From: vinhk AT _nospammer_hotmail DOT com (VinN) Newsgroups: comp.os.msdos.djgpp Subject: Re: Q:Implement of enemy's moves Date: Fri, 20 Mar 1998 09:20:37 GMT Message-ID: <3512330d.5313605@news.hknet.com> References: <75962f0d DOT 35103ad7 AT aol DOT com> MIME-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit NNTP-Posting-Host: 202.67.237.136 Lines: 54 To: djgpp AT delorie DOT com DJ-Gateway: from newsgroup comp.os.msdos.djgpp Precedence: bulk On Wed, 18 Mar 1998 16:21:21 EST, ChrHenz wrote: > >I guess the question is how to implement certain movement-patterns... > >Just an idea... (i haven't tried it and don't know if it is a reasonable way >to do it) > >Perhaps you could create an array of 'modifiers' for the coordinates of your >alien spaceships (or whatever). >(Each array would then define a certain movement-pattern) > >int PosModifiers[2][MAX_LENGHT]; > >Here you could then store values that you would like to add to your X/Y- >Coordinates... > >In your loop to update the enemy positions you could then have something like >this: > >EnemyShip.X+=PosModifiers[0][EnemyShip.ModifierIndex]; >EnemyShip.Y+=PosModifiers[1][EnemyShip.ModifierIndex]; > >For example, if your ship should move straight down, the array would look >like: > 0/1 > 0/1 > 0/1 etc... > >or straight up: > 0/-1 > 0/-1 > 0/-1 etc... > >Using a method like this you could easily alternate moving speed (still >straight down). > 0/1 > 0/2 > 0/3 etc for an acceleration... > >Any comments ? > >Christian. Hi, I've already try something like move_pattern[] & store the define directions(like U=0, UL=1,L=2...R=6,UR=7.) And the enemy have it's own move_pattern[], and my main loop call the routine once for update the enemy's direction & it's moves. But, the result is not good (I think). Did U guys have some example(s)/comment(s) for that ? VinN. sorry about my poor english.