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When is the next update?
Author Message
warfareincorporated.com
Established Forum User
Joined: 02 Jul 2011
Posts: 60
Location: Interweb City
 Post Posted: Mon Jul 11, 2011 7:01 pm  Post subject: When is the next update?

Just wondering
wonderer
Let The Truth Be Told


Joined: 16 Oct 2009
Posts: 2221
Location: birth place of, TEXAS
 Post Posted: Mon Jul 11, 2011 7:31 pm  

we just had one didnt you see scottlu post?
warfareincorporated.com
Established Forum User
Joined: 02 Jul 2011
Posts: 60
Location: Interweb City
 Post Posted: Mon Jul 11, 2011 7:49 pm  

Its a fix not a real update
wanderer
Mega-Poster


Joined: 01 Feb 2011
Posts: 299
Location: Texas
 Post Posted: Mon Jul 11, 2011 8:42 pm  

scottlu took a long time to make that update its a update :!:
Mithoz
Forum Conqueror


Joined: 09 Mar 2010
Posts: 2429
Location: Down under
 Post Posted: Tue Jul 12, 2011 9:36 am  

Probably not anytime soon, unless a major problem occurs within the game
sam
Die-hard Fan


Joined: 19 Jun 2010
Posts: 982
Location: Far Far Away..
 Post Posted: Tue Jul 12, 2011 7:42 pm  

Now guys you gotta think iv been coding c++ for two years now and i still havnt master it yet now what i going to show is a little game called snakes what you do it you move the snake to eat the apple now this is just in ones section remember theres 5 section just like this one of code now as you can see this is a really simple game but an RTS game have like 50 of these folders with lines and lines of coding so just remember its really hard to do something like thses game in a short matter of time and theose big game like STARCRAFT2 they had like 20 prefestional coders working on the game


include "stdafx.h"
#include "snake.h"
#include <ctime>

#define MAX_LOADSTRING 100

//set up enum/struct

enum index
{
GRASS_INDEX,
SNAKE_INDEX,
APPLE_INDEX,
WALL_INDEX
};

enum direction
{
up,
down,
left,
right
};

struct pos
{
int x;
int y;
};

// Global Variables:
HINSTANCE hInst; // current instance
TCHAR szTitle[MAX_LOADSTRING]; // The title bar text
TCHAR szWindowClass[MAX_LOADSTRING]; // the main window class name

bool bOne = true;

char map[13][13] = {
{3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 3, 3, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3},
{3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3}
};

pos coord[144];
int bodySize = 3;
pos oldCoord[100];

int points = 0;

int level = 6;

int levelMap = 6;

char headDirection = 5;

void move(char direction, HWND hWnd);
void putApple(HWND hWnd);
void gameOver(HWND hWnd);
void newLevel(HWND hWnd);
void randomWall();

wchar_t text[3];

int GAME_SPEED = 150;

// Forward declarations of functions included in this code module:
ATOM MyRegisterClass(HINSTANCE hInstance);
BOOL InitInstance(HINSTANCE, int);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
INT_PTR CALLBACK About(HWND, UINT, WPARAM, LPARAM);

int APIENTRY _tWinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPTSTR lpCmdLine,
int nCmdShow)
{
UNREFERENCED_PARAMETER(hPrevInstance);
UNREFERENCED_PARAMETER(lpCmdLine);

// TODO: Place code here.
MSG msg;
HACCEL hAccelTable;

// Initialize global strings
LoadString(hInstance, IDS_APP_TITLE, szTitle, MAX_LOADSTRING);
LoadString(hInstance, IDC_SNAKE, szWindowClass, MAX_LOADSTRING);
MyRegisterClass(hInstance);

// Perform application initialization:
if (!InitInstance (hInstance, nCmdShow))
{
return FALSE;
}

hAccelTable = LoadAccelerators(hInstance, MAKEINTRESOURCE(IDC_SNAKE));

