1. Sub Commander Project (Don)
- Posted by Al Getz <Xaxo at aol?co?> Dec 12, 2007
- 519 views
Hi Don, I am just wondering when can we expect to see something that is say the first draft of the program? I was thinking that if you want you can include a location matrix that can be used to tell where the Sub(s) and ships are located on the globe, or even just start with a fictitious flat playing field with 'longitude' and 'latitude' as x and y coord's. Take care, Al E boa sorte com sua programacao Euphoria! My bumper sticker: "I brake for LED's" From "Black Knight": "I can live with losing the good fight, but i can not live without fighting it". "Well on second thought, maybe not."
2. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at pacb?ll.?et> Dec 12, 2007
- 507 views
- Last edited Dec 13, 2007
Al Getz wrote: > > Hi Don, > > > I am just wondering when can we expect to see something that is > say the first draft of the program? > > I was thinking that if you want you can include a location matrix > that can be used to tell where the Sub(s) and ships are located > on the globe, or even just start with a fictitious flat playing field > with 'longitude' and 'latitude' as x and y coord's. > > > Al > > E boa sorte com sua programacao Euphoria! > > > My bumper sticker: "I brake for LED's" >
-- with trace include Win32Lib.ew --include mywin.ew sequence s,cen,fin,ship,stuff integer left,top,box_width,box_height,screen_width, screen_height,remain_width,A,B,r,bot,right,step, ship_dir,ship_loc,yy atom start step=16 start=time() s=getRect(1) screen_width=s[3]-s[1] screen_height=s[4]-s[2] box_height=screen_height-54--for tab bar at bottom box_width=box_height remain_width=screen_width-box_width left=remain_width/2 right=left+box_width top=1 bot=box_height A=floor(box_width/2)+left--x B=floor(box_height/2) --y cen={A,B} r=B constant Window1 = createEx( Window, "Window1", 0, s[1],s[2], s[3], s[4], 0, 0 ) constant Pix=createEx(Pixmap,"", 0, box_height,bot,s[3],bot,0,0 ) constant ButtonFace= rgb( #D4, #CF, #C6 ) procedure mPuts(integer id,integer col,integer row,sequence text) setPenPos(id,col,row) wPuts(id,text) end procedure function p2xy(atom r, atom a) -- polar to xy return {r*sin(a),-r*cos(a)} end function function vector(sequence pt1,sequence pt2)--distance and angle from pt1 to pt2 integer dx,dy atom r,a dx=floor(pt2[1]-pt1[1]) dy=floor(pt2[2]-pt1[2]) r=sqrt(dx*dx+dy*dy) if r=0 then return {0,0} end if if dy<0 then if dx<0 then a=2*PI-arctan(dx/dy) else a=-arctan(dx/dy) end if elsif dy>0 then a=PI-arctan(dx/dy) else --dy=0 (one point above the other); can't use arctan formula if dx<0 then a=3*PI/2 else a=PI/2 end if end if return {r,1800*a/PI} --convert radians to decidegrees end function function get_ship_dir(sequence shp) stuff=vector(cen,shp) return floor(stuff[2]) end function function get_ship_dist(sequence shp) stuff=vector(cen,shp) return floor(stuff[1]) end function ----------------------------setup ship-------------------------------- --sub is heading do North and not moving ship_loc=rand(r) ship_dir=rand(3600) ship=cen+p2xy(ship_loc,ship_dir/1800*PI) -- this the beging ship location ship_dir=rand(3600)--the direction the ship will travel ---------------------------------------------------------------------- procedure print_info1() mPuts(Pix,1,1,sprintf("screen_width=%d",screen_width)) mPuts(Pix,1,12,sprintf("box_width=%d",box_width)) mPuts(Pix,1,24,sprintf("remain=%d",remain_width)) mPuts(Pix,1,36,sprintf("used=%d",box_width+remain_width)) mPuts(Pix,1,48,sprintf("left=%d",left*2)) end procedure procedure print_info2() mPuts(Pix,1,58,sprintf("A=%d",A)) mPuts(Pix,1,70,sprintf("B=%d",B)) mPuts(Pix,1,90,sprintf("12 o'clk=%d,%d,%d,%d",{A,B,A,top})) mPuts(Pix,1,110,sprintf("3 o'clk=%d,%d,%d,%d",{A,B,right,B})) mPuts(Pix,1,130,sprintf("6 o'clk=%d,%d,%d,%d",{A,B,A,bot})) mPuts(Pix,1,150,sprintf("9 