(203) THEN DEC self.vx, 1 //links
IF KEY(205) THEN INC self.vx, 1 //rechts
IF KEY(57)
IF Map.PickTile(self.x +self.width/2, self.y) = 2 //leiter
self.vy = 0
DEC self.y, 4

WHILE Map.PickTile(self.x +self.width/2, self.y) <> 2
INC self.y, 1
WEND

ELSEIF  (Map.CollisionPoint(self.x + 1, self.y + self.height +1) OR Map.CollisionPoint(self.x + self.width -1, self.y + self.height +1))
self.vy = -8 //space
ENDIF
ENDIF


// Tür
IF Map.PickTile(self.x +self.width/2, self.y+self.height/2) = 10
//nächste map
IF Map.NextMap$ = ""
END // to do... Menü z.B:
ELSE
Map.Init(Map.NextMap$)
ENDIF
ENDIF

//trägheit
self.vx = self.vx* 0.8

LOCAL oldx, oldy
oldx = self.x
oldy = self.y

//grenze
IF self.vy > 16 THEN self.vy = 16
IF self.vy < -16 THEN self.vy = -16


//bewege & kollision
INC self.x, self.vx


IF Map.Collision(self.X+1, self.y+1, self.width-2, self.height-2)
self.x = oldx
ENDIF
INC self.y, self.vy

IF Map.Collision(self.X+1, self.y+1, self.width-2, self.height-2)
self.x = oldx
self.y = oldy



//animation
IF ABS(self.vx)>.1
INC self.Anim, 1
self.Anim = MOD(self.Anim, 15)
ELSE
self.Anim = 13
ENDIF

//Spikes
IF Map.PickTile(self.x + 4, self.y - Map.SpikePosition*2 - 8) = 3 OR Map.PickTile(self.x + self.width - 4, self.y - Map.SpikePosition*2 - 8 ) = 3
DEC self.HP
self.Reset()
ENDIF


//trampolin
IF Map.PickTile(self.x, self.y + self.height + self.VY) = 5 OR Map.PickTile(self.x + self.width - 4, self.y + self.height + self.VY) = 5 AND ABS(self.vy)>.25
self.vy = -self.vy*1.1
ENDIF


// Gegnerkollision
FOREACH Enemy IN Enemys[]
IF Enemy.Fall = FALSE
IF BOXCOLL(self.x + 2, self.y + 2, self.width - 4, self.height - 4, Enemy.x - 4, Enemy.y - 4, Enemy.width - 8, 16) AND Enemy.IsDestroyable()
Enemy.Fall = TRUE
ELSEIF BOXCOLL(self.x + 2, self.y + 2, self.width - 4, self.height - 4, Enemy.x + 2, Enemy.y + 2, Enemy.width - 4, Enemy.height - 4)
DEC self.HP
self.Reset()
BREAK
ENDIF
ENDIF

NEXT

// fällt Spieler in Loch
IF (self.y - self.height*2)  > (Map.Height) *Tilesize
DEC self.HP
self.Reset()
ENDIF



//scrolling
Map.ScrollX = -self.x + scrwidth/2 + self.scrwidth/2
Map.ScrollY = -self.y + scrheight/2 + self.scrheight/2







ENDIF
ENDFUNCTION


FUNCTION Render:

LOCAL CurAnim%
IF self.Anim > 10
CurAnim = 0
ELSEIF self.Anim > 5
CurAnim = 1
ELSE
CurAnim = 2
ENDIF

LOCAL Dir%
IF self.vx < 0
Dir = 1
ELSE
Dir = 0
ENDIF

TurnImage(PlayerImage, CurAnim, Dir, self.x + 1, self.y, self.width, self.height)


   FOR x = 0 TO self.HP*18 - 18 STEP 18
    DRAWSPRITE HerzImage, 20 + x, 20
    NEXT
ENDFUNCTION



FUNCTION Reset:

self.x = Map.SpawnX
self.y = Map.SpawnY
self.vx = 0
self.vy = 0




ENDFUNCTION



FUNCTION TurnImage: Img%, Frame%, Dir%, width%, height%, x%, y%


LOCAL OffX = 0


IF Dir < 0
OffX = width
width = -width
ENDIF



   STRETCHANIM Img, Frame, x + Map.ScrollX + OffX, y  + Map.ScrollY, width, height



ENDFUNCTION

ENDTYPE



Map:
Code (glbasic) Select
// --------------------------------- //
CONSTANT Tilesize = 128

