| BubbaJones | 
                Posted - Jun 17 2004 : 1:39:57 PM  Hi guys and gals , first off i started off to make a game like bosconian but I decided part way through that it wasn't enough of a chalenge so it's now a cross between armada and homeworld, sorry about runon sentences :). Anyways I have lots of pieces of it started but am not really sure what I should do next. so i'll list the stuff that's working and hopefully get some feedback on where to go next.
  my sprite type
  Private Type Sprite ' '     iSurfIndex As Single          'surface to use to define entity ' *** Process this entity     Alive As Boolean            'Am I Alive.     EntityType As Single        'what type of entity am I, See ThinkEntity(EntityType,                                 'entitynumber)     Dieing As Boolean           'i'm mortaly wounded , .Movement= false, play explosion sequence then     Movement As Boolean         'true=normal, False no shooting, velocity and angle remain                                 'constant, basicly coast, explode.. ' ' *** Alpha and color     AlphaBlendingOn As Boolean  'True = alpha enabled     Alpha As Single             'alpha 0 seethrough - 1 solid     R As Single                 '0-1 , 1=no effect on this color     G As Single     B As Single ' ' *** Scaling and angle/ velocity...     ScaleFactor As Single       '1=normal, 2=double, .5=half size etc.. '     Angle As Single             'Current Angle.     RotVel As Single        'Rotational Velocity.     MaxRotVel As Single     'Max Rotational Velocity.     DestAngle As Single     'Desired Angle. ' *** Mouse Stuff      MouseIsOverMe As Boolean ' ' *** Position / size Stuff     x As Single             'Curent X Position.     Y As Single             'Current Y Position.     Width As Integer        'Width of Sprite.     Height As Integer       'Height of Sprite.     XVel As Single          'Current X Velocity.     YVel As Single          'Current Y Velocity.     MaxXVel As Single       'Max X Speed.     MaxYVel As Single       'Max Y Speed. ' ' *** Auto Pilot / Seek Dest and or EnemyEntity     AutoPilot As Boolean    'True = use cords and such to move **marked with *     DestXCord As Single     '*If AutoPilot then Home in on this X Cord.     DestYCord As Single     '*If Autopilot then Home in on this Y Cord. ' ' *** Distance Traveled / total Range     TotalDistTraveled As Single 'distance traveled,, missile??     TotalRange As Single    'My Max Range ' ' *** Colission Detections     CenterPointX As Single           'X middle of surface for circle collision detection     CenterPointY As Single           'Y middle of surface for circle collision detection     Radius As Single     iCirCollisionOffsetX As Single     iCirCollisionOffsetY As Single     iCirCollisionRadius As Single     iCollisionBoxTopX As Integer     iCollisionBoxTopY As Integer     iCollisionBoxBottomX As Integer     iCollisionBoxBottomY As Integer ' ' *** Damage / Repair     DamageRecieved As Single    'damage taken     DamageRegenRate As Single   'repair rate - from DamageRecieved ' ' *** Whats Around me and how dangerous is it here     FriendlyShipsNearMe As Single     EnemyShipsNearMe As Single     AverageFriendlyFirePowerNearMe As Single     AverageEnemyFirePowerNearMe As Single ' '     ' *** LEFTOVER CRAP TRY TO REMOVE THEM ***     ObjectType As Integer   '0=player,1=enemy,2=PlayerBullet,3=playerBullet
      ScaleInc As Single     FadeInc As Single End Type
 
  working stuff:
  dx8 startup load surfaces read text file and assign surfaces to sprites etc. load map?  draw map in background and scroll so selected 'entity' is in the middle of window, shown at proper cords. draw hud draw/move mouse and check buttons read keypresses use qpc to timebased movement
 
  when you add an entity the game , gives each entity a chance to think like
  am i alive  what is my purpose if i'm moving than move if i'm near the edge of the map turn around What am I suppost to be doing '''''''''''''''''''''''''''''''''''''''''''''''''''
 
 
  Download Attachment:  screenshot.jpg 14.86 KB i'm having trouble figuring out how I should set up collision detection, I know how to do rect and circle, I mean like 
  'ENTITY: need to know how far away from each other , each entity knows it's '    x,y position of the top left corner , speed and direction ,current target/dest '    and how tall and wide it is. ' 'BULLET: Bullets cannot colide they travel so far so fast and hit or fadeout, '    there will be a lot of bullets '    knows it 's x,y position of the top left corner , speed and direction and how '    tall and wide it is. ' 'MISSILE: Missiles can be shot and can explode other missiles with blast. '    knows it 's x,y position of the top left corner , speed and direction ,current target '    and how tall and wide it is. ' 'WORLD:  Things that pre-exist in game world : Planets , Moons , Sun , Anything the '    player wouldn 't make ... '    knows it 's x,y position of the top left corner and how tall and wide '    it is. ' '
  my idea is since each entity knows where it is and enemy and player stuff is kept seperate , checking for collision should be pretty simple, but what i'm having trouble visualising is how to make a 'threat map' type grid that contains information like  number of enemy units whithin x units number of friendly units whithin x units path to tatget/dest enemy / friendly weapon strength
 
 
 
  geesh i'm not even sure what i said. any suggestions? | 
               
              
                
               
              
                | Sr. Guapo | 
                Posted - Jun 17 2004 : 9:07:30 PM  Use the [ code ][ /code ] tags (without spaces). I am having trouble sorting through it all   | 
               
              
                | Eric Coleman | 
                Posted - Jun 17 2004 : 4:09:55 PM  I'm not really sure what you said either. | 
               
              
                | 2dcoder | 
                Posted - Jun 17 2004 : 2:45:57 PM  Time to read some books on game programming. ;) | 
               
             
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