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Messages - Rhombicuboctahedron
511
« on: October 13, 2012, 07:07:52 pm »
I stole (borrowed) some of Jim’s Klondike code, and made what I thought a general template might be. The code is very inefficient, but it gets the job done.
I also looked at your plan 1. Determine what type of hand a player has. Well, if you understand the code that the BASIC version used, you should just be able to transcribe this. Otherwise, just compare the seven cards, and return the rank of the hand (1 for straight flush, 2 for four of a kind, ect) and the highest card of that set (1 for ace, 2 for king) and compare the ranks, and if the same, the highest card
I made a general template that shows two random (and I believe never the same) cards, and then the five cards one at a time. If I remember how to play the game.
512
« on: October 13, 2012, 03:30:05 pm »
I guess free software and a slow computer are good then. I used some software I downloaded off of the internet to take a video minecraft of my computer. That video already had a slow frame rate. Then when I used xacto’s automatic converter, and put it on my calculator, it was even slower. But the film was real. I did have an image of minecraft on my calculator. You can believe that because you can see the reflection of the camera.
513
« on: October 13, 2012, 02:46:02 pm »
I have only ever used lists with single values, and not classes, but would you be able to use lists to define the hitboxes
hitBox={} hitBox[1] = HitBoxSquare(x, y, widht, height) hitBox[2] = HitBoxSquare(x, y, widht, height) hitBox[3] = HitBoxSquare(x, y, widht, height) That way you could efficiently do something to all of them
for num=1,10 do something end
514
« on: October 13, 2012, 12:52:08 pm »
Okay, I changed it a little to get it to work, but a big problem was that you were trying to compare a number and a string. However, I noticed that if you multiply the string of a number by one, it makes it that number. Also, I moved the congrats and correcting strings into the function on.paint(gc) section My changes are probably w=quite ugly and inefficient, but it gets all the way to the “lets get rolling” string
--[[TI-nspire Hold 'em - A Lua Remake History: v0.01 Created 2012/09/23 really started working 2012/10/07 Buggy can hardly do anything, currently can change Chips, Big Blind, Small Blind]]--
function init_variables() cc=0 bb=0 sb=0 gopt=1 scrn=1 message="" end
init_variables() function on.paint(gc) gc:setFont("sansserif","r",10) gc:setColorRGB(0,0,0) -- gc:setPen("thin","smooth") Is this necessary? if scrn==1 then gc:drawString("[c] Chips " .. cc,10,10,"top") gc:drawString("[b] Big Blind " .. bb,10,25,"top") gc:drawString("[s] Small Blind " .. sb,10,40,"top") gc:drawRect(10,70,20,20) if message=="wrong" then gc:drawString("Check these conditions",10,70,"top") gc:drawString("Chips between 100 and 10 million",10,85,"top") gc:drawString("Big blind between 0.001 and 0.1 Chips",10,100,"top") gc:drawString("Small blind between 0.01 and 0.5 Big Blind",10,115,"top") end elseif scrn==3 then gc:drawString("Right let's get rolling!",10,10,"top") end if scrn==2 then if message=="congrats" then gc:drawString("Congrats! Settings set up correctly",10,70,"top") end end end
function on.charIn(ch) if ch >= "0" and ch <= "9" then -- checking for digit inputs if scrn==1 then if gopt==1 then if string.len(cc) <= 7 then -- limit string length cc = cc .. ch -- concatenate platform.window:invalidate() -- screen refresh end elseif gopt==2 then if string.len(bb) <= 6 then -- and sb <= 0.1bb then -- limit string length and bb to <= 0.1cc (now moved) bb = bb .. ch -- concatenate platform.window:invalidate() -- screen refresh end elseif gopt==3 then if string.len(sb) <= 6 then -- and sb <= 0.1bb then -- limit string length and sb to <= 0.1bb (now moved) sb = sb .. ch -- concatenate platform.window:invalidate() -- screen refresh end end end end --Game settings keys if scrn==1 then if ch=="c" then --Ok there must be a way to optimise this block gopt = 1 elseif ch=="b" then gopt = 2 elseif ch=="s" then gopt = 3 end platform.window:invalidate() end end
function on.enterKey() cc=1*cc bb=1*bb sb=1*sb if scrn==2 then scrn=3 end if scrn==1 and cc >= 100 and cc <= 10000000 and bb >= 0.001*cc and bb <= 0.1*cc and sb >= 0.01*bb and sb <= 0.5*bb then message="congrats" scrn=2 gopt=0 else message="wrong" end end
function on.backspaceKey() if gopt==1 then --Ok there must be a way to optimise this block. Again. cc = string.usub(cc,0,-2) -- deleting last char elseif gopt==2 then bb = string.usub(bb,0,-2) -- deleting last char elseif gopt==3 then sb = string.usub(sb,0,-2) -- deleting last char end platform.window:invalidate() end
platform.window:invalidate()
515
« on: October 13, 2012, 11:51:01 am »
I believe this would be very easy to do with OS 3.2 Lua Physics. That allows for weight and springs, and a lot of other things too. But I am still learning the functions, so I can’t program this.
516
« on: October 13, 2012, 11:46:35 am »
Yeah, I did some quick Google searches, and I think the cx is good on memory and cpu, but its about 960 MB shy of the required ram
517
« on: October 13, 2012, 11:37:26 am »
Well, when I ran it with the script editor, pressing c, b and s works fine, as well as backspace and typing numbers, and not typing letters. However, when I press enter, it just goes blank, instead of displaying congrats or the other four strings. I tried using some functions, such as var.recall or var.recallStr, that I thought should convert strings to values, like “0” to 0. That did not work.
In the end, I found the problem
plat form . gc ( ) Returns a dummy graphics context. It is typically used to measure pixel lengths and heights of strings when a normal graphics context is not available. This may be the case when creating new text elements when the script app is initialized. A graphics context is available only during paint events, and that may be too late to create and size the containers for text _elds. This graphics context should not be used to draw graphics because it is not guaranteed to be associated with a window. Introduced in platform.apiLevel = "1.0" Removed in platform.apiLevel = "2.0"
So, I was using level 2.0, and it also says not to use it for drawing graphics such as strings. It may still work on OS 3.1, but if I’m not mistaken, I believe you changed to OS 3.2 in the OS compatibility post.
518
« on: October 13, 2012, 11:13:00 am »
Oh, sorry if I actually fooled anyone. I was actually using the Nspire Movie Player. I thought it might have been funny to make a video like this.
519
« on: October 12, 2012, 08:36:45 pm »
I changed some of the code to add more textures and items, and added a further view distance However, this made the program lag more http://youtu.be/H858JBR6SJc
520
« on: October 10, 2012, 10:47:17 pm »
Hey, I thought I’d finally make an account to tell you it works. http://youtu.be/lZ6twVbhzpgNot the fastest, or the best quality, but half of the quality is due to my camera. Thanks for making the converter.
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