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Messages - eddhead

Pages: [1]
1
Hey Gernot, I sent a pm to you explaining my situation.

2
GLBasic - en / Re: Call to undefined function
« on: 2010-Oct-29 »
Ok, thanks again guys! It's compiling just fine now. The bullets aren't working, but I'll figure it out.



Score+1 for the GLBasic Forums!

3
GLBasic - en / Call to undefined function
« on: 2010-Oct-29 »
(I almost put this in the bug report section but decided that programmer error is probably more likely!)

I'm making an Asteroids-esque game that's in its very early stages. My problem is that when I try to compile, I get:

*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.8.044 SN:7fd51075 - 2D, WIN32
"solarsavior.gbas"(56) error : call to undefined function : CourageUpdate

It's referring to this piece of the code:
Code: (glbasic) [Select]
FUNCTION Area1:

WHILE area1done=FALSE

CourageUpdate()
BulletUpdate()
DrawScreen()

WEND
ENDFUNCTION

I don't understand, because it WAS compiling perfectly earlier today and I haven't even changed Area1 or CourageUpdate today...




Here's the full code:


Code: (glbasic) [Select]
// ------------------------------------------------------------- //
// ---  SOLARSAVIOR  ---
// ------------------------------------------------------------- //



SETCURRENTDIR ("Media")
SETSCREEN 640,480,0
LIMITFPS 12

LOADANIM "ship.bmp", 0,32,32
LOADANIM "bullet.bmp",1,1,2

LOADSOUND "shoot.wav",0,1

GLOBAL area1done=FALSE

CONSTANT thrustvel=.5
CONSTANT friction=1.05


TYPE bullet
x
y
angle
vecx
vecy

GLOBAL bullets[] AS bullet


//###
//Captain Courage Variables
//###

GLOBAL cx=320
GLOBAL cy=240
GLOBAL cangle=270
GLOBAL cvelx=0
GLOBAL cvely=0
GLOBAL cvecx=0
GLOBAL cvecy=0
GLOBAL canim=0
GLOBAL canimline=0
GLOBAL csound


// ------------------------------------------------------------- //
// ---  AREA1  ---
// ------------------------------------------------------------- //

FUNCTION Area1:

WHILE area1done=FALSE

CourageUpdate()
BulletUpdate()
DrawScreen()


WEND




ENDFUNCTION

FUNCTION CourageUpdate:

//##
//Flying
//##
LOCAL thruston

IF cx<320 THEN csound=1
IF cx>320 THEN csound=-1


IF KEY(203) THEN INC cangle, 15
IF KEY(205) THEN DEC cangle, 15

IF KEY(200) THEN thruston=TRUE

IF cangle > 360 THEN DEC cangle, 360
IF cangle < 0 THEN INC cangle, 360

IF cx<0 THEN cx=0
IF cx>600 THEN cx=600

IF cy<0 THEN cy=1
IF cy>448 THEN cy=448


IF thruston=TRUE
INC canim,1

cvecx = -SIN(cangle)*thrustvel
cvecy = -COS(cangle)*thrustvel

cvelx = (cvelx+cvecx)
cvely = (cvely+cvecy)
ENDIF


cvelx = cvelx/friction
cvely = cvely/friction



IF cvecx>8 THEN cvecx=8
IF cvecy>8 THEN cvecy=8
IF cvecx<-8 THEN cvecx=-8
IF cvecy<-8 THEN cvecy=-8


IF canim>3 THEN canim=canim-2

cx=(cx+cvelx)
cy=(cy+cvely)


IF thruston=FALSE THEN canim=0


//########
//Shooting
//########

IF KEY(45) THEN CreateBullet()

ENDFUNCTION


FUNCTION CreateBullet:

LOCAL bullet AS bullet

PLAYSOUND (0,csound,1)

DIMPUSH bullets[],bullet

bullet.x=cx+16
bullet.y=cy
bullet.angle=cangle
bullet.vecx = -SIN(cangle)
bullet.vecy = -COS(cangle)


ENDFUNCTION


FUNCTION BulletUpdate:

bullet.x=bullet.x+bullet.vecx
bullet.y=bullet.y+bullet.vecy

ENDFUNCTION




FUNCTION DrawScreen:

ROTOZOOMANIM 0, 4*canimline+canim, cx, cy, cangle,1

FOREACH bullet IN bullets[]
DRAWANIM 1,RND(12),bullet.x,bullet.y
NEXT


SHOWSCREEN

ENDFUNCTION

Thanks for any help!!!

4
GLBasic - en / Re: Tile-based platforming
« on: 2010-Oct-13 »
Thanks a lot guys!!

I haven't got a chance yet, but I'm gonna look through matchy's code today and try Serpent's suggestion and see if I can get it all figured out.

Thanks again everyone!

5
GLBasic - en / Re: Tile-based platforming
« on: 2010-Oct-13 »
Thanks for the quick answer!

I understand it all up to that point. I guess what I don't get is how to define each tile's x,y,image. I'm guessing that you would somehow use dimdata?
Or would you have to do it on an individual basis? i.e.:

Code: (glbasic) [Select]
map[lev][0].x=100
map[lev][0].y=100
map[lev][0].image=6
map[lev][1].x=132 ..............

Thanks again!

6
GLBasic - en / Tile-based platforming
« on: 2010-Oct-12 »
Hey everyone!

I'm working on a single-screen platformer (ala donkey kong, snow bros., mario bros., etc.) and I was wondering, what is the easiest way to map tiles? I've been trying to do it with arrays, but try as I may, I can't quite wrap my head around it. Since each screen will probably only have around 40 tiles (or less), an external tile-mapping program seems excessive (plus I already tried that and it blew my mind). And if doing tiles with arrays IS the easiest way, is there a tutorial someone could point me to? This stuff is KILLING me!!

Thanks a lot!!


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