// Main message loop:
while (GetMessage(&msg, NULL, 0, 0))
{
if (!TranslateAccelerator(msg.hwnd, hAccelTable, &msg))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
}

return (int) msg.wParam;
}



//
// FUNCTION: MyRegisterClass()
//
// PURPOSE: Registers the window class.
//
// COMMENTS:
//
// This function and its usage are only necessary if you want this code
// to be compatible with Win32 systems prior to the 'RegisterClassEx'
// function that was added to Windows 95. It is important to call this function
// so that the application will get 'well formed' small icons associated
// with it.
//
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEX wcex;

wcex.cbSize = sizeof(WNDCLASSEX);

wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hIcon = LoadIcon(hInstance, MAKEINTRESOURCE(IDI_SNAKE));
wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW+1);
wcex.lpszMenuName = MAKEINTRESOURCE(IDC_SNAKE);
wcex.lpszClassName = szWindowClass;
wcex.hIconSm = LoadIcon(wcex.hInstance, MAKEINTRESOURCE(IDI_GECKO));

return RegisterClassEx(&wcex);
}

//
// FUNCTION: InitInstance(HINSTANCE, int)
//
// PURPOSE: Saves instance handle and creates main window
//
// COMMENTS:
//
// In this function, we save the instance handle in a global variable and
// create and display the main program window.
//
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
HWND hWnd;

hInst = hInstance; // Store instance handle in our global variable

hWnd = CreateWindow(szWindowClass, szTitle, WS_SYSMENU,
CW_USEDEFAULT, 0, 800, 708, NULL, NULL, hInstance, NULL);

if (!hWnd)
{
return FALSE;
}

ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);

return TRUE;
}


void LoadAndBlitBitmap(LPCWSTR szFileName, HDC hWinDC, int width, int height, int sizeX, int sizeY)
{
HDC MemDCExercising;
HBITMAP bmpExercising;

// Load the bitmap from the resource
bmpExercising = LoadBitmap(hInst, MAKEINTRESOURCE(szFileName));
// Create a memory device compatible with the above DC variable
MemDCExercising = CreateCompatibleDC(hWinDC);
// Select the new bitmap
SelectObject(MemDCExercising, bmpExercising);

// Copy the bits from the memory DC into the current dc
BitBlt(hWinDC, width, height, sizeX, sizeY, MemDCExercising, 0, 0, SRCCOPY);

// Restore the old bitmap
DeleteDC(MemDCExercising);
DeleteObject(bmpExercising);

}

//
// FUNCTION: WndProc(HWND, UINT, WPARAM, LPARAM)
//
// PURPOSE: Processes messages for the main window.
//
// WM_COMMAND - process the application menu
// WM_PAINT - Paint the main window
// WM_DESTROY - post a quit message and return
//
//
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//set position and coord only once during 1 life
if(bOne)
{
bOne = false;
coord[0].x = 2;
coord[0].y = 2;
coord[1].x = 2;
coord[1].y = 3;
coord[2].x = 2;
coord[2].y = 4;
oldCoord[0].x = 2;
oldCoord[0].y = 2;
oldCoord[1].x = 2;
oldCoord[1].y = 3;
oldCoord[2].x = 2;
oldCoord[2].y = 4;
}

int wmId, wmEvent;
PAINTSTRUCT ps;
HDC hdc;

//set up timer
SetTimer(hWnd, 1, (GAME_SPEED / level*3), NULL);

