This is a Topic restrictly for talk about NXC
Talk about your NXC programs,ideas,problems,and etc.
NXC Talk spot :D
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- Posts: 106
- Joined: 01 Oct 2010, 19:32
- Location: The Dark Side Of The Moon
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NXC Talk spot :D
Some projects are good others aren't,but everybody's a critic.
Vincent,On Lego.com known as MindstormsMonster
..::..:::I_Fixed_It_44:::..::..
Vincent,On Lego.com known as MindstormsMonster
..::..:::I_Fixed_It_44:::..::..
Re: NXC Talk spot :D
I am making a zombie game.
It is going well, but I don't know what else to add.
Please help.
It is going well, but I don't know what else to add.
Please help.
Code: Select all
int x=50;
int y=50;
long t2;
long t3;
int life=500;
bool pr=1;
struct zombie
{
int x;
int y;
long t;
int lp;
int life;
};
zombie z1;
zombie z2;
zombie z3;
bool move_torward_point(int &xin, int &yin, int xe, int ye, int waittime)
{
if(xin < xe)
xin++;
if(xin > xe)
xin--;
if(yin < ye)
yin++;
if(yin > ye)
yin--;
Wait(waittime);
return(xin == xe && yin == ye);
}
void Zombie(zombie &zomt)
{
if(zomt.x == x && zomt.y == y)
{
PlayToneEx(Random(1000),30,Volume(),0);
life--;
}
if(zomt.t >= zomt.lp)
{
move_torward_point(zomt.x,zomt.y,x,y,0);
zomt.t=0;
LineOut(zomt.x,zomt.y-1,zomt.x+10,zomt.y,DRAW_OPT_CLEAR);
}
GraphicOut(zomt.x,zomt.y,"zombie.ric");
zomt.t++;
PointOut(Random((zomt.x+10)- zomt.x)+zomt.x,zomt.y-1);
}
task coll()
{
while(1)
{
if(pr)
{
if(SENSOR_1)
{
until(!SENSOR_1);
PlayToneEx(600,200,Volume(),0);
if(z1.x == x && z1.y == y)
{
z1.life--;
}
if(z2.x == x && z2.y == y)
{
z2.life--;
}
if(z3.x == x && z3.y == y)
{
z3.life--;
}
}
if(z1.life <= 0)
{
PlayFileEx("EAH!.rso",Volume(),0);
z1.x=Random(110--20)+-20;
z1.x=Random(70--20)+-20;
z1.life=3;
ClearScreen();
}
if(z2.life <= 0)
{
PlayFileEx("EAH!.rso",Volume(),0);
z2.x=Random(110--20)+-20;
z2.x=Random(70--20)+-20;
z2.life=3;
ClearScreen();
}
if(z3.life <= 0)
{
PlayFileEx("EAH!.rso",Volume(),0);
z3.x=Random(110--20)+-20;
z3.x=Random(70--20)+-20;
z3.life=3;
ClearScreen();
}
}
}
}
task zombies()
{
while(1)
{
if(pr)
{
Zombie(z1);
Zombie(z2);
Zombie(z3);
}
}
}
task task1()
{
while(1)
{
if(t2 >= 10)
{
if(ButtonPressed(BTNLEFT,0))
{
PlayToneEx(300,5,Volume(),0);
x--;
}
if(ButtonPressed(BTNRIGHT,0))
{
PlayToneEx(200,5,Volume(),0);
x++;
}
if(ButtonPressed(BTNEXIT,0))
{
PlayToneEx(100,5,Volume(),0);
y--;
}
if(ButtonPressed(BTNCENTER,0))
{
PlayToneEx(400,5,Volume(),0);
y++;
}
if(ButtonPressed(BTNCENTER,0) && ButtonPressed(BTNEXIT,0))
{
StopAllTasks();
}
t2=0;
}
if(life <= 0)
{
pr=0;
Wait(1000);
StopSound();
PlayToneEx(400,1000,Volume(),0);
Wait(1000);
StopAllTasks();
}
if(t3 >= 10)
{
// PlayToneEx(300,20,Volume(),0);
t3=0;
}
CircleOut(x,y,1);
RectOut(x-2,y-2,4,4,DRAW_OPT_CLEAR);
NumOut(0,0,life);
RectOut(0,0,16,8,DRAW_OPT_CLEAR | DRAW_OPT_FILL_SHAPE);
GraphicOut(0,0,"background.ric");
t2++;
t3++;
}
}
task main()
{
SetSensorTouch(S1);
z1.lp=1;
z2.lp=6;
z3.lp=3;
z1.life=3;
z2.life=3;
z3.life=3;
SetAbortFlag(BTNSTATE_NONE);
Precedes(task1,coll,zombies);
}
Thanks, and have a nice day,
nxtboy III
programnxt.com
nxtboy III
programnxt.com
-
- Posts: 106
- Joined: 01 Oct 2010, 19:32
- Location: The Dark Side Of The Moon
- Contact:
Re: NXC Talk spot :D
Looks full proof but whats the problem with it?nxtboyiii wrote:I am making a zombie game.
