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Messages - monstercameron

#1
is loading a file twice a bad thing? seems to be working now by not loading a pic twice?
#2
man after upgrade to v9 still no luck, what is wrong with my code?
#3
im sorry, i dont get it, initialise variable in function...where?
#4
yes windows app crash and i am using v8.203
#5
i recompiled and tried again still no luck.
#6
just a bunch of demos strung together!

Code (glbasic) Select
// --------------------------------- //
// Project: sprite_test_1
// Start: Monday, January 17, 2011
// IDE Version: 8.203


// FREE-VERSION:
// Need Premium for Features:
// 3D Graphics
// Network Commands
// INLINE C/C+++ code

// SETCURRENTDIR("Media") // seperate media and binaries?

globalSettings:

GLOBAL screenHeight = 320
GLOBAL screenWidth = 240
GLOBAL colorDepth = 16
SETTRANSPARENCY RGB (0,128,0)


globalVariables:

SETSCREEN screenHeight, screenWidth, colorDepth
GLOBAL currentFrame% = 2001
GLOBAL currentFrameAngle% = 0
GLOBAL currentFrameY% = 125
GLOBAL currentFrameYSize% = 0
GLOBAL currentFrameX% = 100
GLOBAL currentFrameXtest% = currentFrameX%
GLOBAL currentFrameXSize% = 0
GLOBAL active% = 1
GLOBAL jumpValX% = 5
GLOBAL jumpValY% = 5
GLOBAL scrollValX% = 5
GLOBAL scrollValY% = 5
GLOBAL mykeys$ = INKEY$()
GLOBAL gForce% = 10
GLOBAL gForceAccel% = 0
GLOBAL hangTimer% = GETTIMER()
GLOBAL hangTime% = 1
GLOBAL gravity% = 1
GLOBAL isFalling% = 1
GLOBAL dtime%
GLOBAL fps%
GLOBAL delay%
GLOBAL showfps%
GLOBAL downButton% = 0
GLOBAL upButton% = 0
GLOBAL upButtonPressed%
GLOBAL leftButton% = 0
GLOBAL rightButton% = 0
GLOBAL buttonpress% = 0

GLOBAL platform% = 1001
GLOBAL platformx% = 0
GLOBAL platformbx% = 0
GLOBAL platformy% = 0

GLOBAL footing% = 3001
GLOBAL footingx% = 114
GLOBAL footingy% = 120

loadFiles:

//LOADBMP "media/platform.jpg"
//LOADBMP "media/platform-w.bmp"
//LOADANIM "media/spritesheet.png",0
//LOADSPRITE "media/stand1.bmp",0
LOADSPRITE "media/platformloop.bmp",1001
LOADSPRITE "media/platformloop.bmp",1002
LOADSPRITE "platformloopforeground.bmp",1003
LOADSPRITE "media/stand1-1.bmp",2001
//LOADSPRITE "media/stand2.bmp",1
//LOADSPRITE "media/stand3.bmp",2
//LOADSPRITE "media/stand4.bmp",3
//LOADSPRITE "media/stand5.bmp",4
//LOADSPRITE "media/stand6.bmp",5
LOADSPRITE "media/footing.bmp",3001

loadLevel:


mainGame:

DRAWSPRITE 1001,platformx%,platformy%
DRAWSPRITE 1002,platformbx%,platformy%
//DRAWSPRITE 1003,platformax%,platformy%

//SETSPRITEANIM 0,32,32
SETTRANSPARENCY RGB (0,128,0)
//STRETCHSPRITE currentFrame%, 75, 75, 32, 32
DRAWSPRITE currentFrame%, currentFrameX% ,currentFrameY%
GETSPRITESIZE currentFrame% , currentFrameXSize%, currentFrameYSize%


DRAWSPRITE footing%, footingx% ,footingy%

IF gravity = 1
IF isFalling = 1
//IF hangTimer% = 1000 THEN hangTime% = hangTime% + 1
//IF hangTimer% > 1000 THEN hangTimer% = 1
//gForceAccel% = hangTime% * 5
gForceAccel% = hangTime% + hangTime% * 2
currentFrameY% = currentFrameY% + gForceAccel%
ENDIF
IF isFalling% = 0 THEN hangTime% = 1
IF currentFrameY% + currentFrameYSize% > 240
isFalling% = 0
ELSE
isFalling% = 1
ENDIF
ENDIF