switch (message)
{
case WM_TIMER:
{
move(headDirection, hWnd);
InvalidateRect(hWnd, 0, FALSE);
break;
}
case WM_KEYUP:
{
switch(wParam)
{
//check if key was pressed and change direction
move(headDirection, hWnd);
case VK_UP:
if(headDirection != down)
{
headDirection = up;
move(headDirection, hWnd);
InvalidateRect(hWnd, 0, FALSE);
}
break;
case VK_DOWN:
if(headDirection != up)
{
headDirection = down;
move(headDirection, hWnd);
InvalidateRect(hWnd, 0, FALSE);
}
break;
case VK_LEFT:
if(headDirection != right && headDirection != 5)
{
headDirection = left;
move(headDirection, hWnd);
InvalidateRect(hWnd, 0, FALSE);
}
break;
case VK_RIGHT:
if(headDirection != left)
{
headDirection = right;
move(headDirection, hWnd);
InvalidateRect(hWnd, 0, FALSE);
}
break;
case 'Q':
DestroyWindow(hWnd);
break;
}
}
case WM_COMMAND:
wmId = LOWORD(wParam);
wmEvent = HIWORD(wParam);
// Parse the menu selections:
switch (wmId)
{
case IDM_ABOUT:
DialogBox(hInst, MAKEINTRESOURCE(IDD_ABOUTBOX), hWnd, About);
break;
case IDM_EXIT:
DestroyWindow(hWnd);
break;
//choosing level
case IDM_LEVEL1:
levelMap = 1;
newLevel(hWnd);
putApple(hWnd);
points = points - 50;
break;
case IDM_LEVEL2:
levelMap = 2;
newLevel(hWnd);
putApple(hWnd);
points = points - 50;
break;
case IDM_LEVEL3:
levelMap = 3;
newLevel(hWnd);
putApple(hWnd);
points = points - 50;
break;
case IDM_LEVEL4:
levelMap = 4;
newLevel(hWnd);
putApple(hWnd);
points = points - 50;
break;
case IDM_LEVEL5:
levelMap = 5;
newLevel(hWnd);
putApple(hWnd);
points = points - 50;
break;
//choosing speed
case IDM_SLOW:
GAME_SPEED = 200;
break;
case IDM_NORMAL:
GAME_SPEED = 150;
break;
case IDM_FAST:
GAME_SPEED = 100;
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
break;
case WM_PAINT:
hdc = BeginPaint(hWnd, &ps);
// TODO: Add any drawing code here..
for(int y = 0; y < 13; ++y)
{
for(int x = 0; x < 13; ++x)
{
//painting the map boxes
if(map[y][x] == GRASS_INDEX)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_GRASS)), hdc, 50 * x, 50 * y, 50, 50);
}
else if(map[y][x] == SNAKE_INDEX)
{
if(y == coord[bodySize-1].x && x == coord[bodySize-1].y)
{
//check head direction
if(headDirection == up)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_HEADUP)), hdc, 50 * x, 50 * y, 50, 50);
}
if(headDirection == down)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_HEADDOWN)), hdc, 50 * x, 50 * y, 50, 50);
}
if(headDirection == left)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_HEADLEFT)), hdc, 50 * x, 50 * y, 50, 50);
}
if(headDirection == right || headDirection == 5)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_HEADRIGHT)), hdc, 50 * x, 50 * y, 50, 50);
}
}
else if(y == coord[0].x && x == coord[0].y)
{
//check the next box to the tail
if(coord[0].x-1 == coord[1].x)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_TAILUP)), hdc, 50 * x, 50 * y, 50, 50);
}
if(coord[0].x+1 == coord[1].x)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_TAILDOWN)), hdc, 50 * x, 50 * y, 50, 50);
}
if(coord[0].y-1 == coord[1].y)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_TAILLEFT)), hdc, 50 * x, 50 * y, 50, 50);
}
if(coord[0].y+1 == coord[1].y)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_TAILRIGHT)), hdc, 50 * x, 50 * y, 50, 50);
}
}
else
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_BODY)), hdc, 50 * x, 50 * y, 50, 50);
}
}
else if(map[y][x] == APPLE_INDEX)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_APPLE)), hdc, 50 * x, 50 * y, 50, 50);
}
else if(map[y][x] == WALL_INDEX)
{
LoadAndBlitBitmap((MAKEINTRESOURCE(IDB_WALL)), hdc, 50 * x, 50 * y, 50, 50);
}
}
}
//printing out the score, size, level and map
wsprintf(text, __T("Score: %i"), points);
TextOut(hdc, 650, 50, text, 11);
wsprintf(text, __T("Size: %i"), bodySize);
TextOut(hdc, 650, 100, text, 8);
wsprintf(text, __T("Level: %i"), level);
TextOut(hdc, 650, 150, text, 8);
wsprintf(text, __T("Map: %i"), levelMap);
TextOut(hdc, 650, 200, text, 6);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}

