ok lets talk pacman

tinytim
03-08-2002, 10:40 AM
lets ask how to tell the computrer that when you press the up arrow you move up

wild wolf
03-08-2002, 12:05 PM
follow this link (http://www.visualbasicforum.com/showthread.php?s=&threadid=20564)

Iceplug
03-08-2002, 04:19 PM
Are we finished talking?:)

tinytim
03-11-2002, 11:07 AM
ok that helped now how do you put limitations on it like this is a wall you can't walk through it

wild wolf
03-11-2002, 11:31 AM
a quick search for collision detectin in the forum and i get this results click here (http://www.visualbasicforum.com/search.php?s=&action=showresults&searchid=15201&sortby=lastpost&sortorder=descending)

tinytim
03-12-2002, 10:33 AM
you please give example code not to offend you but to keep the information on this thread so those who look over it are not blindly wondering around all over the website

Thinker
03-12-2002, 10:41 AM
Hey! "blindly wondering around all over the website" is what this
website is here for. There is nothing wrong with that. :D

tinytim
03-12-2002, 10:42 AM
this is what i have so far
Private Sub Picture1_KeyUp(KeyCode As Integer, Shift As Integer)
If KeyCode = vbKeyUp Then
Picture1.Top = Picture1.Top - 80
End If
If KeyCode = vbKeyEscape Then
End
End If
If KeyCode = vbKeyDown Then
Picture1.Top = Picture1.Top + 80
End If
If KeyCode = vbKeyLeft Then
Picture1.Left = Picture1.Left - 80
End If
If KeyCode = vbKeyRight Then
Picture1.Left = Picture1.Left + 80
End If
End Sub

tinytim
03-12-2002, 10:46 AM
yes but i would like to keep information on the subject in my thread for futre reffrence and if every one starts puting serches on here but no code you will be continnually searching and not finding answers:D

Squirm
03-12-2002, 11:01 AM
Why take the time to repost example code when you could more easily just provide a link to existing code?

Also, you might be interested to learn to use the Select Case programming structure instead of all those If blocks..... :)

tinytim
03-12-2002, 11:13 AM
i typed this my self ok

ChiefRedBull
03-12-2002, 02:00 PM
Good. Well done....

Is it working?

Teric
03-12-2002, 02:43 PM
In the code above, the sub is Picture1_KeyUp. I think it would probably work a lot better if you didn't put the sub on the Picture1 object, but on the form itself. Then, set the 'KeyPreview' property of the form to true so that all key events will be processed by the form. Then, make sure the event is the KeyDown event, not the KeyUp event.

tinytim
03-12-2002, 09:35 PM
post exaple code for the collision detection
in 2d please please:( :(

tinytim
03-12-2002, 09:36 PM
and yes the above code is working
:)

tinytim
03-12-2002, 09:39 PM
and searching gives me a headache when i don't have time to do it in im not lazy ok

orufet
03-12-2002, 09:43 PM
Answering posts than can be answered by a search gives me a headache. Searching actually takes a lot less time than posting and waiting for an answer.

tinytim
03-12-2002, 09:48 PM
im doing this tonight so when i have access to the compiler
at school tomorow

Aviator
03-12-2002, 11:06 PM
Originally posted by tinytim
Private Sub Picture1_KeyUp(KeyCode As Integer, Shift As Integer)
If KeyCode = vbKeyUp Then
Picture1.Top = Picture1.Top - 80
End If
If KeyCode = vbKeyEscape Then
End
End If
If KeyCode = vbKeyDown Then
Picture1.Top = Picture1.Top + 80
End If
If KeyCode = vbKeyLeft Then
Picture1.Left = Picture1.Left - 80
End If
If KeyCode = vbKeyRight Then
Picture1.Left = Picture1.Left + 80
End If
End Sub
Like somebody above said, you should use the Select Case statements to make this coder easier to manage and a bit shorter. Here is how it looks better:

Private Sub Form_KeyDown(KeyCode As Integer, Shift As Integer)
Select Case KeyCode
Case vbKeyLeft
Picture1.Left = Picture1.Left - 80
Case vbKeyUp
Picture1.Top = Picture1.Top - 80
Case vbKeyRight
Picture1.Left = Picture1.Left + 80
Case vbKeyDown
Picture1.Top = Picture1.Top + 80
End Select
End Sub

tinytim
03-13-2002, 10:24 AM
it wasn't hard but i just copied and pasted and made small changes

tinytim
03-13-2002, 10:26 AM
for the new info all I've done so far i have learned on my own

tinytim
03-13-2002, 11:08 AM
lets talk projectiles

Pookie
03-14-2002, 02:56 AM
I never knew Pacman had any projectiles (flying objects) in it???? :-\

Iceplug
03-14-2002, 08:00 AM
OOH. Pac-Man War, perhaps. :-\\
What do you mean, projectiles? As in a bomb thrown across the board. Bullets? Pac-Man can jump?
Are we finished talking? (I guess not) ;)

Aviator
03-14-2002, 08:57 AM
Projectiles? Sounds like pacman has got into a bit o' trouble and has the U.S. Army chasing him? No you say? Well, last time I played pacman (6, maybe 7 years), I don't remember any projectiles, although now that I think about it, it could be kind of cool if the enemy dudes shot little things at you that travelled slightly slower than you. Well I dunno really, so you're gonna have to tell us where you plan on implementing projectiles.

ChiefRedBull
03-14-2002, 12:08 PM
I dont think he needs help, just wants to chat about it. :D
"lets talk projectiles"

Iceplug
03-14-2002, 04:45 PM
Are you saying we should talk in projectilese?
OK. :)

Gravity - constant.
Speed = Speed - Gravity.
Distance = Distance + Speed.
If Distance > Ground.Distance Then Object.Stop
'notice that this is not real code, just a weird algorithm
Projectile-ese. Perhaps Projectile-ish. Perhaps Projectile-ian.
The language of the projectiles. :D
Are we finished talking?

Kitaiko
03-14-2002, 11:05 PM
I think thats called psuedocode or something

Pookie
03-14-2002, 11:57 PM
Oh I didn't realise that TinyTim wanted to just talk about projectiles...

Okay, Projectiles are things which fly in the air and are projected from one place to another, so they can be anything from an arrow, bullet, flying elephant or anything else that can be thrown, etc... and if you not careful, they can poke your eye out too. ;)

Can we see the code to your game as it sounds like it's going to be a good game??? :cool:

tinytim
03-19-2002, 10:40 AM
sorry for leaving you guys hanging but i was not able to go on the internet for awhile but to ansewr the questions it is bullets and its not going to be normal pac man but what ever comes out of my mind

Iceplug
03-19-2002, 02:55 PM
Pac-Man/Doom perhaps?
Pellets, ghosts, and ammunition cases... this'll be interesting.
Bullets aren't really projectiles (actually, they are) in the sense that they'll be traveling in a straight line. Unless Pac-Man is going to be a strategic war game or something with falling bullets. Boom!:eek:

Computer_Guy
03-19-2002, 07:04 PM
I'm interesting in seeing a breed of games like that myself, lol

Pookie
03-20-2002, 01:54 AM
Now that everyone seems to be waiting to see how this game turns out, hope it ain't going to be a fizzer. :D j/k

I don't quite get the bullets thing, won't that make the game so easy as all you need to do is wait for any ghosts to come close to you before shooting them... Or is there more to it?

Iceplug
03-20-2002, 08:23 AM
I'm picturing Pac-Man going down a dark hallway, collecting pellets and ammunition cases(?). All of a sudden something emerges from the darkness racing at Pac-Man. Pac-Man expends some ammunition and destroyes the enemy. The enemy drops a key that opens a door previously encountered by Pac-Man.
Sounds interesting. Then a great big orange jumps across the hallway...:D

Banjo
03-20-2002, 09:34 AM
Sounds like a standard FPS. To whole point of PacMan was that you couldn't fight the Ghosts, you had to decide on the best path to avoid them; exception for when you picked up a pill.
Now what would be an interesting variation would be to replace the pills with guns and for a time limited period you can go stomping around the level blasting the ghosts.

