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thomasp

Folgendes aus den Tutorials:

LOADSPRITE "raumschiff.png",0
GLOBAL playerx = 200
GLOBAL playery = 440

LOADSPRITE "image1.png",1
TYPE SCHUSS
   x
   y
ENDTYPE

LOCAL schuesse AS SCHUSS  //array of SCHUSS types

WHILE TRUE
IF KEY(203) THEN DEC playerx,2
IF KEY(205) THEN INC playerx,2

LOCAL neuschuss AS SCHUSS
IF KEY(57)
neuschuss.y=400
neuschuss.x=playerx+10
DIMPUSH schuesse[], neuschuss
ENDIF


playerx = MAX(MIN(playerx,290), 0)
DRAWSPRITE 0,playerx,playery


SHOWSCREEN
WEND

erzeugt:

*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.8.142 SN:d4afcf0b - 3D, NET
Wordcount:22 commands
compiling:
C:\DOKUME~1\Besitzer\LOKALE~1\Temp\glbasic\gpc_temp0.cpp: In function `int __GLBASIC__::__MainGameSub_()':
C:\DOKUME~1\Besitzer\LOKALE~1\Temp\glbasic\gpc_temp0.cpp:123: error: no matching function for call to `DIMPUSH(__GLBASIC__::SCHUSS&, __GLBASIC__::SCHUSS&)'
C:/Programme/GLBasic/Compiler/platform/Include/glb.h:895: note: candidates are: void __GLBASIC__::DIMPUSH(__GLBASIC__::DGIntArray&, DGInt)
C:/Programme/GLBasic/Compiler/platform/Include/glb.h:901: note:                 void __GLBASIC__::DIMPUSH(__GLBASIC__::DGNatArray&, DGNat)
C:/Programme/GLBasic/Compiler/platform/Include/glb.h:906: note:                 void __GLBASIC__::DIMPUSH(__GLBASIC__::DGArray<__GLBASIC__::DGStr>&, __GLBASIC__::CGStr)
C:/Programme/GLBasic/Compiler/platform/Include/glb.h:907: note:                 void __GLBASIC__::DIMPUSH(__GLBASIC__::DGArray<__GLBASIC__::DGStr>&, DGInt)
*** FATAL ERROR - Bitte die Compiler-Ausgabe ins Forum kopieren
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Schranz0r

Code (glbasic) Select
LOCAL schuesse[] AS SCHUSS 
I <3 DGArray's :D

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