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Mail Archives: djgpp/1997/06/03/09:41:45

Message-ID: <c=GB%a=_%p=Indigo_Active_Vi%l=CRIANLARICH-970603134418Z-92@crianlarich.Indigo>
From: Robert Humphris <r DOT humphris AT indigo-avs DOT com>
To: "'Mark T Logan'" <fwec AT juno DOT com>,
"'Art S. Kagel'"
<kagel AT ns1 DOT bloomberg DOT com>,
"'Cesar Scarpini Rabak'"
<csrabak AT dce03 DOT ipt DOT br>
Cc: "'adalee AT sendit DOT sendit DOT nodak DOT edu'" <adalee AT nodak DOT edu>,
"'djgpp AT delorie DOT com'" <djgpp AT delorie DOT com>
Subject: RE: Quake vs. Demos
Date: Tue, 3 Jun 1997 14:44:18 +0100
Encoding: 69 TEXT

Further to my previous posting, think about this...

A tank similar to those found in C&C...

class tankObject : public gameObject
{
  protected:
    int CurrentPositionX, CurrentPositionY, direction,
requiredPositionX, requiredPositionY;
    // some pointers to hold the bit maps of the tank
    int requestedOrders;

  public;
     tankObject( mapObject *currentMapPtr; bitmapList
*listOfTankBitmapsPtr; int startingX, int startingY );
     // the tank object is instanciated with a pointer to the map, a
list of bitmap pointers, and its position on the map
     // at instanciation time the tank selects the pointer to the
starting bitmap, that say of a tank pointing north

     void setOrders( int orderPositionX, int orderPositionY, int action
);
     // the orders given to the tank are: where we want the tank to go,
and what we want it to do when it gets there..
     // in this method the tank will evaluate the direction that it must
take, select the appropriate bitmap image of itself
     // as well as perhaps do some other calculations, and posibly play
a "ready sir" type WAV file

     void dutyCycle();
     // in the duty cycle the tank the tank will move along its route,
check for items on the map within an area that may be of interest
     // such as enemy objects, obsticles etc and blit its current bitmap
to the screen buffer

    ....
};


Now if we set a number of these tanks off in life...
typedef tankObject * tankObjectPtr;
int main()
{
  ....
  tankObjectPtr  a, b, c, d, e, f;
  
  a = new tankObject( &map, bitmapsPtr, 10, 10 );
  // set up b - f

  a->setOrders( 100, 200, ATTACK );
  b->setOrders( 20, 200, GUARD );
  ....

  // then in the game loop
  for( i=xxx; i=0; i--)
  {
     ...
     a->dutyCycle();
     b->dutyCycle();

etc.

The tanks would move around the screen quite nicely thank-you very much
I know that this is not a proovable game, but I though that I would put
my money where my mouth is and show
what I meant

Rob Humphris
>

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