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Omnimaga
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Topic: Coding (Read 1892 times)
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BCTurk
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Coding
«
on:
February 04, 2006, 04:08:00 pm »
Any and ALL coding talk will be posted here. This includes talk about VAR swapping and what they mean, ect. This post will be edited with all the VAR info in the below code box.
c1-->
CODE
ec1
VARIBLES
Currently Used (w/ definition)
K - getKey Val, can also be used as temp storage inbetween getKey's
E - Event Reciver, tells other routienes what is being accessed (PDA, inventory, ect)
I - ID of map Enemy
C - The tile collided with's ID.
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necro
LV9
Veteran (Next: 1337)
Posts: 1295
Rating: +17/-2
+3 vaporal mustache
Coding
«
Reply #1 on:
February 04, 2006, 07:12:00 pm »
{PSEUDOCODE}
I will break down all pseudo code into chuncks in this post and hereby reserve it for this purpose:
none?
------------------
<
>
c1-->
CODE
ec1Title screen
Opening Menu
Get Saved Data or Create New Game Data
Open Map and set temp Vars
Run Main Enginec2
ec2
<
>
c1
-->
CODE
ec1
Passed vars
list, M, [A], listS4ME
c2
ec2
c1
-->
CODE
ec1
Draw Map
Get Key
Check for move, and if so then check tile to move into
If walk-able, move
If checked tile is an event, run Event Manager
If K=2nd: run item from Character Actions and pass 1 into E
If K=Alpha: run PDA from Character Actions, pass 2 into E
If K=Math: run Inventory from Character Actions, pass 3 into E
Run Enemy AI program
If passed a battle event (E=4), open Battle Engine
If passed a map event (E=5), run Map Manager
End
[code]
Character Actions
Vars Passed Into:
+E which event to do
[code]
If passed item, see if item will affect anything, if so, do it
If passed inventory, open inventory menu and alow item use and equiping
If passed PDA, open mini-Map/Emails/Enemy Data Files/Alow Level Ups
"this program will be unstructured do to its variability in what features we add/need"
c2
ec2
Map Manager
c1
-->
CODE
ec1
Run PreBuilt Program
(undocumented as of yet)
c2
ec2
Map Enemy AI/Manager
Vars Passed Into:
X,Y,S,T
c1
-->
CODE
ec1
Check if enemy(ies) dead
Check if any enemies left to spawn
if enemies exist, run through enemy elements list and execute enemiesc2
ec2
Event Manager
Vars Passed Into:
C, the tile collided with to trigger the event
c1
-->
CODE
ec1
Run through action list and change update things accordingly
"this program will be unstructured do to its variability"
c2
ec2
<
>
Vars Passed Into:
I, ID of map Enemy
C, variable of map tile on or colided into (to generate background)
c1
-->
CODE
ec1
Draw Back Gound
Get Key
Check for move, and if so then check tile to move into
If walk-able, move
If 2nd: run main weapon's data
If Alpha: run melee
If Math: run secondary
If Clear: Open Inventory/Options Menu
Run Enemy AI program
If Died, delete all non-save data, pass death variable, return
If Win, increase money and expirence, check for found item, return
End
c2
ec2
Enemy AI
c1
-->
CODE
ec1run through enemy elements list and execute enemies
from their data branches
"this program will be unstructured do to its variability"c2
ec2
Weapon Data
c1
-->
CODE
ec1
run weapon from progam
"this program will be unstructured do to its variability"c2
ec2
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I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
necro
LV9
Veteran (Next: 1337)
Posts: 1295
Rating: +17/-2
+3 vaporal mustache
Coding
«
Reply #2 on:
February 04, 2006, 07:14:00 pm »
{FINISHED CODE}
I will hereby resserve this post for all finished code segments, and will stored and show them in this post
Logged
I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
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Coding