0 Members and 3 Guests are viewing this topic.
Umm...The cursor jumping to the other side was something I was originally going to include, anyways, although I was unable to make it work in time.Making the actual map loop continuously would be wickedly hard (and I'm unable to come up with any clever ways to do it at this moment).With wraparound, I think you just have to make the mine placement and expanding loop to the other side once, which should be easy enough to do.
Quote from: Deep Thought on September 16, 2010, 07:52:54 pmQuote from: Michael_Lee on September 15, 2010, 06:43:38 pmI didn't have time to include wraparound, or make any kind of elaborate high scores list, but now you can contort your minefield size so long as the total is equal or under to about 355.No wraparound? That's not a problem. Not many PC minesweeper games have wraparound, anyway Yes, but wraparound is EPIC. (I've never seen it or been able to enable it, but I was looking forward to trying it myself...)
Quote from: Michael_Lee on September 15, 2010, 06:43:38 pmI didn't have time to include wraparound, or make any kind of elaborate high scores list, but now you can contort your minefield size so long as the total is equal or under to about 355.No wraparound? That's not a problem. Not many PC minesweeper games have wraparound, anyway
I didn't have time to include wraparound, or make any kind of elaborate high scores list, but now you can contort your minefield size so long as the total is equal or under to about 355.
for(L,0,9for(M,0,9PtOn(6*L,6*M,10*M+L+L1End:EndDispgraph
for(L,0,99PtOn(L^10*6,L/10*6,L1+LEndDispgraph
0->A->BRepeat D=15Repeat Dgetkey->DEndA+((D=3)*(A<[total map width minus 10]))-((D=2)*(A>0))->AB+((D=1)*(B<[total map height minus 10]))-((D=4)*(B>0))->Bfor(L,0,99PtOn(L^10*6,L/10*6,[total map width]*B+A+L1+LEndDispgraphEnd
0->A->BRepeat D=15Repeat Dgetkey->DEndA+((D=3)*(A<[total map width]))-((D=2)*(A>0))->AB+((D=1)*(B<[total map height]))-((D=4)*(B>0))->Bif A=[total map width] and (D=3)0->AEndif A=0 and (D=2)[total map width]->AEndif B=[total map height] and (D=1)0->BEndif B=0 and (D=4)[total map height]->BEndfor(L,0,9for(M,0,9PtOn(L^10*6,L/10*6,B+M^[total map height]*[total map width]+(A+L^[total map width])+L1End:EndDispgraphEnd
Code: [Select]for(L,0,99PtOn(L^10*6,L/10*6,L1+LEndDispgraph
scrolling for variable sizes larger than 10*10(x and y positions are listed as A and B respectively. these could technically be stored in a single variable with accessing via ^ and / as well, but that just makes things too confusing):Code: [Select]0->A->BRepeat D=15Repeat Dgetkey->DEndA+((D=3)*(A<[total map width minus 10]))-((D=2)*(A>0))->AB+((D=1)*(B<[total map height minus 10]))-((D=4)*(B>0))->Bfor(L,0,99PtOn(L^10*6,L/10*6,[total map width]*B+A+L1+LEndDispgraphEnd
For(L,0,8PtOn(L^4*6,L/4*6,4*B+A+L1+LEnd(assuming for a moment that A=B=0)
Was that a new RPG you were working on shmibs?
Pointer-moving-to-the-other-side - Currently without a snappy name, this feature would let your pointer move to the other side if you hit a boundary and keep going. This feature existed in some of my earlier screenshots, but was removed after the large minefield sizes along with time constraints made it more difficult.
Quote from: Michael_Lee on September 18, 2010, 10:21:15 amPointer-moving-to-the-other-side - Currently without a snappy name, this feature would let your pointer move to the other side if you hit a boundary and keep going. This feature existed in some of my earlier screenshots, but was removed after the large minefield sizes along with time constraints made it more difficult.As for a name, how about cursor snapping?
1234 1234123X X2341234 12341234 1234
1234 2341123X 234X1234 23411234 2341