o'clk=%d,%d,%d,%d",{A,B,left,B})) mPuts(Pix,1,170,sprintf(" radius=%d",A)) -- mPuts(Pix,1,190,sprintf("circum=%d",pi*r*pi*r)) end procedure procedure print_time() setPenColor(Pix,ButtonFace) drawRectangle(Pix,1,31,210,120,230) setPenColor(Pix,Black) mPuts(Pix,1,210,sprintf("Time=%.2f",time()-start)) end procedure procedure print_ship_info() setPenColor(Pix,ButtonFace) drawRectangle(Pix,1,1,210,100,260) setPenColor(Pix,Black) mPuts(Pix,1,236,sprintf("s[1]=%d s[2]=%d",{ship[1],ship[2]})) mPuts(Pix,1,246,sprintf("deg=%d rad=%d",{get_ship_dir(ship),get_ship_dist(ship)})) end procedure procedure move_dot() ship=ship+p2xy(9,ship_dir/1800*PI) end procedure procedure print_dot() setPenColor(Pix,BrightWhite) ship=floor(ship) drawEllipse(Pix,1,ship[1]-5,ship[2]-5,ship[1]+5,ship[2]+5) end procedure procedure clear_dot() if get_ship_dist(ship) < r then setPenColor(Pix,Black) ship=floor(ship) drawEllipse(Pix,1,ship[1]-5,ship[2]-5,ship[1]+5,ship[2]+5) end if end procedure procedure stall(atom limit) atom stall_time,stall_start stall_start=time() stall_time=0 while stall_time<limit do stall_time=time()-stall_start end while end procedure procedure paint() setPenColor( Pix, Black ) print_info1() drawEllipse( Pix,1 ,left,0,box_width+left,box_height) setPenColor(Pix,Red) setPenWidth(Pix,4) drawEllipse( Pix,0 ,left,0,box_width+left,box_height) setPenWidth(Pix,1) setPenColor(Pix,Yellow) print_info2() fin=cen+p2xy(r,3600/1800*PI)--=pre loop while 1 do print_ship_info() for x=1 to 3600 by step do---- clock loop---------- setPenColor(Pix,Black) drawLine(Pix,cen[1],cen[2],floor(fin[1]),floor(fin[2])) --1st line fin=cen+p2xy(r,x/1800*PI) print_ship_info() yy=get_ship_dir(ship) if get_ship_dist(ship)<r and yy<x+step and yy>x-step then print_dot() end if setPenColor(Pix,Yellow) drawLine(Pix,cen[1],cen[2],floor(fin[1]),floor(fin[2])) --2nd line copyBlt(Window1,0,0,Pix) stall(.01) clear_dot() end for--------------------end clock------------------------ move_dot() print_ship_info() end while end procedure procedure Window1_onPaint(integer self,integer event,sequence parms) paint() end procedure setHandler( Window1, w32HPaint, routine_id("Window1_onPaint")) setHandler( Window1, w32HOpen,routine_id("setup")) WinMain( Window1,Normal )
Don Cole
3. Re: Sub Commander Project (Don)
- Posted by ChrisBurch2 <crylex at freeuk?co.?k> Dec 13, 2007
- 498 views
Hi Don That looks great. However, if I may up the specification stakes, could I ask that you create a function, that takes a list of ship positions, and returns a bitmap of the sonar with the ship positions on. You could use a global sonar position angle to retain the sonar position relative to the ship between one function call and the next. A global buffer would be permissible, so the sonar could be drawn onto it, then the display module could display it. eg
global atom sonar_buffer, angle sonar global function sonar(sequence ship_list) return 0 end function --call sonar from main game loop sonar(ship_position_list) --draw sonar
The media is taking longer to create - because my wife has commandeered my computer for her business in the evening, and my children suddenly have a lot more homework. However, in the periscope, I now have moving waves, and am working on a view rotation effect. Chris
4. Re: Sub Commander Project (Don)
- Posted by Al Getz <Xaxo at a?l.c?m> Dec 13, 2007
- 497 views
Hi again, I guess what i am waiting for is a full program, even a simple one, that works at least to some degree, and uploaded to the archives. I'll need to know what else to download to use it too, and where to find the version needed to run with it. When do you think this will be available? Take care, Al E boa sorte com sua programacao Euphoria! My bumper sticker: "I brake for LED's" From "Black Knight": "I can live with losing the good fight, but i can not live without fighting it". "Well on second thought, maybe not."
