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Scrolling Game Development Kit Forum
SGDK Version 2
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better way to script "react to some tiles"?
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Topic: better way to script "react to some tiles"? (Read 2781 times)
bluemonkmn
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Posts: 2146
Re: better way to script "react to some tiles"?
«
Reply #15 on:
2008-01-11, 05:01:06 PM »
Quote from: Morgengrauen on 2008-01-11, 07:18:39 AM
when you imagine a clock, at which point lies 0°? when i use photoshop to measure the angles, 0° are at 3 o'clock. photoshop counts also counter-clockwise. +90 degrees are at 12o'clock. how sgdk does this two things? the answer would help me very much.
The code in PolarAccelerate (and elsewhere in SGDK2) will behave the same as photoshop (because this is how mathematicians view angles). 0 degrees is at 3 o'clock and it moves counter-clockwise. The odd thing is that, in order to accomplish this, you have to you positive (+) cos and negative (-) sin. The reason is that mathematicians use a coordinate system where the positive end of the y-axis is up, and computers use a coordinate system where the positive end of of the y-axis is down. So reversing the sin() function makes it work just like the common understanding of angles that mathematicians use.
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Ben Marty
Scrolling Game Development Kit 2
Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #16 on:
2008-01-11, 05:34:06 PM »
thanks.
how can i provide this script for a second tile index without writing it two times?? (two tiles share one script)
if (targetSprite.TileTouchingIndex(49, false, true) >= 0)
{
// go left 30-
targetSprite.AlterXVelocity(-0.34);
// go down 30-
targetSprite.AlterYVelocity(0.2);
}
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Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #17 on:
2008-01-12, 07:10:21 AM »
for what are these comments good?
/// <summary>
/// Returns true when the player is pressing button 2, or false otherwise.</summary>
/// <remarks>The term "button 2" simply refers to one of 4 customizable inputs
/// on a sprite. There is no pre-defined meaning to the buttons.</remarks>
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Jam0864
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Posts: 742
Re: better way to script "react to some tiles"?
«
Reply #18 on:
2008-01-12, 09:57:19 AM »
makes sense to me.
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Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #19 on:
2008-01-12, 10:02:55 AM »
jam: he?
i try again: for what is this good?
/// <summary></summary>
/// <remarks></remarks>
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Jam0864
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Posts: 742
Re: better way to script "react to some tiles"?
«
Reply #20 on:
2008-01-12, 11:16:36 AM »
ohh I thought you meant, those comments you wrote for your script, were they understandable. lmao nevermind.
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durnurd
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Posts: 1155
Games completed so far: 0
Re: better way to script "react to some tiles"?
«
Reply #21 on:
2008-01-12, 11:33:20 AM »
Those comments are to help generate the help documentation. Rather than updating or adding a new function then finding the file the documentation is to add or change it, you can just write the help for that function right in the code and the help compiler will automatically pick up all of those tags and make help documentation out of it.
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Ed
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Da
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me
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Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #22 on:
2008-01-12, 11:37:01 AM »
very cool, i thought so but wanted to ask.
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bluemonkmn
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Posts: 2146
Re: better way to script "react to some tiles"?
«
Reply #23 on:
2008-01-12, 05:03:22 PM »
Quote from: Morgengrauen on 2008-01-11, 05:34:06 PM
thanks.
how can i provide this script for a second tile index without writing it two times?? (two tiles share one script)
if (targetSprite.TileTouchingIndex(49, false, true) >= 0)
{
// go left 30-
targetSprite.AlterXVelocity(-0.34);
// go down 30-
targetSprite.AlterYVelocity(0.2);
}
How about:
if ((targetSprite.TileTouchingIndex(49, false, true) >= 0) ||
(targetSprite.TileTouchingIndex(50, false, true) >= 0))
{
...
}
(to check if either tile 49 or tile 50 was touched)
If you have a lot of tiles to check, maybe the original method you had was better after all (use a tile category and call TouchTiles for each category).
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Ben Marty
Scrolling Game Development Kit 2
Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #24 on:
2008-01-13, 05:13:30 AM »
oh man, what a easy one. i am so a dumbass. i thought about using "Or", but i assumed the script would not "see" the second line.
"if it is not touching tile 49, i will not look to the next line to see if it is touching tile 50"
baah.......
thank you very much blue monk. will i lose my "clever" now?
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durnurd
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Re: better way to script "react to some tiles"?
«
Reply #25 on:
2008-01-13, 11:41:13 AM »
The thing to remember is that the C# compiler (i.e. the SGDK2 compiler) does not see any form of whitespace except in a few important places, inside: Quotes("HelloWorld" is not the same as "Hello World", Operators (+= is not the same as + =), numbers (17 is not the same as 1 7), and identifiers such as variable and function names. Any kind of whitespace anywhere else is just formatting for the programmer's convenience, including space, tab, and newline. This is what allows for amusingly shaped programs (Google: IOCCC)
The other thing to point out is that boolean opperations are a little confusing. OR runs the first check, and if true, does not run the second (because it doesn't need to). AND runs the first check, and if false, does not run the second (because it doesn't need to). In the reverse case, it will run the second check, even if there are four newlines and a paragraph of comments between the two conditions.
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Ed
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me
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Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #26 on:
2008-04-20, 09:57:08 AM »
some months ago i said i would write some guidance for the code object i wrote: ReactToStreams. Today i did it. Finally.
I hope you enjoy it. Please say so if you find mistakes. You can make corrections right in the doc.
http://www.burg-halle.de/~st2210/Demo_ReactToStreams.zip
(369 KB)
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Tanja
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Posts: 596
Re: better way to script "react to some tiles"?
«
Reply #27 on:
2008-04-22, 12:54:11 PM »
NOone? come on, what's up with you people?
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Vincent
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Posts: 343
Working on a Legacy of Kain fangame.
Re: better way to script "react to some tiles"?
«
Reply #28 on:
2010-04-07, 02:59:49 PM »
Oh boy! I'm so late on this topic!
Anyway, if you happen to read this Tanja, I just wanted to say that your ReactToStream demo is great!
I followed the pdf and I added the ReactToStream feature in my game. First attempt was a success!
I linked the speed of the stream with a globalcounter, so I can change it by code when I want the wind to be stronger or weaker. I also added the ReactToStream function under a "if" condition. So when my character transforms into a cloud of mist he is affected by the wind and when he is in normal solid form, he is not affected. It looks great!
I just have to make a couple of visual wind effects and it will be terrific!
I added you into the credits of my game under the very special thanks section.
Thanks a lot and sorry again for being so late...
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