GIMPY73
-
Posts
300 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by GIMPY73
-
-
Thats Mint MG.
Thanks
Gimpy73
-
Hey Aggror , i also have nVidia (8800GT), im running win7 32bit.
Ive tried running it in full screen or windowed mode and still get the same error.
Not to fussed at the moment as im not using LWE a great deal.
Just thought i would try and help Gordon out
Thanks
Gimpy73
-
I also get the same error as Gordon.
Thanks
Gimpy73
-
Yep very true Cocopino.
Like i said this code is just rough , now i'll go through it and add functions / even OOP
Thanks
Gimpy73
-
Cheers Jordan.
Thats little Trixi , well she was little when we first got her , she's nearly 2 years old now.
Thanks
Gimpy73
-
Agree with franck , C++ is more professionnal , but im a BlitzMax user so would probly go with the Lua option.
Less hassle me thinks.
Thanks
Gimyp73
-
-
Ok this is what ive got so far
SuperStrict AppTitle = "Roulette" Graphics 800,600 SeedRnd MilliSecs() Const GRID_WIDTH:Int = 13 Const GRID_HEIGHT:Int = 1 Const GRID_WIDTH1:Int = 14 Const GRID_HEIGHT1:Int = 1 Const GRID_WIDTH2:Int = 3 Const GRID_HEIGHT2:Int = 1 Const GRID_WIDTH3:Int = 6 Const GRID_HEIGHT3:Int = 1 Const GRID_SIZEX:Int = 32 Const GRID_SIZEY:Int = 32 Const GRID_SIZEX1:Int = 128 Const GRID_SIZEY1:Int = 32 Const GRID_SIZEX2:Int = 64 Const GRID_SIZEY2:Int = 32 Global grid:Int[GRID_WIDTH,GRID_HEIGHT] Global grid1:Int[GRID_WIDTH1,GRID_HEIGHT1] Global grid2:Int[GRID_WIDTH2,GRID_HEIGHT2] Global grid3:Int[GRID_WIDTH3,GRID_HEIGHT3] Global grid4:String[GRID_WIDTH2,GRID_HEIGHT2] Global grid5:String[GRID_WIDTH3,GRID_HEIGHT3] Local tiles:TImage=CreateImage(32,96,5) SetColor 255,255,0 'yellow DrawRect 0,0,32,32 GrabImage tiles,0,0,0 SetColor 155,0,0 'red DrawRect 1,1,30,30 GrabImage tiles,0,0,1 SetColor 1,1,1 'black DrawRect 1,1,30,30 GrabImage tiles,0,0,2 SetColor 50,100,50 'green DrawRect 1,1,30,30 GrabImage tiles,0,0,3 SetColor 50,80,50 'background DrawRect 0,0,32,32 GrabImage tiles,0,0,4 Local tiles1:TImage=CreateImage(130,32,2) SetColor 255,255,0 'yellow DrawRect 0,0,130,32 GrabImage tiles1,0,0,0 SetColor 50,100,50 'green DrawRect 1,1,128,30 GrabImage tiles1,0,0,1 Local tiles2:TImage=CreateImage(64,32,4) SetColor 255,255,0 'yellow DrawRect 0,0,64,32 GrabImage tiles2,0,0,0 SetColor 50,100,50 'green DrawRect 1,1,62,30 GrabImage tiles2,0,0,1 SetRotation 45 SetScale (.6,.6) SetColor 155,0,0 'red DrawRect 31,2,32,32 GrabImage tiles2,0,0,2 SetColor 1,1,1 'black DrawRect 31,2,32,32 GrabImage tiles2,0,0,3 SetRotation 0 Global gridData:Int Global grid1Data:Int Global grid2Data:Int Global grid3Data:Int Global grid4Data:Int Global numbdata:Int Global numb1data:Int Global numb2data:Int Global textdata:String Global text1data:String Global numberpicked:Int Local mx:Int,my:Int Local gx:Int,gy:Int Local offsetx:Int = 200 Local offsety:Int = 350 Local px:Int Local py:Int Cls While Not KeyHit(KEY_ESCAPE) SetBlend alphablend SetClsColor 50,80,50 mx = MouseX() my = MouseY() SetColor 255,255,255 SetRotation 0 SetScale(.98,.98) RestoreData griddata 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int =0 To GRID_WIDTH-1 ReadData griddata grid:Int[loopx,loopy] = griddata DrawImage tiles,loopx * GRID_SIZEX+ offsetx, loopy * GRID_SIZEY+ offsety,grid[loopx,loopy] Next Next RestoreData