![]() |
![]() |
![]() |
|
The Program Skeleton The skeleton of the program is the first thing you will be thinking about after the design stage. Most game skeletons are very similar and include the following. A setup stage to load and prepare your objects. A main loop to run your game logic and a cleanup stage where all the loaded media is released. |

|
In Dark Basic Professional you only have to concern yourself with the first two in most cases. All media loaded is released automatically when you leave a Dark Basic Professional program. The first and second stages are very easy to visualise and can be coded in the following two steps. You must first create your setup stage: rem TUT3A rem Initial settings sync on : sync rate 100 backdrop off : hide mouse rem Load all media for game gosub _load_game rem Setup all objects for game gosub _setup_gameYou then create the main loop and any calls you will make over and over again to control the elements within your game: rem TUT3B rem Game loop do rem Control game elements gosub _control_player gosub _control_gunandbullet gosub _control_enemies rem Update screen sync rem End loop loopThe last step is to create all the subroutines that the first two stages call. Subroutines are blocks of code you can jump to in order to execute instructions that achieve a subtask. A subtask could be something like loading the player, controlling the player, deleting the player and so on. It is easier to understand what a subroutine does when given a useful name: rem TUT3C _control_player: return _control_gunandbullet: return _control_enemies: return _control_stats: return _setup_game: return _load_game: returnAs you can see, each subroutine has a name that describes what it does. At the moment they are all empty and contain no code. Later on in the tutorial we shall fill these subroutines with commands. CLICK HERE TO GO TO THE MAIN MENU |