5. Re: Sub Commander Project (Don)
- Posted by ChrisBurch3 <crylex at gmai?.?om> Dec 13, 2007
- 511 views
Hi Cheez Al, patience! Besides, I'm going to take you up on your offer of help - you can do the ship AI (Al's AI - geddit) - evasion / fleeing, and aggression when we get to that stage. I'm also pondering the use of Michael Sabal's EuNet for a multiplayer 'experience' - but thats a way down the road yet. Chris
6. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at pac??ll.net> Dec 13, 2007
- 523 views
- Last edited Dec 14, 2007
Al Getz wrote: > > Hi again, > > > I guess what i am waiting for is a full program, even a simple one, > that works at least to some degree, and uploaded to the archives. > I'll need to know what else to download to use it too, and where > to find the version needed to run with it. > > When do you think this will be available? > > > Al > > E boa sorte com sua programacao Euphoria! > > > My bumper sticker: "I brake for LED's" > Hello Al, I don't know I'm just doing the sonar part. Don Cole
7. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at pac?e?l.net> Dec 13, 2007
- 495 views
- Last edited Dec 14, 2007
ChrisBurch2 wrote: > > Hi Don > > That looks great. However, if I may up the specification stakes, could I ask > that you create a function, that takes a list of ship positions, and returns > > a bitmap of the sonar with the ship positions on. > > You could use a global sonar position angle to retain the sonar position > relative to the ship between one function call and the next. > > A global buffer would be permissible, so the sonar could be drawn onto it, > then > the display module could display it. > > eg > }}} <eucode> > global atom sonar_buffer, angle sonar > > global function sonar(sequence ship_list) > > return 0 > end function > > > --call sonar from main game loop > sonar(ship_position_list) > > --draw sonar > > </eucode> {{{ > > The media is taking longer to create - because my wife has commandeered my > computer for her business in the evening, and my children suddenly have a lot > more homework. However, in the periscope, I now have moving waves, and am > working on a view rotation effect. > > Chris Hello Chris. Looks like you need one or two more computers. I know my little woman wants to use the computer to look-up debate results. I say, "Debate Results" , "the election isn't till next year"!!! I can make a function to return multiple ship positions. As I remember the game there are only 3 windows. Keyboard: [p]-pariscope, [s]-sonar and [m]-map. Only one screen can be shown at once. I belive the sunmarine compass can be seen on all screens (common). I don't understand what you mean by module? Don Cole
8. Re: Sub Commander Project (Don)
- Posted by ChrisBurch3 <crylex at gmail?com> Dec 13, 2007
- 514 views
- Last edited Dec 14, 2007
Hi For some reason I can't quote the reply. But we're making it better - download what's in the archives so for, you will see its a re-imagining (like Battlestar Galactica), so I'm making some deviations from the originals. I'm using bitmap, pictures, to create the look. (sort of a Jules Verney woodeny type aluminiumish appearence) The modules are a core concept, so that different people can code independently - however in order for me to gel them together, I need to specify what I want the modules to feed to me, so that I can display / act on them - you are doing the sonar module - so you take some ship positions and feed back a picture of the sonar to me. CK feeds back a map to me with depths so that the submarine has an environment to hunt in. Al, if he's interested, takes some ship objects, does some calculations, and feeds back to me their new positions - and so on. The modules are held in separate include files for ease of cataloging and access. These modules are _fairly_ independent of the graphics library, and I am choosing to use the allegro library for the display functions. I'll upload the most recent iteration here (at some point), because as I said before sourceforge is a pig to use. Chris
9. Re: Sub Commander Project (Don)
- Posted by Derek Parnell <ddparnell at bi?pon?.com> Dec 14, 2007
- 534 views
Don, I did a little reworking on your example code. The main change was to separate painting the screen from the updating of the pixmap. They should be indepenant in order to process Windows messages properly. You should only paint the screen when Windows or your program needs to. The pixmap updating happens outside of that event. To demostrate this you can now use the Numpad + and - keys to speed up and slow down the speed of the radar sweep. Another change you need to do is to make the ship's movement independant of the radar speed. In fact, to 'move the dot' you need to calculate the position of the submarine and the position of the ship(s) based on their individual vectors and speed then translate the difference between the vectors onto the radar scope. Also, I've added a cheesy effect of having the 'dot' fade after the sweep. You cold also add a grid or vector lines onto the scope's screen to aid the player.