grid1data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT1-1 For Local loopx:Int =0 To GRID_WIDTH1-1 ReadData grid1data grid1:Int[loopx,loopy] = grid1data DrawImage tiles,loopx * GRID_SIZEX+ offsetx-32, loopy * GRID_SIZEY+ offsety+32,grid1[loopx,loopy] Next Next RestoreData grid2data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int =0 To GRID_WIDTH-1 ReadData grid2data grid:Int[loopx,loopy] = grid2data DrawImage tiles,loopx * GRID_SIZEX+ offsetx, loopy * GRID_SIZEY+ offsety+64,grid[loopx,loopy] Next Next RestoreData grid3data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT2-1 For Local loopx:Int =0 To GRID_WIDTH2-1 ReadData grid3data grid2:Int[loopx,loopy] = grid3data DrawImage tiles1,loopx * GRID_SIZEX1+ offsetx, loopy * GRID_SIZEY1+ offsety+96,grid2[loopx,loopy] Next Next RestoreData grid4data 'Draw grid For Local loopy:Int = 0 To GRID_HEIGHT3-1 For Local loopx:Int =0 To GRID_WIDTH3-1 ReadData grid4data grid3:Int[loopx,loopy] = grid4data DrawImage tiles2,loopx * GRID_SIZEX2+ offsetx, loopy * GRID_SIZEY2+ offsety+128,grid3[loopx,loopy] Next Next 'Highlight square If MouseX() > 5*GRID_SIZEX And MouseY() > 11*GRID_SIZEY Then If MouseX() < 19*GRID_SIZEX And MouseY() < 14*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX) Py = Floor(MouseY()/GRID_SIZEY) SetColor 150,200,150 DrawRect Px*GRID_SIZEX+9,Py*GRID_SIZEY-1,GRID_SIZEX-2,GRID_SIZEY-2 EndIf EndIf 'Highlight square If MouseX() > 8*GRID_SIZEX And MouseY() > 14*GRID_SIZEY Then If MouseX() < 18*GRID_SIZEX And MouseY() < 15*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX1) Py = Floor(MouseY()/GRID_SIZEY1) SetColor 150,200,150 DrawRect Px*GRID_SIZEX1-55,Py*GRID_SIZEY1+28,GRID_SIZEX1,GRID_SIZEY1-160 EndIf EndIf 'Highlight square If MouseX() > 7*GRID_SIZEX And MouseY() > 15*GRID_SIZEY Then If MouseX() < 18*GRID_SIZEX And MouseY() < 16*GRID_SIZEY Then SetBlend lightblend Px = Floor(MouseX()/GRID_SIZEX2) Py = Floor(MouseY()/GRID_SIZEY2) SetColor 150,200,150 DrawRect Px*GRID_SIZEX2+8,Py*GRID_SIZEY2-1,GRID_SIZEX2,GRID_SIZEY2-2 EndIf EndIf If MouseDown(1) SetScale(1,1) SetColor 255,255,255 numberpicked = grid1data End If RestoreData numbdata 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int = 0 To GRID_WIDTH-1 ReadData numbdata grid:Int[loopx,loopy] = numbdata SetColor 255,255,255 'SetScale(2,2) DrawText numbdata,loopx*GRID_SIZEX+8 + offsetx ,loopy*GRID_SIZEY+8 + offsety SetScale(1,1) Next Next RestoreData numb1data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT1-1 For Local loopx:Int = 0 To GRID_WIDTH1-1 ReadData numb1data grid1:Int[loopx,loopy] = numb1data SetColor 255,255,255 'SetScale(2,2) DrawText numb1data,loopx*GRID_SIZEX+8 + offsetx-32 ,loopy*GRID_SIZEY+8 + offsety+32 SetScale(1,1) Next Next RestoreData numb2data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT-1 For Local loopx:Int = 0 To GRID_WIDTH-1 ReadData numb2data grid:Int[loopx,loopy] = numb2data SetColor 255,255,255 'SetScale(2,2) DrawText numb2data,loopx*GRID_SIZEX+8 + offsetx ,loopy*GRID_SIZEY+8 + offsety+64 SetScale(1,1) Next Next RestoreData textdata 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT2-1 For Local loopx:Int = 0 To GRID_WIDTH2-1 ReadData textdata grid4:String[loopx,loopy] = textdata SetColor 255,255,255 'SetScale(2,2) DrawText