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Messages - combatking0

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1
Here's a rough cut - I've upgraded it from a command line tool to a simple GUI with compatability for 2 players.

I plan to jazz it up a little and remove the unused / glitch inducing options, but it does seem to be working.

When it's finished I'll host it live.

(edit) It's now live here:
http://www.barcodebattler.co.uk/SORR/pwGen2up.htm

I still need to dress it up, but regular players will know how to use it.

2
I'll give it a go - since this is a JavaScript project, it could go into Other Languages.

3
K++ Perfect! Just what I was looking for.

4
Many of us may remember this classic from the 16-bit era, and I have recently started playing it again, but...

I have seen posts around the internets referring to a QBASIC password generator for this game. I've downloaded the generator, but what I'm interested in is the source code for it, as I can't find it anywhere.

Has anybody here downloaded this in the past? If so, please share it with me, as it would be interesting to port it to JavaScript.

Although, reverse engineering it would also be interesting.

5
General chat / Re: The Welcoming Committee
« on: May 13, 2013 »
 :hi: Greetings, zazu.

6
General chat / Re: Hello
« on: May 12, 2013 »
Greetings dev0 :D

7
General chat / Re: ATARI Arcade Developer Center
« on: May 12, 2013 »
K++ - I'll look at this right away.

8
While it's not processing gigabytes of data at a time, I have written a Lottery results analyser which has returned some small gains compared to using random numbers.

I could build a number cruncher, but I would need the input data and an understanding of how you want the output to be represented.

9
General chat / Re: WarGame AirLand Battle
« on: May 05, 2013 »
Interesting - keep us posted :)

10
Other languages / Re: JavaScript - Sprite Object
« on: May 05, 2013 »
If I were to make one design suggestion, it would be to keep 'things that can move' and 'things I can draw' as different javascript objects.  Lots of things other than sprites can move around.
Jim

To expand, the speed, friction, position and gravity should be one object, and the rotation, rotational velocity, image, scaling and alpha should be in a second object. I will experiment with this split-template approach.

11
Awesome plasma! Mine don't turn out that good yet, but I'm learning.

My current project is a "sprite" template for JavaScript canvas games / demos / animations.

12
The register page was again something different: so many security questions, it was funny  ;)
and the repeated statement that once the account has been blocked for any reason, i can't re-register again caught my eyes.

It's to keep out the bots and spammers. I've got my trusty flamethrower ready for their next attack ;)

Welcome to the forums.

13
Other languages / Re: JavaScript - Sprite Object
« on: May 04, 2013 »
Thanks for the feedback. K++ I will add the following properties:

rSpeed - the rotational speed in radians (Default = 0)
gBearing - the angle of the ground under the sprite for use in platform games. (Default = 0)
gSpeed - the ground speed for use in platform games. (Default = 0)
pSpeed - the "physics" speed used in the moveP method. (Default  = 0)
friction - the friction multiplier applied to the pSpeed property by the moveP method. (Default = 1, Range = 0 - 1)
xGravity - the horizontal gravity. Positive pulls to the right, Negative pulls to the left. (Default = 0)
yGravity - the vertical gravity. Positive pulls downwards, Negative pulls upwards. (Default = 0)

And the following methods:

rotate() - adds rSpeed to the bearing property and limits the bearing property to +PI or -PI.
moveP() - Does 4 things:
*1 - applies the friction property to pSpeed property.
*2 - converts and applies the pSpeed and bearing properties to the xSpeed and ySpeed properties.
*3 - applies the xGravity and yGravity properties to the xSpeed and ySpeed properties.
*4 - updates the xPosition and yPosition properties by adding xSpeed and ySpeed to them.
moveG() - Does 3 things:
*1 - applies the friction property to gSpeed property.
*2 - converts and applies the gSpeed and gBearing properties to the xSpeed and ySpeed properties.
*3 - updates the xPosition and yPosition properties by adding xSpeed and ySpeed to them.

