I am making kinda game on pascal and I have faced a problem - "spaceship" should move when appropriate button is clicked, but you need to click the same button for 5 times. So I think a solution would be to make it think you pressed the same key 5 times while you do it only once, but is it possible to do?
PS
here's the whole code (very little yet) if you can think of a better solution

[size=2][color=Orange]program Bevarde1;
uses Crt;
var x, y: integer;
left, right, up, down: string;
procedure SetKey;
begin
Left := ('a');
Right := ('d');
Up := ('w');
Down := ('s');
end;
procedure DrawMe;
begin;
GoToxy(x+2, y-1);
Write('I');
GoToxy(x, y);
Write('<=M=>');
GoToxy(x+1, y+1);
Write('I I');
end;
procedure PS;
begin
readkey;
ClrScr;
If readkey = left then x := x - 1;
If readkey = right then x := x + 1;
If readkey = up then y := y - 1;
If readkey = down then y := y + 1;
DrawMe;
end;
begin
SetKey;
x := 38;
y := 15;
DrawMe;
while 1 = 1 do PS;
Readln;
end.[/color][/size]
Comments
: procedure SetKey;
: begin
: Left := ('a');
: Right := ('d');
: Up := ('w');
: Down := ('s');
: end;
Try this:
[code][color=Green] procedure SetKey;
begin
Left := 'a';
Right := 'd';
Up := 'w';
Down := 's'
end;[/color][/code]
And then try poking these [italic]lowercase[/italic] keys to see if you get any movement.
: "spaceship" should move when appropriate button is clicked, but you
: need to click the same button for 5 times. So I think a solution
: would be to make it think you pressed the same key 5 times while you
: do it only once, but is it possible to do?
:
: PS
:
: here's the whole code (very little yet) if you can think of a better
: solution
:
:[code]
: [color=Orange]program Bevarde1;
: uses Crt;
: var x, y: integer;
: left, right, up, down: string;
:
: procedure SetKey;
: begin
: Left := ('a');
: Right := ('d');
: Up := ('w');
: Down := ('s');
: end;
:
: procedure DrawMe;
: begin;
: GoToxy(x+2, y-1);
: Write('I');
: GoToxy(x, y);
: Write('<=M=>');
: GoToxy(x+1, y+1);
: Write('I I');
: end;
:
: [red]function PS:boolean[/red];
[red]var ch:char;[/red]
: begin
: [red]ch:=[/red]readkey;
: ClrScr;
: If [red]ch [/red] = left then x := x - 1;
: If [red]ch [/red] = right then x := x + 1;
: If [red]ch [/red] = up then y := y - 1;
: If [red]ch [/red] = down then y := y + 1;
: DrawMe;
[red]PS:=ch<>#27; { Esc to Quit}[/red]
: end;
:
:
: begin
:
: SetKey;
:
: x := 38;
: y := 15;
: DrawMe;
:
: [red]while PS do; [/red]
:
: Readln;
: end.[/color][/code]
:
That's a good start, if you read through this forum then you'll find lots of examples on this subject. Here's a simple textmode game you could look at: http://www.programmersheaven.com/mb/pasprog/392302/392335/simple-snake-game-and--maze-generator/?S=B10000
Ok, so I checked out that sample (the snake game) and I understood approximately nothing... I'm new to programming, you see... Plus - I copied the code to the pascal I use and it seems not to have some functions. Anyway, I took another route, and everything seems OK to me (even though I'm not sure what I did with the imput
Oh, here's the code:
[code] program TheGame;
uses Crt;
var x, y, x1, y1, sp, sx1, sx2, sx3, sx4, sx5, sy1, sy2, sy3, sy4, sy5, score: integer;
left, right, up, down, sho1: string;
ch: char;
{--------------------------------------------------------}
procedure spawn;
begin;
randomize;
sp := round (random * 64 + 5);
end;
{--------------------------------------------------------}