//Spielkarte

TYPE TMap

Datas%[]
width% ; height%
ScrollX; ScrollY
X% ; Y%
Tileset% //speichert Frames
SpikePosition%
SpikeDir%
SpawnX%; SpawnY%


FUNCTION InitEmpty: width%, height%, Tileset$

self.width=width
self.height=height


DIM Enemys[0]
Player.Init(100,100)


self.Tileset = GENSPRITE()
LOADANIM Tileset$, self.Tileset, 32, 32


DIM self.Datas[self.width][self.height]



ENDFUNCTION


FUNCTION Init: Name$



LOCAL Chn% = GENFILE()
LOCAL Line$ , Tileset$


IF OPENFILE(Chn% , Name$, 1) = FALSE THEN END

READLINE Chn, Line$
self.width = INTEGER(Line$)

READLINE Chn, Line$
self.height = INTEGER(Line$)

READLINE Chn, Line$
Tileset$ = Line$


READLINE Chn, Line$
self.NextMap$ = Line$

self.InitEmpty(self.width, self. height, Tileset$)


LOCAL X%,Y%
WHILE ENDOFFILE(Chn) = FALSE
READLINE chn%, line$
LOCAL Tiles$[]

SPLITSTR (Line$, Tiles$[] ",")


X=0
FOREACH tile IN Tiles$[]
self.Datas[X][Y] = Convert(tile)
SELECT self.Datas[x][y]
  CASE 4
Player.x = x*Tilesize
Player.y = y*Tilesize
self.SpawnX = Player.x
self.SpawnY = Player.y
self.Datas[x][y] = 0
  CASE 6
  LOCAL Enemy AS TEnemy
  Enemy.Init(IS_PIG, x*Tilesize, y*Tilesize)
  self.Datas[x][y] = 0
  CASE 7
LOCAL Enemy AS TEnemy
  Enemy.Init(IS_BOSS, x*Tilesize, y*Tilesize)
  self.Datas[x][y] = 0
  CASE 8
LOCAL Enemy AS TEnemy
     Enemy.Init(IS_BIRD, x*Tilesize, y*Tilesize)
  self.Datas[x][y] = 0
  CASE 10
  DRAWSPRITE DoorImage, x*Tilesize + self.Scrollx, y*Tilesize + self.ScrollY

ENDSELECT
INC X
NEXT
INC Y



ENDFUNCTION


FUNCTION Update:
IF self.SpikeDir
DEC self.SpikePosition 0.5
IF self.SpikePosition <= 0
self.SpikePosition = 0
self.SpikeDir = FALSE
ENDIF
ELSE

INC self.SpikePosition 0.5
IF self.SpikePosition >= Tilesize
self.SpikeDir = TRUE
self.SpikePosition = Tilesize
ENDIF

ENDFUNCTION



FUNCTION Render:
FOR x = 0 TO self.Width -1
FOR y = 0 TO self.Height -1

RenderTile(self.Datas[x][y], x, y)

NEXT
NEXT

ENDFUNCTION



FUNCTION RenderTile: Tile%, x, y

SELECT Tile

CASE 0
CASE 1
//DRAWRECT x*tilesize + self.ScrollX, y*tilesize + self.ScrollY, tilesize, tilesize, RGB(255, 0, 0)
LOCAL Tile% = 0
IF (y = 0 OR IsCollisionTile(self.Datas[x][y-1])) AND (x = 0 OR IsCollisionTile(self.Datas[x-1][y]))
IF (y = 0 OR IsCollisionTile(self.Datas[x][y-1])) AND (x = (self.width - 1) OR IsCollisionTile self.Datas[x+1][y] = 0)
Tile = 1
ELSE
Tile = 2
ENDIF
ELSEIF (y = 0 OR IsCollisionTile(self.Datas[x][y-1])) AND (x = (self.width - 1) OR IsCollisionTile(self.Datas[x+1][y]))
Tile = 3
ELSEIF y = 0 OR IsCollisionTile(self.Datas[x][y-1])
Tile = 1
ELSE
Tile = 0
ENDIF