Actually, thinking about this has triggered a memory. There was a secret level in Wolfenstein 3D that did just this. You had to find your way around a maze filled with four Ghosts (that you couldn't kill and loads of troops). The aim was to gather treasure that was spread throughout.

tinytim
03-21-2002, 10:41 AM
how imaginative you have alot of time on your hands i like more sample code on projectiles IN 2D OK ahem plz don't mean to sound rude ahem.

Iceplug
03-21-2002, 11:32 AM
Wait. Are these "projectiles" in the sense that gravity pulls them down, or are they just bullets going in a straight line? Are we viewing Pac-Man from above?

tinytim
03-22-2002, 10:50 AM
straight line starting with something easy so would you teach the noob like me

Iceplug
03-22-2002, 11:19 AM
Some sort of loop that advances the bullets.
Bullet.Dist=Bullet.Dist+Bulletspeed
You can set the bulletspeed on your own, along with whatever looping system you will use... Timer, DoEvents, Do...Loop, Function Call, etc... that's up to you. :cool:

tinytim
04-03-2002, 10:13 AM
now how do you produce the so called bullet

Iceplug
04-03-2002, 10:21 AM
Produce a bullet... hmm.

Use a shape or some simple object unless you have a pre-drawn bullet somewhere.

Make a control array of these bullets. The number of bullets is the maximum number of bullets that Pac-Man can shoot (:cool:).

Let's say that Pac-Man shoots using the spacebar...
In the KeyDown check for which bullet is not being used with a boolean array (you may can get away with using the bullet control visible or enabled property - I prefer visible). The first bullet that is available will be shot. I assume you have code for the bullet already somewhere. :)
That's about it... I think.

Squirm
04-03-2002, 01:39 PM
To cycle through bullets, use something like this:

Dim PlrShots(10) As BulletType 'Or whatever type its supposed to be
'Could be a control array if you want

Private Sub Shoot()
Static iNextFree As Integer 'Next bullet to fire

With PlrShots(iNextFree)
.Visible = True
.X = Player.X
.Y = Player.Y
'Set all the characteristics for THIS particular bullet
End With

iNextFree = iNextFree + 1 'Increment bullet counter

'Clock over the bullet counter at 10
If iNextFree > 10 Then iNextFree = 0
End Sub

tinytim
04-04-2002, 10:31 AM
ok here is my project can any one do anything with it

Iceplug
04-04-2002, 11:08 AM
ok here is my project can any one do anything with it

I can...
I couldn't figure what the line keyup procedure was for... so I commented it.
The keyup procedures are effective on the form... after disabling the picturebox. :)

Pookie
04-04-2002, 11:26 PM
Hmmm... Am I missing something here?????? :confused:

I thought this was suppose to be a pacman game?

All I could see in that zip file was a tiny routine for testing keyup?

You haven't even put in a keydown routine which would make the keyup routine of any value....

Guess that zip wasn't the whole program???

tinytim
04-05-2002, 10:09 AM
well its suposed to be but i think i might go side scrolling

tinytim
04-05-2002, 10:15 AM
oh i forgot to dw\elete that didn't i sry for confusing you

tinytim
04-05-2002, 10:19 AM
by the way thx

tinytim
04-05-2002, 10:29 AM
so now he stops but i cant move bellow the line why not

Iceplug
04-05-2002, 06:14 PM
Because you only checked if the obja was left of the line... nothing about the top down stuff. This requires more coding.

This line seems to fit somewhere:

If Obja.Top >= Objb.Y1 - Obja.Height And Obja.Top <= Objb.Y2 Then

tinytim
04-08-2002, 10:12 AM
yes it does what could go to the then
and make it work

tinytim
04-08-2002, 10:14 AM
oh and if some one could produce a projectile on the most recent zip file that would be nice leave sub notes on what library was used

Iceplug
04-09-2002, 08:00 AM
If Obja.Top <= Objb.Y1 - Obja.Height And Obja.Top >= Objb.Y2 And Obja.Left <= Objb.X1
I actually meant this.

This would go in the KeyLeft section to stop the obja from moving - in the same spot where there was Obja.Left <= Objb.X1.

In the KeyRight, this would be Obja.Left >= Objb.X1. Or something similar. I'm not sure, though.
:)

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