procedure DrawMe;
begin;
GoToxy(x+2, y-1);
Write('I');
GoToxy(x, y);
Write('<=M=>');
GoToxy(x+1, y+1);
Write('I I');
end;
{--------------------------------------------------------}
procedure shoot1;
begin
x1 := x + 2;
y1 := y - 1;
end;
{--------------------------------------------------------}
procedure SetKey;
begin
Left := 'a';
Right := 'd';
Up := 'w';
Down := 's';
sho1 := 'g';
end;
{--------------------------------------------------------}
begin
SetKey;
x := 38;
y := 15;
DrawMe;
score := 0;
x1 := 1000;
sx1 := 1000;
sx2 := 1000;
sx3 := 1000;
sx4 := 1000;
sx5 := 1000;
y1 := 10;
sy1 := 10;
sy2 := 10;
sy3 := 10;
sy4 := 10;
sy5 := 10;
While 1 = 1 do begin
{THE BULLET}
if x1 <> 1000 then y1 := y1 - 1;
if y1 = 1 then x1 := 1000;
{IF GET SHOT}
if x1 = sx1 then if
y1 = sy1 then begin
sy1 := 1;
sx1 := 1000;
x1 := 1000;
score := score + 10; end;
if x1 = sx2 then if
y1 = sy2 then begin
sy2 := 1;
sx2 := 1000;
x1 := 1000;
score := score + 10; end;
if x1 = sx3 then if
y1 = sy3 then begin
sy3 := 1;
sx3 := 1000;
x1 := 1000;
score := score + 10; end;
if x1 = sx4 then if
y1 = sy4 then begin
sy4 := 1;
sx4 := 1000;
x1 := 1000;
score := score + 10; end;
if x1 = sx5 then if
y1 = sy5 then begin
sy5 := 1;
sx5 := 1000;
x1 := 1000;
score := score + 10; end;
{SPAWNS 1 TO 5}
if sx1 = 1000 then
begin
spawn;
sx1 := sp;
sy1 := 1;
end else
sy1 := sy1 + 1;
if sx2 = 1000 then
begin
spawn;
sx2 := sp;
sy2 := 1;
end else
sy2 := sy2 + 1;
if sx3 = 1000 then
begin
spawn;
sx3 := sp;
sy3 := 1;
end else
sy3 := sy3 + 1;
if sx4 = 1000 then
begin
spawn;
sx4 := sp;
sy4 := 1;
end else
sy4 := sy4 + 1;
if sx1 = 1000 then
begin
spawn;
sx5 := sp;
sy5 := 1;
end else
sy5 := sy5 + 1;
{OK... NOW DETECT INPUT AND APPLY IT}
If keypressed then
begin
ch := readkey;
If ch = left then if x > 3 then x := x - 1;
If ch = right then if x < 74 then x := x + 1;
If ch = up then if y > 3 then y := y - 1;
If ch = down then if y < 90 then y := y + 1;
If ch = sho1 then shoot1;
end;
{COOL, GOT COORDINATES, NOW THE DRAWING}
If x1 <> 1000 then GoToXY(x1, y1);
If x1 <> 1000 then Write('*');
GoToXY(sx1, sy1);
Write('U');
GoToXY(sx2, sy2);
Write('O');
GoToXY(sx3, sy3);
Write('Y');
GoToXY(sx4, sy4);
Write('H');
GoToXY(sx5, sy5);
Write('V');
DrawMe;
{END OF FRAME}
ClrScr;
Delay(10);
End;
end.
[/code]
The game is pretty much like this: you control the "spaceship" and destroy objects falling from the top of screen by shooting them. Once object is destroyed, it respawns immediately in the top.
The objects are basically coordinates. If object is not in use, I just set the x value to 1000.
The x and y values refer to the "spaceship"
The x1 and y1 values refer to the bullet
The sx[color=Orange](1-5)[/color] and sy[color=Orange](1-5)[/color] refers to 5 independant falling objects.
The whole thing I've done firstly checks for imput (even though I'm not sure will it work), then counts all coordinates and finally draws all objects that are in use. All this should repeat every 10 miliseconds.
One more thing - The objects fall in the same speed as bullet moves, so I'll make them to fall once in about ten loops (that would be approximately 100 miliseconds).
PS
I'm making this game not to make it, but to gain experience in such stuff, so in the end I don't really care if I finish it sucessfully :P
I'm so happy!!!
: [link=http://www.2shared.com/file/BQ7tkPss/Zaidas.html]here[/link]
:
Why don't you post the source instead ? Someone may learn a thing or two...