-- with trace include Win32Lib.ew --include mywin.ew sequence s,cen,fin,ship,stuff integer left,top,box_width,box_height,screen_width, screen_height,remain_width,A,B,r,bot,right,step, ship_dir,ship_loc,yy,dot_showing,ship_speed atom start atom pifac sequence dot_color, dot_pos integer radarpos radarpos = 0 atom timedelta integer radarspeed pifac = PI/1800 step=16 start=time() s=getRect(Screen) screen_width=s[3]-s[1] screen_height=s[4]-s[2] box_height=screen_height-54--for tab bar at bottom box_width=box_height remain_width=screen_width-box_width left=remain_width/2 right=left+box_width top=1 bot=box_height A=floor(box_width/2)+left--x B=floor(box_height/2) --y cen={A,B} r=B dot_showing = 0 dot_color = {#000000, #001100, #002200, #003300, #004400, #005500, #006600, #007700, #008800, #009900, #00AA00, #00BB00, #00CC00, #00DD00, #00EE00, #00FF00} constant Window1 = createEx( Window, "Window1", 0, s[1],s[2], s[3], s[4], 0, 0 ) constant Pix=createEx(Pixmap,"", 0, box_height,bot,s[3],bot,0,0 ) constant ButtonFace= rgb( #D4, #CF, #C6 ) procedure mPuts(integer id,integer col,integer row,sequence text) setPenPos(id,col,row) wPuts(id,text) end procedure function p2xy(atom r, atom a) -- polar to xy return {r*sin(a),-r*cos(a)} end function function vector(sequence pt1,sequence pt2)--distance and angle from pt1 to pt2 integer dx,dy atom r,a dx=floor(pt2[1]-pt1[1]) dy=floor(pt2[2]-pt1[2]) r=sqrt(dx*dx+dy*dy) if r=0 then return {0,0} end if if dy<0 then if dx<0 then a=2*PI-arctan(dx/dy) else a=-arctan(dx/dy) end if elsif dy>0 then a=PI-arctan(dx/dy) else --dy=0 (one point above the other); can't use arctan formula if dx<0 then a=3*PI/2 else a=PI/2 end if end if return {r,1800*a/PI} --convert radians to decidegrees end function function get_ship_dir(sequence shp) stuff=vector(cen,shp) return floor(stuff[2]) end function function get_ship_dist(sequence shp) stuff=vector(cen,shp) return floor(stuff[1]) end function ----------------------------setup ship-------------------------------- --sub is heading do North and not moving ship_loc=rand(r) ship_dir=rand(3600) ship=cen+p2xy(ship_loc,ship_dir * pifac) -- this the beging ship location ship_dir=rand(3600)--the direction the ship will travel ship_speed=40 + rand(20) ---------------------------------------------------------------------- procedure print_info1() mPuts(Pix,1,1,sprintf("screen_width=%d",screen_width)) mPuts(Pix,1,12,sprintf("box_width=%d",box_width)) mPuts(Pix,1,24,sprintf("remain=%d",remain_width)) mPuts(Pix,1,36,sprintf("used=%d",box_width+remain_width)) mPuts(Pix,1,48,sprintf("left=%d",left*2)) end procedure procedure print_info2() mPuts(Pix,1,58,sprintf("A=%d",A)) mPuts(Pix,1,70,sprintf("B=%d",B)) mPuts(Pix,1,90,sprintf("12 o'clk=%d,%d,%d,%d",{A,B,A,top})) mPuts(Pix,1,110,sprintf("3 o'clk=%d,%d,%d,%d",{A,B,right,B})) mPuts(Pix,1,130,sprintf("6 o'clk=%d,%d,%d,%d",{A,B,A,bot})) mPuts(Pix,1,150,sprintf("9 o'clk=%d,%d,%d,%d",{A,B,left,B})) mPuts(Pix,1,170,sprintf(" radius=%d",A)) -- mPuts(Pix,1,190,sprintf("circum=%d",pi*r*pi*r)) end procedure procedure print_time() setPenColor(Pix,ButtonFace) drawRectangle(Pix,1,31,210,120,230) setPenColor(Pix,Black) mPuts(Pix,1,210,sprintf("Time=%.2f",time()-start)) end procedure procedure print_ship_info() sequence lTextA, lTextB sequence lTextASize, lTextBSize integer lTX, lTY, lTW, lTH lTextA = sprintf("s[1]=%d s[2]=%d",{ship[1],ship[2]}) lTextASize = getTextExtent(Pix, lTextA) lTextB = sprintf("deg=%d rad=%d, spd=%d",{get_ship_dir(ship),get_ship_dist(ship), ship_speed}) lTextBSize = getTextExtent(Pix, lTextB) lTX = 1 lTY = 236 if lTextASize[1] > lTextBSize[1] then lTW = lTextASize[1] else lTW = lTextBSize[1] end if lTH = lTextASize[2] * 2 setPenColor(Pix,ButtonFace) drawRectangle(Pix,1, lTX, lTY - lTextASize[2], lTX + lTW + 10 , lTY + lTH * 2) setPenColor(Pix,Black) mPuts(Pix,lTX, lTY, lTextA) mPuts(Pix,lTX, lTY + lTH, lTextB) end procedure procedure move_dot() ship=ship+p2xy(9,ship_dir * pifac) end procedure procedure clear_dot() if dot_showing > 1 then dot_showing -= 1 setPenColor(Pix, dot_color[dot_showing]) ship=floor(ship) drawEllipse(Pix,1,dot_pos[1], dot_pos[2], dot_pos[3],dot_pos[4]) end if end procedure with trace procedure print_dot() integer prob if dot_showing > 1 then dot_showing = 2 