1. Programming for Iguanas

"It's about time someone wrote a programming language
 worthy of us iguanas."
Introducting my new Euphoria page:

------------------------------------------------------------
Visit Iguana Games.
http://cub.kcnet.org/~jnichols/hugo/
  -- Jerry and The Ig

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2. Re: Programming for Iguanas

Jerome T. Nichols wrote:

> Introducting my new Euphoria page:
> http://members.xoom.com/jerryn/euphoria/index.html

The Othello game is *very* nice. I've been wondering when people would
notice that color bitmaps could be loaded. smile

I had a small problem running the code, however:

1. Your instructions didn't mention using '-d' when unzipping
2. Long file names are not supported by all versions of PKUNZIP.

I'd suggest using short file names, and placing everything in the same
directory.

Could you explain why you need to use drawBm instead of drawBitmap? I didn't
look at your code too deeply, but I'd be glad to change the code if it makes
sense.

Nice work!

-- David Cuny

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3. Re: Programming for Iguanas

> The Othello game is *very* nice. I've been wondering when people would
> notice that color bitmaps could be loaded. smile
>
Thank you very much. I'm glad you liked it.

> I had a small problem running the code, however:
>
> 1. Your instructions didn't mention using '-d' when unzipping
> 2. Long file names are not supported by all versions of PKUNZIP.
>
> I'd suggest using short file names, and placing everything in the same
> directory.
>
Thanks for the suggestion, perhaps I'll do that when I repost it.


> Could you explain why you need to use drawBm instead of drawBitmap? I didn't
> look at your code too deeply, but I'd be glad to change the code if it makes
> sense.
>
This is a more complicated question. The person who wrote
the original Java prog. had a very clever way of creating
the 3d effect. If you look at the bitmaps used, there are 4
separate complete boards. 1) with all white pieces, 2) with
all black pieces, 3) with all of a 3th color for marking
legal moves and 4) an empty board. First the empty board is
output completely then according to an internal table of
coordinates (they're different for each row) it copies 1
squire at a time from the corresponding position in the
appropriate image(1,2,3 or 4) to the screen. That is to say,
for every move an arbitrary block in one of the 4 images
must be moved to the corresponding coordinates on the
screen. From what I saw of drawBitmap it only drew the
complete bitmap. I just arbitrary decided to modifier a copy
of drawBitmap to do that. In the original Java prog. he did
it by 1st setting the clipping rectangle to the preselected
coordinates then coping the hole image, but, at the time, I
couldn't think of how else to set the clipping rectangle.
Any suggestion I'd be glad to hear them, I not well versed
on windows API.

I think this also helps to explan why few othello games are
done this way  :)

------------------------------------------------------------
Visit Iguana Games.
http://cub.kcnet.org/~jnichols/hugo/
  -- Jerry and The Ig

new topic     » goto parent     » topic index » view message » categorize

4. Re: Programming for Iguanas

> The Othello game is *very* nice. I've been wondering when people would
> notice that color bitmaps could be loaded. smile
>
Thank you very much. I'm glad you liked it.

> I had a small problem running the code, however:
>
> 1. Your instructions didn't mention using '-d' when unzipping
> 2. Long file names are not supported by all versions of PKUNZIP.
>
> I'd suggest using short file names, and placing everything in the same
> directory.
>
Thanks for the suggestion, perhaps I'll do that when I repost it.


> Could you explain why you need to use drawBm instead of drawBitmap? I didn't
> look at your code too deeply, but I'd be glad to change the code if it makes
> sense.
>
This is a more complicated question. The person who wrote
the original Java prog. had a very clever way of creating
the 3d effect. If you look at the bitmaps used, there are 4
separate complete boards. 1) with all white pieces, 2) with
all black pieces, 3) with all of a 3th color for marking
legal moves and 4) an empty board. First the empty board is
output completely then according to an internal table of
coordinates (they're different for each row) it copies 1
squire at a time from the corresponding position in the
appropriate image(1,2,3 or 4) to the screen. That is to say,
for every move an arbitrary block in one of the 4 images
must be moved to the corresponding coordinates on the
screen. From what I saw of drawBitmap it only drew the
complete bitmap. I just arbitrary decided to modifier a copy
of drawBitmap to do that. In the original Java prog. he did
it by 1st setting the clipping rectangle to the preselected
coordinates then coping the hole image, but, at the time, I
couldn't think of how else to set the clipping rectangle.
Any suggestion I'd be glad to hear them, I not well versed
on windows API.

I think this also helps to explan why few othello games are
done this way  :)


------------------------------------------------------------
Visit Iguana Games.
http://cub.kcnet.org/~jnichols/hugo/
  -- Jerry and The Ig

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