It is going well, but I don't know what else to add.
Please help.Code: Select all
int x=50; int y=50; long t2; long t3; int life=500; bool pr=1; struct zombie { int x; int y; long t; int lp; int life; }; zombie z1; zombie z2; zombie z3; bool move_torward_point(int &xin, int &yin, int xe, int ye, int waittime) { if(xin < xe) xin++; if(xin > xe) xin--; if(yin < ye) yin++; if(yin > ye) yin--; Wait(waittime); return(xin == xe && yin == ye); } void Zombie(zombie &zomt) { if(zomt.x == x && zomt.y == y) { PlayToneEx(Random(1000),30,Volume(),0); life--; } if(zomt.t >= zomt.lp) { move_torward_point(zomt.x,zomt.y,x,y,0); zomt.t=0; LineOut(zomt.x,zomt.y-1,zomt.x+10,zomt.y,DRAW_OPT_CLEAR); } GraphicOut(zomt.x,zomt.y,"zombie.ric"); zomt.t++; PointOut(Random((zomt.x+10)- zomt.x)+zomt.x,zomt.y-1); } task coll() { while(1) { if(pr) { if(SENSOR_1) { until(!SENSOR_1); PlayToneEx(600,200,Volume(),0); if(z1.x == x && z1.y == y) { z1.life--; } if(z2.x == x && z2.y == y) { z2.life--; } if(z3.x == x && z3.y == y) { z3.life--; } } if(z1.life <= 0) { PlayFileEx("EAH!.rso",Volume(),0); z1.x=Random(110--20)+-20; z1.x=Random(70--20)+-20; z1.life=3; ClearScreen(); } if(z2.life <= 0) { PlayFileEx("EAH!.rso",Volume(),0); z2.x=Random(110--20)+-20; z2.x=Random(70--20)+-20; z2.life=3; ClearScreen(); } if(z3.life <= 0) { PlayFileEx("EAH!.rso",Volume(),0); z3.x=Random(110--20)+-20; z3.x=Random(70--20)+-20; z3.life=3; ClearScreen(); } } } } task zombies() { while(1) { if(pr) { Zombie(z1); Zombie(z2); Zombie(z3); } } } task task1() { while(1) { if(t2 >= 10) { if(ButtonPressed(BTNLEFT,0)) { PlayToneEx(300,5,Volume(),0); x--; } if(ButtonPressed(BTNRIGHT,0)) { PlayToneEx(200,5,Volume(),0); x++; } if(ButtonPressed(BTNEXIT,0)) { PlayToneEx(100,5,Volume(),0); y--; } if(ButtonPressed(BTNCENTER,0)) { PlayToneEx(400,5,Volume(),0); y++; } if(ButtonPressed(BTNCENTER,0) && ButtonPressed(BTNEXIT,0)) { StopAllTasks(); } t2=0; } if(life <= 0) { pr=0; Wait(1000); StopSound(); PlayToneEx(400,1000,Volume(),0); Wait(1000); StopAllTasks(); } if(t3 >= 10) { // PlayToneEx(300,20,Volume(),0); t3=0; } CircleOut(x,y,1); RectOut(x-2,y-2,4,4,DRAW_OPT_CLEAR); NumOut(0,0,life); RectOut(0,0,16,8,DRAW_OPT_CLEAR | DRAW_OPT_FILL_SHAPE); GraphicOut(0,0,"background.ric"); t2++; t3++; } } task main() { SetSensorTouch(S1); z1.lp=1; z2.lp=6; z3.lp=3; z1.life=3; z2.life=3; z3.life=3; SetAbortFlag(BTNSTATE_NONE); Precedes(task1,coll,zombies); }
Some projects are good others aren't,but everybody's a critic.
Vincent,On Lego.com known as MindstormsMonster
..::..:::I_Fixed_It_44:::..::..
Vincent,On Lego.com known as MindstormsMonster
..::..:::I_Fixed_It_44:::..::..
Re: NXC Talk spot :D
There's not a problem, I just didn't know if I should add anything else.
Thanks, and have a nice day,
nxtboy III
programnxt.com
nxtboy III
programnxt.com
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