clear_dot() end if -- Calculate probabilty of seeing ship depending on radar speed. -- The faster the radar the less likely to see the ship. -- Speed 1 (slowest) --> probability: 105% -- Speed 300 (fastest) --> probability: 10% prob = 301 - radarspeed prob = floor(power(prob,3)/200000-(power(prob,2))/416+prob/1.7+10) if rand(100) >= prob then return end if setPenColor(Pix, dot_color[$]) ship=floor(ship) dot_pos = {ship[1]-5,ship[2]-5,ship[1]+5,ship[2]+5} drawEllipse(Pix, 1, dot_pos[1], dot_pos[2], dot_pos[3],dot_pos[4]) dot_showing = length(dot_color) + 1 end procedure procedure UpdateRadar() sequence lNewFin atom lNewTime -- Only update the screen every 100th of a second. lNewTime = time() if lNewTime - timedelta < 0.01 then return end if timedelta = lNewTime if dot_showing > 0 then clear_dot() end if lNewFin = floor(cen+p2xy(r,radarpos * pifac) ) radarpos += radarspeed if compare(lNewFin, fin) = 0 then return end if if radarpos <= radarspeed then print_ship_info() end if setPenColor(Pix,Black) drawLine(Pix,cen[1],cen[2], fin[1], fin[2]) --1st line print_ship_info() fin = lNewFin if get_ship_dist(ship) < r then yy = get_ship_dir(ship) if yy <= radarpos + radarspeed then if yy >= radarpos - radarspeed then print_dot() end if end if end if setPenColor(Pix,Yellow) drawLine(Pix, cen[1], cen[2], fin[1], fin[2]) --2nd line repaintFG(Window1) if radarpos >= 3600 then move_dot() radarpos = 0 end if end procedure setHandler( Window1, w32HTimer, routine_id("Window1_onTimer")) procedure Window1_onPaint(integer self,integer event,sequence parms) copyBlt(Window1,0,0,Pix) end procedure setHandler( Window1, w32HPaint, routine_id("Window1_onPaint")) procedure Window1_onKeyDown(integer self,integer event,sequence parms) if parms[1] = VK_ADD then -- Numpad + -- Increase radar speed by 25% radarspeed += floor(radarspeed * 0.25) + 1 if radarspeed > 300 then radarspeed = 300 end if elsif parms[1] = VK_SUBTRACT then -- Numpad - -- Decrease radar speed by 25% radarspeed -= floor(radarspeed * 0.25) + 1 if radarspeed < 1 then radarspeed = 1 end if end if end procedure setHandler( Window1, w32HKeyDown, routine_id("Window1_onKeyDown")) procedure setup(integer self,integer event,sequence parms) setPenColor( Pix, Black ) print_info1() drawEllipse( Pix,1 ,left,0,box_width+left,box_height) setPenColor(Pix,Red) setPenWidth(Pix,4) drawEllipse( Pix,0 ,left,0,box_width+left,box_height) setPenWidth(Pix,1) setPenColor(Pix,Yellow) print_info2() fin = floor(cen+p2xy(r,3600 * pifac))--=pre loop timedelta = time() radarspeed = 40 while getControlInfo(self, CONTROLINFO_closed) != 1 do doEvents(0) UpdateRadar() end while end procedure setHandler( Window1, w32HActivate,routine_id("setup")) WinMain( Window1,Normal )
-- Derek Parnell Melbourne, Australia Skype name: derek.j.parnell
10. Re: Sub Commander Project (Don)
- Posted by ChrisBurch2 <crylex at freeuk.co.??> Dec 14, 2007
- 526 views
Derek Parnell wrote: > > Don, > I did a little reworking on your example code. > > The main change was to separate painting the screen from the updating of the > pixmap. They should be indepenant in order to process Windows messages > properly. > You should only paint the screen when Windows or your program needs to. The > pixmap updating happens outside of that event. To demostrate this you can now > use the Numpad + and - keys to speed up and slow down the speed of the radar > sweep. > > Another change you need to do is to make the ship's movement independant of > the radar speed. In fact, to 'move the dot' you need to calculate the position > of the submarine and the position of the ship(s) based on their individual > vectors > and speed then translate the difference between the vectors onto the radar > scope. > > > Also, I've added a cheesy effect of having the 'dot' fade after the sweep. > > You cold also add a grid or vector lines onto the scope's screen to aid the > player. ><snip> > -- > Derek Parnell > Melbourne, Australia > Skype name: derek.j.parnell You've just been added to The Sub Commander Project's list of contributors Chris
11. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at ?acbel?.net> Dec 14, 2007
- 501 views