DRAWANIM self.Tileset, Tile, x*Tilesize + self.ScrollX, y*Tilesize + self.ScrollY
CASE 2
//DRAWRECT x*tilesize + self.ScrollX, y*tilesize + self.ScrollY, Tilesize, Tilesize, RGB(255,0,0)
DRAWSPRITE LeiterImage, x*Tilesize + self.ScrollX, y*Tilesize + self.ScrollY
CASE 3
//DRAWRECT x*tilesize + self.ScrollX, y*tilesize + self.ScrollY + self.SpikePosition, Tilesize, Tilesize, RGB(255,0,0)
DRAWSPRITE SpikeImage, x*Tilesize + self.ScrollX, y*Tilesize + self.ScrollY + self.SpikePosition
// CASE 4 Spawnpunkt

CASE 5
//DRAWSPRITE x*tilesize + self.ScrollX, y*tilesize + self.ScrollY, Tilesize, Tilesize, RGB(255,0,0)
DRAWSPRITE TrampolinImage, x*Tilesize + self.ScrollX, y*Tilesize + self.ScrollY
ENDSELECT

ENDFUNCTION



//gibt das tile an der gegebenen stelle zurück

FUNCTION PickTile: x, y
IF x >= 0 AND y >= 0 AND x < self.Width*Tilesize AND y < self.Height*Tilesize //in der map
x = INTEGER
y = INTEGER
RETURN self.Datas[x][y]
ELSE
RETURN 0
ENDIF


ENDFUNCTION




// Punktkollision

FUNCTION CollisionPoint: X, Y
LOCAL TmpY = y
IF X >= 0 AND Y >= 0 AND X < self.Width*Tilesize AND Y < self.Height*Tilesize //in der map
X = INTEGER
Y = INTEGER

IF IsCollisionTile(self.Datas[X][Y]) = FALSE

IF self.Datas[x][y] = 5
//halbteil
IF MOD(TmpY, 32) = 16
RETURN TRUE
ELSE
RETURN FALSE
ENDIF
ENDIF

RETURN TRUE
ELSE
RETURN FALSE
ENDIF
ELSE
RETURN FALSE
ENDIF

ENDFUNCTION


// Rechteckskollision

FUNCTION Collision%: X, Y, Width, Height

IF CollisionPoint(X,Y) OR CollisionPoint(X + Width, Y) OR CollisionPoint(X, Y + Height) OR CollisionPoint(X + Width, Y + Width)
RETURN TRUE
ELSE
RETURN FALSE
ENDIF
ENDFUNCTION



FUNCTION IsCollisionTile%: Typ%
IF Typ = 0 OR Typ = 2 OR Typ = 3 OR Typ = 10
RETURN TRUE
ELSE
RETURN FALSE
ENDIF

ENDFUNCTION

FUNCTION Convert: Text$
SELECT Text$
CASE "A"
RETURN 10
DEFAULT
RETURN INTEGER(Text$)
ENDSELECT

ENDFUNCTION




ENDTYPE



Enemy:
Code (glbasic) Select
// --------------------------------- //
// Project: My Jump and Run
// Start: Monday, March 04, 2013
// IDE Version: 10.202


// FREE-VERSION:
// Benötigt Premium für Feature:
// 3D Grafik
// Netzwerk Befehle
//INLINE C/C++ Code


CONSTANT IS_BIRD = 1
CONSTANT IS_PIG = 2
CONSTANT IS_BOSS = 3
CONSTANT Tilesize = 128


GLOBAL Enemys[]AS TEnemy


TYPE TEnemy

Typ%// Vogel =1, Schwein = 2 und Endboss = 3
x; y
vx; vy
width%; height%
ScrollX%; ScrollY%
Anim%
Tilesize%
Fall%

FUNCTION Update:
IF self.Fall
self.vy = self.vy + .2

INC y, self.vy
ELSE

INC self.Anim
SELECT self.Typ

CASE IS_BIRD
IF (Map.CollisionPoint(self.x + 2 + self.vx + self.width, self.y + self.height/2)) OR self.x + self.vx < 0 OR self.x + self.vx > Map.width*Tilesize
self.vx = -self.vx
ENDIF
INC self.x, self.vx
INC self.y, COS(GETTIMERALL()/10)
IF Map.Collision(self.x + 4, self.y + self.vy, self.width - 8, self.height)
self.vy = 0
ENDIF

INC self.y, self.vy



CASE IS_BOSS
IF (Map.CollisionPoint(self.x - 1 + self.vx, self.y + height + 1) = FALSE OR Map.CollisionPoint(self.x + self.width + 1 + self.vx, self.y + self.height + 1) = FALSE) OR (Map.CollisionPoint(self.x + 2 + self.vx + self.width, self.y + self.height/2)) OR self.x + self.vx < 0 OR self.x + self.vx > Map.width*Tilesize
self.vx = -self.vx
ENDIF
INC self.x, self.vx