//right pressed
IF KEY(205) = 1
rightButton% = 1
ELSE
rightButton% = 0
ENDIF
IF rightButton% = 1
currentFrameX% = currentFrameX% + jumpValX%
ENDIF
// end right pressed

//left pressed
IF KEY(203) = 1
leftButton% = 1
ELSE
leftButton% = 0
ENDIF
IF leftButton% = 1
currentFrameX% = currentFrameX% - jumpValX%
ENDIF
// end left pressed

//up pressed
//needs work to stop mid jump jumping
IF KEY(200) = 1 OR KEY(17) = 1
upButton% = 1
upButtonPressed% = 1
isFalling% = 0
ELSE
upButton% = 0
ENDIF

IF upButton% = 1
currentFrameY% = currentFrameY% - jumpValY%
ENDIF

IF currentFrameY + currentFrameYSize% = 0
upButton% = 0
ENDIF
//IF isFalling% = 0 // upButton% = 0
// end up pressed

// down pressed
IF KEY(208) = 1 AND currentFrameY + currentFrameYSize% < 240
downButton% = 1
ELSE
downButton% = 0
ENDIF
IF downButton% = 1
currentFrameY% = currentFrameY% + jumpValY%
ENDIF
IF currentFrameY + currentFrameYSize% > 240
downButton% = 0
ENDIF
// end down pressed

//directiones pressed
IF rightButton% = 1 OR leftButton% = 1 OR upButton% = 1 OR downButton% = 1
buttonpress% = 1
ENDIF

//end direction pressed

//novelty...
IF KEY(29) = 1 AND KEY(203) = 1
ROTOSPRITE currentFrame%, 100 ,100, currentFrameAngle%
currentFrameAngle% = currentFrameAngle% - 5
ENDIF
IF KEY(29) = 1 AND KEY(205) = 1
ROTOSPRITE currentFrame%, 100 ,100, currentFrameAngle%
currentFrameAngle% = currentFrameAngle% + 5
ENDIF

IF buttonpress% = 1
//RIGHT STOP
IF rightButton% = 1
jumpValX% = 5
IF currentFrameX% > 232
jumpValX% = 4
ENDIF
IF currentFrameX% > 244
jumpValX% = 2
ENDIF
IF currentFrameX% > 256
jumpValX% = 1
ENDIF
IF currentFrameX% > 268
jumpValX% = 0
ENDIF
IF currentFrameX% > 232 AND jumpValX% < 3
footingx% = footingx% - scrollValX%
platformx% = platformx% - scrollValX%
//platformbx% = platformbx% - scrollValX%
ENDIF
ENDIF
// LEFT STOP
IF leftButton% = 1
jumpValX% = 5
IF currentFrameX% < 48
jumpValX% = 4
ENDIF
IF currentFrameX% < 36
jumpValX% = 2
ENDIF
IF currentFrameX% < 24
jumpValX% = 1
ENDIF
IF currentFrameX% < 12
jumpValX% = 0
ENDIF
IF currentFrameX% < 48 AND jumpValX% <3
footingx% = footingx% + scrollValX%
platformx% = platformx% + scrollValX%
//platformbx% = platformbx% + scrollValX%
ENDIF
ELSE
ENDIF
ENDIF

//IF platformax% < 1 THEN platformbx% =960


// TOP STOP
IF currentFrameY% < 36 AND KEY(200) = 1
jumpValY% = 4
IF currentFrameY% < 24
jumpValY% = 2
IF currentFrameY% < 12
jumpValY% = 0
ENDIF
ENDIF
ELSE
jumpValY% = 5
ENDIF

IF SPRCOLL (currentFrame%,currentFrameX%,currentFrameY%,footing%,footingx%,footingy%)
downButton% = 0
isFalling% = 0
ENDIF

// animator
//IF currentFrame% > 6 THEN currentFrame% = 0
//currentFrame% = currentFrame% + 1

//PRINT "seconds" + hangTime% ,0,0
PRINT "X:  " + currentFrameX% + "  Y:  " + currentFrameY% ,0,20
PRINT "down: " + downButton%, "up: " + upButton% ,40,0
PRINT "left: " + leftButton%, "right: " + rightButton% ,80,0
SHOWSCREEN

GOTO mainGame
#7
i have been slowly getting into glbasic and would like to know if and when there will be caanoo support, only then will i invest premium! and would there be even a remote possibility if ds support. keep it positive!