Derek Parnell wrote: > > Don, > I did a little reworking on your example code. > > The main change was to separate painting the screen from the updating of the > pixmap. They should be indepenant in order to process Windows messages > properly. > You should only paint the screen when Windows or your program needs to. The > pixmap updating happens outside of that event. To demostrate this you can now > use the Numpad + and - keys to speed up and slow down the speed of the radar > sweep. > > Another change you need to do is to make the ship's movement independant of > the radar speed. In fact, to 'move the dot' you need to calculate the position > of the submarine and the position of the ship(s) based on their individual > vectors > and speed then translate the difference between the vectors onto the radar > scope. > > > Also, I've added a cheesy effect of having the 'dot' fade after the sweep. > Actually I did that with 8 shades of gray, but took it out as it seemed to be to much. I haven't tried you upgraded code yet, but will. Thanks Derek. > You cold also add a grid or vector lines onto the scope's screen to aid the > player. > [snip]
12. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at p?cbell.?et> Dec 14, 2007
- 536 views
ChrisBurch3 wrote: > > > Hi > > For some reason I can't quote the reply. > > But we're making it better - download what's in the archives so for, you will > see > its a re-imagining (like Battlestar Galactica), so I'm making some deviations > from the originals. > > I'm using bitmap, pictures, to create the look. (sort of a Jules Verney > woodeny > type aluminiumish appearence) > > The modules are a core concept, so that different people can code > independently > - however in order for me to gel them together, I need to specify what I want > > the modules to feed to me, so that I can display / act on them - you are > doing the sonar module - so you take some ship positions and feed back a > picture of the sonar to me. CK feeds back a map to me with depths so that > the submarine has an environment to hunt in. Al, if he's interested, takes > some ship objects, does some calculations, and feeds back to me their new > positions - and so on. The modules are held in separate include files for > ease of cataloging and access. > > These modules are _fairly_ independent of the graphics library, and I am > choosing to use the allegro library for the display functions. I'll upload > the most recent iteration here (at some point), because as I said before > sourceforge is a pig to use. > > Chris Hello Chris, Looks like I have to download Allegro and euallegro ffor study. Don Cole
13. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at pac?ell.n?t> Dec 14, 2007
- 503 views
Derek Parnell wrote: > > Don, > I did a little reworking on your example code. > Thank again Derek, I was looking for this kind of feedback because I thought there must be a better way. I did this in a hurry for Al. Don Cole
14. Re: Sub Commander Project (Don)
- Posted by Al Getz <Xaxo at aol.c??> Dec 14, 2007
- 507 views
ChrisBurch3 wrote: > > Hi > > Cheez Al, patience! > > Besides, I'm going to take you up on your offer of help - you can do the ship > AI (Al's AI - geddit) - evasion / fleeing, and aggression when we get to that > stage. > > I'm also pondering the use of Michael Sabal's EuNet for a multiplayer > 'experience' - but thats a way down the road yet. > > Chris Hi Chris, I guess you missed my post where i stated that i would work as a debugger and not really anymore as a code contributor, but if it goes well and i see something that i think i can add that doesnt take too long i'll surely add it in. What i need though is a list of required support programs/source code and where to download the correct version(s) for the Sub Commander project files to run. As of now i still dont have that list so if you could provide that that would be nice. I'd like to try to run the code posted so far and i guess i can do that as soon as i know what i need to go with it. I guess it requires WinLib for example? What version and where to get the required source code? Take care, Al E boa sorte com sua programacao Euphoria! My bumper sticker: "I brake for LED's" From "Black Knight": "I can live with losing the good fight, but i can not live without fighting it". "Well on second thought, maybe not."
