after looking at this for an hour i'm completely confused to whats wrong, and right now my heads just full of how i can alter my pvs so that it produces a volumetric light, my mind just isn't in it to fixx this.
i'm sure this should work, but it runs as slow as a slug and the second database doesn't fill (which is utterly irritating)
i'm sure someone has a spare 5mins, if you can fixx this i'd be greatful cause its for Rose and i'm feeling bad that i've not had the time to help her out
remstart
/*
Author: Cathrine McKay [Rose]
Title: Orion's Rose
Version: 0.12.1 alpha (0064)
Date: 13-03-2003
Additional Credit:
Raven Vegeta [Robert Lettan]
*/ ** *.dba ****
remend
`// setup
sync on
autocam off
backdrop on :`// to use 3D refreshing (easier and quicker than CLS)
color backdrop rgb(1,1,1) :`// set backdrop colour
ofs=100 :`// images resource offset
ml=4 :`// max level
fps=30 :`// frames per second (used for timer)
for ia=1 to 4
load image "media\wizard\"+str$(ia)+".bmp",ia+ofs :`// load standard memory pics
load image "media\wizard\"+str$(ia+10)+".bmp",ia+ofs+10 :`// load mouse over pics
load image "media\wizard\"+str$(ia+20)+".bmp",ia+ofs+20 :`// load clicked pictures
next ia
newgame:
sync rate fps :`// set sync rate
`// get screen centre
x=screen width()/2
y=screen height()/2
dim la(ml) :`// level array
`// store level data
`for ia=1 to ml
`read la(ia)
la(1)=4
la(2)=6
la(3)=8
la(4)=10
`next ia
lb=lb+1 :`// game level
dim a( la(lb) ) :`// memory array
t=0 :`// set time to zero (just a precaution
c=0 :`// game section boolean (set to memory)
s=2000 :`// second count (can change this lower to add difficulty
randomize timer() :`// make sure numbers randomise
`/* display valid sprite for a fraction of a second
` to get size */
sprite 1,x,y,1+ofs
xs=sprite width(1)/2
ys=sprite height(1)/2
sprite 1,x,y,1
`-- Main Loop ----
do
t=t+1 :`// add one to the timer per loop
if c=0
if t>=(s/fps) :`// if 2seconds past
n=rnd(3)+1 :`// random number select
d=d+1 :`// next selection number
a(d)=n :`// memory array save number
t=0 :`// reset time
endif
if t>=(s/fps)
sprite 1,x-32,y-32,1 :`// display blank sprite
else
sprite 1,x-32,y-32,n+ofs :`// display current sprite
endif
else
if t>=(s/30) then goto guesscombo :`// when c=1 run the guess combo game
endif
`// check if level array full
if d=la(lb)
c=1 :`// set boolean to yes if it is
else
c=0 :`// else tell it get more numbers
endif
sync
loop
guesscombo:
sync rate 0 :`// set sync as fast as it goes
d=1 :`// reset selection counter
dim b(lb) :`// setup guess array
sp=(screen width()/2-(96*2)) :`// sprite position calculations
for ia=1 to 4
sprite ia,sp+(96*(ia-1)),y-100,ia+ofs :`// setup base sprites
next ia
`-- guess game loop ----
do
`// grab mouse pointer position
mx=mousex()
my=mousey()
`// print instructions
center text x,20,"Click on the Shapes in the Order you saw them."
`// if mouse clicked
if mouseclick()0
bClick=1
else
bClick=0
endif
`------------------------------
`// check clicked
`------------------------------
if CheckClick(1,bClick,d)=2
sprite 1,sp+(96*(1-1)),y-100,1+ofs+20
else
if CheckClick(1,bClick,d)=1
sprite 1,sp+(96*(1-1)),y-100,1+ofs+10
else
sprite 1,sp+(96*(1-1)),y-100,1+ofs
endif
endif
`// check if selection is right
if d=lb
g=0 :`// reset guess booleans to 0
for i=1 to lb
if b(i)=a(i) then g=g+1
next i
`// if all are correct
if g=lb
center text x,20,"Well done, you have a good memory."
center text x,30,"Press Space to Continue"
`// release memory
undim a(lb)
undim b(lb)
c=0
if spacekey() then goto newgame
else
undim b(lb)
goto guesscombo
endif
endif
sync :`// sync game
loop
`// game data
`data 4,6,8,10
function CheckClick(i,clicked,count)
`// private declarations
result=0
`// check to see if mouse is within one of the sprite and/or clicked on it
if mx>=sprite x(i) and mx=sprite y(i) and my
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?