textdata,loopx*GRID_SIZEX1+8 + offsetx ,loopy*GRID_SIZEY1+8 + offsety+96 SetScale(1,1) Next Next RestoreData text1data 'Draw grid1 For Local loopy:Int = 0 To GRID_HEIGHT3-1 For Local loopx:Int = 0 To GRID_WIDTH3-1 ReadData text1data grid5:String[loopx,loopy] = text1data SetColor 255,255,255 'SetScale(2,2) DrawText text1data,loopx*GRID_SIZEX2 + offsetx+6 ,loopy*GRID_SIZEY2+8 + offsety+128 SetScale(1,1) Next Next gx = (mx - offsetx) / GRID_SIZEX gy = (my - offsety) / GRID_SIZEY If gx>=0 And gx<=GRID_WIDTH-1 And gy>=0 And gy<=GRID_HEIGHT-1 gridData = grid[gx, gy] grid1Data = grid1[gx, gy] EndIf SetColor 255,255,255 'DrawText "Number: "+numberpicked ,10,570 Flip ; Cls Wend End #gridData DefData 1,2,1,1,2,1,1,2,1,1,2,1,3 #grid1Data DefData 3,2,1,2,2,1,2,2,1,2,2,1,2,3 #grid2data DefData 1,2,1,2,2,1,1,2,1,2,2,1,3 #grid3data DefData 1,1,1 #grid4data DefData 1,1,2,3,1,1 #numbdata DefData 3,6,9,12,15,18,21,24,27,30,33,36,3 #numb1data DefData 0,2,5,8,11,14,17,20,23,26,29,32,35,2 #numb2data DefData 1,4,7,10,13,16,19,22,25,28,31,34,1 #textdata DefData " 1st 12"," 2nd 12"," 3rd 12" #text1data DefData " 1to18"," EVEN","",""," ODD","19to36"
Its rough code but does what i need.
Thanks
Gimpy73
-
Not sure if this is old news , but thought it was interesting
http://www.airplaysdk.com/index.php
Thanks
Gimpy73
-
-
-
Thanks Cocopino.
I do use an image of the table as a background , and thought i could map a grid over it.
Then if the mouse is on a certain grid number , it equals the table number
Well that was one of my ideas
I'll have a play with your code and see what i can come up with.
Thanks
Gimpy73
-
Hey MG.
Its 2D at the mo using pure BlitzMax.
Once i get the 2D version done i'll then switch over to using LeadWerks , and will model the table and wheel in Cinema4D.
Thanks
Gimpy73
-
Ok its been i while
Ive been busy learning BlitzMax for the last few months , trying to get my head around OOP and what not.
Anyway , I started working on a roulette game , and im having a few probs with how to do the table.
What i mean is this:
Do i use some sort of array grid to store the numbers on the table.
Do i use some sort of Tlist to store the numbers on the table.
Do i use some sort of OOP magic
Are there any more ways of doing this???
EG: if i placed a chip on black 17 , how would i check that it is on black 17???
Any help on this
Thanks
Gimpy73
-
Cheers MG
Thanks
Gimpy73
-
-
-
A very kind offer NA
I think it would be great if you did a tutorial on anything.
I agree with Mack , this would benifit the whole community , no matter what language it is done in
PS: (im a BMax user hint hint )
Thanks
Gimpy73
-
Yes i was joking lol , bottom corner is a little blue man holding a green box
-
@ Porsche , is cos it has a picture of a little blue man holding a green box ????
Thanks
Gimpy73
-
Fantastic Josh
Im in the ZONE
Thanks
Gimpy73
-
Very True Pixel , but to answer your question , my scope is a Meade DS-2130ATS-LNT
Thanks
Gimpy73
-
-
Try to unweld the vertices in UU3D or unsmooth the mesh.
Thats all i can think of at the mo , might not be right tho .
Thanks
Gimpy73
Videos in the editor?
in General Discussion
Posted
It works fine with 2.32 Beta ???
Must be somit to do with 2.4 / the lua script
edit : I can get the Tv to load fine in 2.4 , but no video
Thanks
Gimpy73