15. Re: Sub Commander Project (Don)
- Posted by don cole <doncole at pacb?l?.net> Dec 14, 2007
- 536 views
- Last edited Dec 15, 2007
ChrisBurch3 wrote: > > > Hi > > For some reason I can't quote the reply. > > But we're making it better - download what's in the archives so for, you will > see > its a re-imagining (like Battlestar Galactica), so I'm making some deviations > from the originals. > > I'm using bitmap, pictures, to create the look. (sort of a Jules Verney > woodeny > type aluminiumish appearence) > > The modules are a core concept, so that different people can code > independently > - however in order for me to gel them together, I need to specify what I want > > the modules to feed to me, so that I can display / act on them - you are > doing the sonar module - so you take some ship positions and feed back a > picture of the sonar to me. CK feeds back a map to me with depths so that > the submarine has an environment to hunt in. Al, if he's interested, takes > some ship objects, does some calculations, and feeds back to me their new > positions - and so on. The modules are held in separate include files for > ease of cataloging and access. > > These modules are _fairly_ independent of the graphics library, and I am > choosing to use the allegro library for the display functions. I'll upload > the most recent iteration here (at some point), because as I said before > sourceforge is a pig to use. > > Chris Hello again Chris. When I run your SubmaineCommader Program from the archives I get "can't find euallegro.ew". And I can't, not in the archives anyway. Don Cole
16. Re: Sub Commander Project (Don)
- Posted by ChrisBurch3 <crylex at gma?l.?om> Dec 14, 2007
- 514 views
- Last edited Dec 15, 2007
Al Getz wrote: > > ChrisBurch3 wrote: > > > > Hi > > > > Cheez Al, patience! > > > > Besides, I'm going to take you up on your offer of help - you can do the > > ship > > AI (Al's AI - geddit) - evasion / fleeing, and aggression when we get to > > that > > stage. > > > > I'm also pondering the use of Michael Sabal's EuNet for a multiplayer > > 'experience' - but thats a way down the road yet. > > > > Chris > > > Hi Chris, > > > I guess you missed my post where i stated that i would work as a > debugger and not really anymore as a code contributor, but if it > goes well and i see something that i think i can add that doesnt > take too long i'll surely add it in. > Chicken! (heh heh) Actually, no I didn't miss the post - just teasing. Contribute as much as you feel able to. No pressure here, but equally, it shall be done when its done! > What i need though is a list of required support programs/source code > and where to download the correct version(s) for the Sub Commander > project files to run. As of now i still dont have that list so if > you could provide that that would be nice. I'd like to try to run > the code posted so far and i guess i can do that as soon as i know > what i need to go with it. I guess it requires WinLib for example? > What version and where to get the required source code? > Doesn't use win32lib. Using the euallegro 0.3 library, all courtesy of Ray Smith (sadly departed from the eu community). I'm going to re upload the package, including an allegro help file (very useful), all the demos, and the example games. Because I don't like sourceforge (too stupid to use it). Anyone who wants to write quick and simple games should look no further than euallegro, or the sdl libraries. (personal opinion - euallegro is the simpler of the two) euallegro is not complete, but complete enough to do everything most people would need it to do. Chris > > Al > > E boa sorte com sua programacao Euphoria! > > > My bumper sticker: "I brake for LED's" >
17. Re: Sub Commander Project (Don)
- Posted by ChrisBurch3 <crylex at gma?l?com> Dec 14, 2007
- 504 views
- Last edited Dec 15, 2007
don cole wrote: > > ChrisBurch3 wrote: > > > > > > Hi > > > > For some reason I can't quote the reply. > > > > But we're making it better - download what's in the archives so for, you > > will > > see > > its a re-imagining (like Battlestar Galactica), so I'm making some > > deviations > > from the originals. > > > > I'm using bitmap, pictures, to create the look. (sort of a Jules Verney > > woodeny > > type aluminiumish appearence) > > > > The modules are a core concept, so that different people can code > > independently > > - however in order for me to gel them together, I need to specify what I > > want > > > > the modules to feed to me, so that I can display / act on them - you are > > doing the sonar module - so you take some ship positions and feed back a > > picture of the sonar to me. CK feeds back a map to me with depths so that > > the submarine has an environment to hunt in. Al, if he's interested, takes > > some ship objects, does some calculations, and feeds back to me their new > > positions - and so on. The modules are held in separate include files for > > ease of cataloging and access. > > > > These modules are _fairly_ independent of the graphics library, and I am > > choosing to use the allegro library for the display functions. I'll upload > > the most recent iteration here (at some point), because as I said before > > sourceforge is a pig to use. > > > > Chris > > Hello again Chris. > > When I run your SubmaineCommader Program from the archives I get "can't find > euallegro.ew". And I can't, not in the archives anyway. > > > Don Cole Hi Don See last reply Chris