ENDSELECT
ENDIF
ENDFUNCTION



FUNCTION Render:

LOCAL Frame% = 0



SELECT self.Typ
CASE IS_BIRD
LOCAL Dir%
IF self.vx > 0
Dir = 1
ELSE
Dir = 0
ENDIF
IF self.Anim > 10
Frame = 1
ELSE
Frame = 0
ENDIF
self.Anim = MOD(self.Anim, 15)

TurnImage(BirdImage, Frame, Dir, self.x, self.y, 32, 16)
CASE IS_PIG
IF self.Anim = 5
Frame = 1
ELSE
Frame = 0
ENDIF


TurnImage(PigImage, Frame, Dir, self.x, self.y, Tilesize, Tilesize)

self.Anim = MOD(self.Anim, 10)

CASE IS_BOSS
ROTOSPRITE BossImage, self.x + Map.ScrollX, self.y + Map.ScrollY , -MOD(self.x, 360)

ENDSELECT

ENDFUNCTION



FUNCTION Init: Typ%, x, y
self.Typ = Typ
self.x = x
self.y = y
self.width = Tilesize
self.height = Tilesize
SELECT self.Typ


CASE IS_BIRD
self.height = Tilesize/2
IF INTEGER (RND(2))
self.vx = 2
ELSE
self.vx = -2
ENDIF

CASE IS_PIG
IF INTEGER (RND(2))
self.vx = 2
ELSE
self.vx = -2
ENDIF

CASE IS_BOSS
self.y = self.y - Tilesize
self.width = self.width*2
self.height = self.height*2
IF INTEGER (RND(2))
self.vx = 2
ELSE
self.vx = -2
ENDIF

ENDSELECT

DIMPUSH Enemys[], self

ENDFUNCTION


FUNCTION IsDestroyable:
IF self.Typ = IS_BOSS
RETURN FALSE
ELSE
RETURN TRUE
ENDIF


ENDTYPE

Map 0
Code (glbasic) Select

25
6
tileset1.png

1,1,8,1,1,1,1,1,1,1,0,1,1,7,1,0,0,0,0,0,0,0,0,0,0
1,1,0,1,1,1,1,1,1,1,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0
1,1,3,1,1,1,1,1,1,1,2,1,1,1,0,0,0,0,0,6,0,0,0,0,0
4,0,0,0,0,0,1,0,0,0,1,0,0,0,0,0,0,0,1,1,0,0,0,0,A
1,1,0,1,0,1,1,1,5,1,1,1,0,1,1,0,0,1,1,0,0,0,1,1,1
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0



+ DD GUI...


MrTAToad

In your Ini subroutine you are using height which hasn't been defined.  Define it as local and it should work okay

xxbastianxx


xxbastianxx

I've got another problem:

The first "Map. .... " the Compiler finds gives back an error: wrong argument type: TYPE TMap is not declared.


E.G.: Map.NextMap$ = DDgui_get$("nextmap", "TEXT")

Thats what the compiler did before as well...

this "Map. bla bla bla" ist what tells the program specificaly where and what to do, isn't it ?
Maybe in the newer versions of GL Baisc you dont need this extra "Map. ... " ? !

Can you help me ?



MrTAToad

Sounds like the file that contains TMap isn't included in the project

xxbastianxx

Thank You for the asnwer.

But the file map0.map is in the media file. It's wierd, because I used a .txt file (TextEditor from Windows) to create this map and saved it as map0.txt, then i went in to GL Basic and opened map0.txt and as i saved it was saved as byte file. I'll make a screenshot of my media file...

xxbastianxx

My Media File:

The Map0 data is marked

xxbastianxx

The byte file in the media file, is empty! I just found that out... now i copied the map0.txt map in there and now GL Basic gives me a Syntax error... I can't find the mistake... :/

Can somebody please help ?

MrTAToad

Can you make the complete project (and media + any other files) available

xxbastianxx

Yes, I can...

What I just did now is Copy all the Codes and Datas that I use and I put them in the right order in a new Project. Now it seem to work, since the Compiler passes Map. etc. and is telling me about syntax error, which makes me happy, because those are only ", or =" i forgot xD

To that: The Compiler tells me that "x = INTEGER" is a Syntax error... I don't get that ! o.O

I ll load all my data.

Thank You very much for all your help so far! <3