To avoid confusion, moveP() would be better for overhead racing games such as "Micro Machines" or space shooters such as "Asteroids". It's only use in platform games would be to apply forces to a sprite in the air.

moveG is better used on platform games similar to "Sonic the Hedgehog" or side-on racing games like "Unirally / Uniracers", but only when the sprite is in contact with the ground.

14
General chat / Re: Software Tools
« on: May 03, 2013 »
Death to the nudist alien scammers!

15
I'd love to go to a Sundown and meet fellow coders, but it can be tricky with a family to look after. Have fun. :D

16
Other languages / JavaScript - Sprite Object
« on: May 03, 2013 »
With the development of the Canvas element, I have started work on a Sprite template. The attachment includes the following files:

sprite.js - the template
StarBlast.htm - a very early version of a SHMUP I'm working on to demonstrate the features of the template

There are also some assorted image files which are used by StarBlast.htm, but these are not part of the template.

This version of sprite.js uses the following constructor:
spriteVar = new sprite("image_file_name",x,y,canvas);

image_file_name is the file name of the image which this sprite will use. GIF, JPG and PNG file types are supported.
x and y are the default position of the sprite on the canvas.
canvas is the reference of the canvas on which this sprite will appear.

Once constructed, the sprite object(s) have the following properties:
x - the horizontal position of the centre of the sprite.
y - the vertical position of the centre of the sprite.
xSpeed - the horizontal speed of the sprite in pixels. (Default = 0)
ySpeed - the vertical speed of the sprite in pixels. (Default = 0)
xScale - the horizontal scale of the sprite as a ratio. (Default = 1)
yScale - the vertical scale of the sprite as a ratio. (Default = 1)
renderX - the left edge of the sprite (Read Only)
renderY - the top edge of the sprite (Read Only)
imageW - the width of the sprite (Read Only)
imageH - the height of the sprite (Read Only)
bearing - the rotation of the sprite in radians. (Default = 0, Range -PI to PI)
alpha - the opacity of the sprite. (Default = 1, Range = 0-1)
canvas - the canvas reference on which the sprite will be drawn.
img - the Image object used to store the image file data.
img.src - the file name of the image.
imageLoaded - the state of the Image object, becomes TRUE if the image file has been loaded into memory.
imageError - the state of the Image object, becomes TRUE if the image file has failed to load into memory.

The sprite objects have the following methods:
setScale(sx,sy) - sets the horizontal (sx) and vertical (sy) scales of the sprite relative to the dimensions of the image file.
move() - updates the x and y properties by adding the xSpeed and ySpeed properties to them.
rotateD(angle) - updates the bearing property by adding the angle argument to it. **Note that the bearing property is stored as Radians, while the angle argument is specified in Degrees, and converted by this method - SLOW**
rotateR(angle) - updates the bearing property by adding the angle argument to it. **Note that this version uses Radians, which is more efficient than rotateD**
getBearing(x,y) - returns the angle of a point relative to the centre of the sprite. (0 is up, 0.5*PI is right, PI is down and -0.5*PI is left)
draw() - draws the sprite image to the canvas while applying rotation, transparency and scaling. **Note that this function will draw a small red square if the image has failed to load**

This template is under development, so please let me know if you feel changes should be made :)

The game itself has a graphical glitch during the explosion.
Use the arrow keys to move and the space bar to fire.

17
Useful links / Re: Digital Tutorials
« on: May 03, 2013 »
Cool links - I'll pass these on to my apprentices. K++

18
General chat / Re: New Computer for General 2
« on: April 29, 2013 »
It's an Athlon II X4 650.

19
General chat / Re: Hi ALL
« on: April 29, 2013 »
Greetings C# beginner. :hi:

20
Other languages / AJAX - The Chat Demo
« on: April 29, 2013 »
A few people have been throwing around the idea of a PHP / JavaScript demo, and the first thing that popped into my head was the use of AJAX.

It is possible to hook the AJAX output into a canvas at the client side, and a database on the server side.

Users should then be able to post messages to the database (like a shout box) which are read back in real time into the canvas, which applies effects to the text, such as rendering it as cubes or some other inventive method.

I'll see how far I can run with this idea.

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