18. Re: Sub Commander Project (Don)
- Posted by Al Getz <Xaxo at ao?.?om> Dec 15, 2007
- 503 views
ChrisBurch3 wrote: > > Al Getz wrote: > > > > ChrisBurch3 wrote: > > > > > > Hi > > > > > > Cheez Al, patience! > > > > > > Besides, I'm going to take you up on your offer of help - you can do the > > > ship > > > AI (Al's AI - geddit) - evasion / fleeing, and aggression when we get to > > > that > > > stage. > > > > > > I'm also pondering the use of Michael Sabal's EuNet for a multiplayer > > > 'experience' - but thats a way down the road yet. > > > > > > Chris > > > > > > Hi Chris, > > > > > > I guess you missed my post where i stated that i would work as a > > debugger and not really anymore as a code contributor, but if it > > goes well and i see something that i think i can add that doesnt > > take too long i'll surely add it in. > > > Chicken! (heh heh) Actually, no I didn't miss the post - just teasing. > Contribute as much as you feel able to. No pressure here, but equally, it > shall be done when its done! > > > What i need though is a list of required support programs/source code > > and where to download the correct version(s) for the Sub Commander > > project files to run. As of now i still dont have that list so if > > you could provide that that would be nice. I'd like to try to run > > the code posted so far and i guess i can do that as soon as i know > > what i need to go with it. I guess it requires WinLib for example? > > What version and where to get the required source code? > > > > Doesn't use win32lib. Using the euallegro 0.3 library, all courtesy > of Ray Smith (sadly departed from the eu community). > > I'm going to re upload the package, including an allegro help file (very > useful), all the demos, and the example games. Because I don't like > sourceforge (too stupid to use it). Anyone who wants to write quick and simple > games should look no further than euallegro, or the sdl libraries. (personal > opinion - euallegro is the simpler of the two) > > euallegro is not complete, but complete enough to do everything most people > > would need it to do. > > Chris > > > > > Al > > > > E boa sorte com sua programacao Euphoria! > > > > > > My bumper sticker: "I brake for LED's" > > Hi again, Doesnt use WinLib? Well Don's code seems to use it right? Take care, Al E boa sorte com sua programacao Euphoria! My bumper sticker: "I brake for LED's" From "Black Knight": "I can live with losing the good fight, but i can not live without fighting it". "Well on second thought, maybe not."
19. Re: Sub Commander Project (Don)
- Posted by c.k.lester <euphoric at c?lester.co?> Dec 15, 2007
- 507 views
ChrisBurch3 wrote: > > Doesn't use win32lib. Using the euallegro 0.3 library, all courtesy > of Ray Smith (sadly departed from the eu community). You should use Mark Akita's SDL package. AWESOME!
20. Re: Sub Commander Project (Don)
- Posted by ChrisBurch3 <crylex at g?ail.co?> Dec 15, 2007
- 504 views
Al Getz wrote: > Hi again, > > Doesnt use WinLib? Well Don's code seems to use it right? > > > Al > > E boa sorte com sua programacao Euphoria! > > > My bumper sticker: "I brake for LED's" > And ChrisBurch3 wrote: > > Doesn't use win32lib. Using the euallegro 0.3 library, all courtesy > of Ray Smith (sadly departed from the eu community). >You should use Mark Akita's SDL package. AWESOME! Heh heh - I knew this would happen! I've set the specs back at the beginning. No one else needs to handle any display issues. You can use your own display handling libs to test your code, but what I want back is clearly defined - I'll do the rest. (which I'm quite happy to do) Yes Mark's SDL lib is awesome - but I'm more familiar with allegro, and I wanted to explore it further - it's a very capable library. Yes, Don's code uses win32 lib - but allegro doesn't need to, and I'm not using win32 lib (nothing against it - it also is awesome). So by all means use win32lib to test your algorithms, as long as I can have the modules feed back what I want, then thats the specs fulfilled. This is beginning to sound like some commercial boss manager thing - its meant to be a bit of spare cycle fun (honest, I'm writing this with a big smile on my face) So, to re iterate, the game is not, at the moment, going to use win32lib, or SDL. And we are going to have fun. Chris
21. Re: Sub Commander Project (Don)
- Posted by Matt Lewis <matthewwalkerlewis at ?mail.com> Dec 15, 2007
- 527 views
ChrisBurch3 wrote: > > And we are going to have fun. Or else. Matt