big10p, I want to thank you, I had a read through your code, and it looks like I will be able to use some of it, even though it will need to be heavily modified, since I have multiple levels of objects, such as they start off as spheres, you hit them, they turn into either fruit items, or (?) items, or pieces to a puzzle, which you must construct in the correct order in the timelimit in order to complete the level. But you did fill in alot of holes for me, such as a different way to do the mouse movement, and a better way to check for collisions and multiple objects connected and removing them etc..
Also after looking at your code, I am rewriting almost all of my code, restructuring for the additions to the story line and the puzzle pieces etc.. I am using your ideas for using const ID's to identify different items, but also adding different handle's to point to which ever animation or stopped state the model for that item is in, this will allow me to add particle fx, or spinning motions, very easily, and I added fields for start and stop frames for each animation, linked to each items state.
I have a good handle on how to make this all work together now, before what I had was a part of a game, similar to yours, only using my models, and the movement worked, and the taking single items away and points worked, and my timer code worked. So, now from that learning experience,
Over the next couple of days or so, I will be doing a complete rewrite, starting from some core pseudo code, and some concepts I picked up from you, and this weekend while with the wife at the flea market, on the portable I will integrate the new functions, test, modify, hopefully complete the new engine code.
Thanks for the moral support, and the coding help. I really appreciate it. Once I get into a code lockdown, I will post some of the code, and some screen shots to show you any progress made.
I am kind of puzzled at some of your code though, like why when your moving you always use *2 or +2 or -2 for everything. I'm assuming it has to do with your player offset code.
I had to rewrite alot of my code anyways since, I found out by trial and error, that the reason for my errors, was the fact that my grid, that I also am reading from data statements, somehow got turned around, so the direction numbers 1-4 were not located where they were supposed to be. I learned this from the shooting code, I had missing item checking code, so when I would shoot from a side,
visual blitz would stop me, and show me that that particular item did not exist, and when I checked the if statement, it was a different direction than where I supposedly was. So error go, this is most likely why my pivot positioning and stuff was not working perfectly 100% of the time.
But again, thanks, I really appreciate you giving me some pointers to work from.
Ken
Also after looking at your code, I am rewriting almost all of my code, restructuring for the additions to the story line and the puzzle pieces etc.. I am using your ideas for using const ID's to identify different items, but also adding different handle's to point to which ever animation or stopped state the model for that item is in, this will allow me to add particle fx, or spinning motions, very easily, and I added fields for start and stop frames for each animation, linked to each items state.
I have a good handle on how to make this all work together now, before what I had was a part of a game, similar to yours, only using my models, and the movement worked, and the taking single items away and points worked, and my timer code worked. So, now from that learning experience,
Over the next couple of days or so, I will be doing a complete rewrite, starting from some core pseudo code, and some concepts I picked up from you, and this weekend while with the wife at the flea market, on the portable I will integrate the new functions, test, modify, hopefully complete the new engine code.
Thanks for the moral support, and the coding help. I really appreciate it. Once I get into a code lockdown, I will post some of the code, and some screen shots to show you any progress made.
I am kind of puzzled at some of your code though, like why when your moving you always use *2 or +2 or -2 for everything. I'm assuming it has to do with your player offset code.
I had to rewrite alot of my code anyways since, I found out by trial and error, that the reason for my errors, was the fact that my grid, that I also am reading from data statements, somehow got turned around, so the direction numbers 1-4 were not located where they were supposed to be. I learned this from the shooting code, I had missing item checking code, so when I would shoot from a side,
visual blitz would stop me, and show me that that particular item did not exist, and when I checked the if statement, it was a different direction than where I supposedly was. So error go, this is most likely why my pivot positioning and stuff was not working perfectly 100% of the time.
But again, thanks, I really appreciate you giving me some pointers to work from.
Ken