Stilgar:
Non mi parte il debugger ... porca paletta :( Allora il codice incriminato nella finzione "Timer" è questo :
--- Codice: ---
c1.Y:=tux[20].Pos.Y; c1.X:=tux[20].Pos.X; c1.W:=64; c1.H:=64; for i := 0 to 19 do begin c2.Y:=tux[i].Pos.Y; c2.X:=tux[i].Pos.X; c2.W:=64; c2.H:=64; if (col2d_RectInRect(C1,C2)) then tux[i].Killed:= true; end; end;
--- Termina codice --- il record l'ho modificato in questo modo :
Nella funzione di paint non vengono visualizzati i tux killed ...
--- Codice: --- if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2, 255, FX_BLEND or FX_COLOR );
--- Termina codice ---
Funzione Timer completa :
--- Codice: ---
procedure Timer; var i : Integer; c1, c2:zglTRect; begin INC( time, 2 ); for i := 0 to 20 do begin INC( tux[ i ].Frame ); if tux[ i ].Frame > 20 Then tux[ i ].Frame := 2; end; for i := 0 to 9 do begin tux[ i ].Pos.X := tux[ i ].Pos.X + 1.5; if tux[ i ].Pos.X > 864 Then tux[ i ].Pos.X := -96; end; for i := 10 to 19 do begin tux[ i ].Pos.X := tux[ i ].Pos.X - 1.5; if tux[ i ].Pos.X < -96 Then tux[ i ].Pos.X := 864; end; if key_Press( K_ESCAPE ) Then zgl_Exit(); if key_Down( K_UP ) Then tux[ 20 ].Pos.Y := tux[ 20 ].Pos.Y - tux[ 20 ].DeltaY; if key_Down( K_DOWN ) Then tux[ 20 ].Pos.Y := tux[ 20 ].Pos.Y + tux[ 20 ].DeltaY; if key_Down( K_LEFT ) Then tux[ 20 ].Pos.X := tux[ 20 ].Pos.X - tux[ 20 ].DeltaX; if key_Down( K_RIGHT ) Then tux[ 20 ].Pos.X := tux[ 20 ].Pos.X + tux[ 20 ].DeltaX;
c1.Y:=tux[20].Pos.Y; c1.X:=tux[20].Pos.X; c1.W:=64; c1.H:=64; for i := 0 to 19 do begin c2.Y:=tux[i].Pos.Y; c2.X:=tux[i].Pos.X; c2.W:=64; c2.H:=64; if (col2d_RectInRect(C1,C2)) then tux[i].Killed:= true; end; end;
--- Termina codice ---
(Non sembra rilevare le collisioni delle aree)
nomorelogic:
col2d_RectInRect... 'ndo' sta? ;)
nomorelogic:
il test per il disegno va nei 2 cicli (e nei 2 cicli ci sono delle eccezioni):
tieni conto che tux[ 20 ] è lo sprite che governiamo noi
--- Codice: --- for i := 0 to 9 do if i = 2 Then begin // EN: Render the text in frame over penguins. t := text_GetWidth( fntMain, 'I''m so red...' ) * 0.75 + 4; pr2d_Rect( tux[ i ].Pos.X - 2, tux[ i ].Pos.Y - fntMain.MaxHeight + 4, t, fntMain.MaxHeight, $000000, 200, PR2D_FILL ); pr2d_Rect( tux[ i ].Pos.X - 2, tux[ i ].Pos.Y - fntMain.MaxHeight + 4, t, fntMain.MaxHeight, $FFFFFF ); text_DrawEx( fntMain, tux[ i ].Pos.X, tux[ i ].Pos.Y - fntMain.MaxHeight + 8, 0.75, 0, 'I''m so red...' ); // EN: Render red penguin using fx2d-function and flag FX_COLOR. fx2d_SetColor( $FF0000 ); if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2, 255, FX_BLEND or FX_COLOR ); end else if i = 7 Then begin t := text_GetWidth( fntMain, '???' ) * 0.75 + 4; pr2d_Rect( tux[ i ].Pos.X + 32 - t / 2, tux[ i ].Pos.Y - fntMain.MaxHeight + 4, t, fntMain.MaxHeight, $000000, 200, PR2D_FILL ); pr2d_Rect( tux[ i ].Pos.X + 32 - t / 2, tux[ i ].Pos.Y - fntMain.MaxHeight + 4, t, fntMain.MaxHeight, $FFFFFF ); text_DrawEx( fntMain, tux[ i ].Pos.X + 32, tux[ i ].Pos.Y - fntMain.MaxHeight + 8, 0.75, 0, '???', 255, $FFFFFF, TEXT_HALIGN_CENTER ); // EN: Render penguin ghost using flag FX_COLOR and mode FX_COLOR_SET :) fx_SetColorMode( FX_COLOR_SET ); fx2d_SetColor( $FFFFFF ); if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2, 155, FX_BLEND or FX_COLOR ); // EN: Return default mode. fx_SetColorMode( FX_COLOR_MIX ); end else if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2 );
// EN: Render penguins, that go another way using special flag for flipping texture - FX2D_FLIPX. for i := 10 to 19 do if i = 13 Then begin t := text_GetWidth( fntMain, 'I''m so big...' ) * 0.75 + 4; pr2d_Rect( tux[ i ].Pos.X - 2, tux[ i ].Pos.Y - fntMain.MaxHeight - 10, t, fntMain.MaxHeight, $000000, 200, PR2D_FILL ); pr2d_Rect( tux[ i ].Pos.X - 2, tux[ i ].Pos.Y - fntMain.MaxHeight - 10, t, fntMain.MaxHeight, $FFFFFF ); text_DrawEx( fntMain, tux[ i ].Pos.X, tux[ i ].Pos.Y - fntMain.MaxHeight - 4, 0.75, 0, 'I''m so big...' ); // EN: Render "big" penguin. It must be shifted up, because FX2D_SCALE scale sprite relative to the center. fx2d_SetScale( 1.25, 1.25 ); if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y - 8, 64, 64, 0, tux[ i ].Frame div 2, 255, FX_BLEND or FX2D_FLIPX or FX2D_SCALE ); end else if i = 17 Then begin // EN: Render "tall" penguin using flag FX2D_VCHANGE instead of FX2D_SCALE, and function fx2d_SetVertexes for // shifting upper vertexes of sprite. fx2d_SetVertexes( 0, -16, 0, -16, 0, 0, 0, 0 ); if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2, 255, FX_BLEND or FX2D_FLIPX or FX2D_VCHANGE ); end else if not tux[ i ].Killed then asprite2d_Draw( tux[ i ].Texture, tux[ i ].Pos.X, tux[ i ].Pos.Y, 64, 64, 0, tux[ i ].Frame div 2, 255, FX_BLEND or FX2D_FLIPX );
--- Termina codice ---
nomorelogic:
io ho dei problemi con Alt+Enter: non mi switcha tra fullscreen e finestra :(
sergio:
Scusa , ma Castle non è piu' semplice ? Io non mi trovo molto con ZenGl ! Provo a vedere con castle cosa esce fuori ! Ciao Sergio