// Message handler for about box.
INT_PTR CALLBACK About(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
UNREFERENCED_PARAMETER(lParam);
switch (message)
{
case WM_INITDIALOG:
return (INT_PTR)TRUE;

case WM_COMMAND:
if (LOWORD(wParam) == IDOK || LOWORD(wParam) == IDCANCEL)
{
EndDialog(hDlg, LOWORD(wParam));
return (INT_PTR)TRUE;
}
break;
}
return (INT_PTR)FALSE;
}

void move(char direction, HWND hWnd)
{
//make sure old coord is equal to the new coord
for(int i = 0; i < bodySize; i++)
{
oldCoord[i].x = coord[i].x;
oldCoord[i].y = coord[i].y;
}
if(direction == up)
{
if(map[(coord[bodySize-1].x)-1][coord[bodySize-1].y] == GRASS_INDEX)
{
//if we are on the grass than move
map[coord[bodySize-1].x-1][coord[bodySize-1].y] = SNAKE_INDEX;
coord[bodySize-1].x--;
map[coord[0].x][coord[0].y] = GRASS_INDEX;
for(int i = 0; i < bodySize-1; i++)
{
coord[i].x = oldCoord[i+1].x;
coord[i].y = oldCoord[i+1].y;
}
}
else if(map[(coord[bodySize-1].x)-1][coord[bodySize-1].y] == APPLE_INDEX)
{
//if head will be on the apple at the next move than make us longer + put an apple + play sound
PlaySound((MAKEINTRESOURCE(IDR_SOUNDX)), NULL, SND_RESOURCE | SND_ASYNC);
map[coord[bodySize-1].x-1][coord[bodySize-1].y] = SNAKE_INDEX;
bodySize++;
coord[bodySize-1].x = coord[bodySize-2].x - 1;
coord[bodySize-1].y = coord[bodySize-2].y;
putApple(hWnd);
}
else
{
//if head will be in the wall at the next move than restart + play sound
PlaySound((MAKEINTRESOURCE(IDR_SOUNDWALL)), NULL, SND_RESOURCE | SND_ASYNC);
gameOver(hWnd);
levelMap = 1;
}
}
//same for other directions
if(direction == down)
{
if(map[(coord[bodySize-1].x)+1][coord[bodySize-1].y] == GRASS_INDEX)
{
map[coord[bodySize-1].x+1][coord[bodySize-1].y] = SNAKE_INDEX;
coord[bodySize-1].x++;
map[coord[0].x][coord[0].y] = GRASS_INDEX;
for(int i = 0; i < bodySize-1; i++)
{
coord[i].x = oldCoord[i+1].x;
coord[i].y = oldCoord[i+1].y;
}
}
else if(map[(coord[bodySize-1].x)+1][coord[bodySize-1].y] == APPLE_INDEX)
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDX)), NULL, SND_RESOURCE | SND_ASYNC);
map[coord[bodySize-1].x+1][coord[bodySize-1].y] = SNAKE_INDEX;
bodySize++;
coord[bodySize-1].x = coord[bodySize-2].x + 1;
coord[bodySize-1].y = coord[bodySize-2].y;
putApple(hWnd);
}
else
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDWALL)), NULL, SND_RESOURCE | SND_ASYNC);
gameOver(hWnd);
levelMap = 1;
}
}
if(direction == left)
{
if(map[(coord[bodySize-1].x)][coord[bodySize-1].y-1] == GRASS_INDEX)
{
map[coord[bodySize-1].x][coord[bodySize-1].y-1] = SNAKE_INDEX;
coord[bodySize-1].y--;
map[coord[0].x][coord[0].y] = GRASS_INDEX;
for(int i = 0; i < bodySize-1; i++)
{
coord[i].x = oldCoord[i+1].x;
coord[i].y = oldCoord[i+1].y;
}
}
else if(map[(coord[bodySize-1].x)][coord[bodySize-1].y-1] == APPLE_INDEX)
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDX)), NULL, SND_RESOURCE | SND_ASYNC);
map[coord[bodySize-1].x][coord[bodySize-1].y-1] = SNAKE_INDEX;
bodySize++;
coord[bodySize-1].x = coord[bodySize-2].x;
coord[bodySize-1].y = coord[bodySize-2].y - 1;
putApple(hWnd);
}
else
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDWALL)), NULL, SND_RESOURCE | SND_ASYNC);
gameOver(hWnd);
levelMap = 1;
}
}
if(direction == right)
{
if(map[(coord[bodySize-1].x)][coord[bodySize-1].y+1] == GRASS_INDEX)
{
map[coord[bodySize-1].x][coord[bodySize-1].y+1] = SNAKE_INDEX;
coord[bodySize-1].y++;
map[coord[0].x][coord[0].y] = GRASS_INDEX;
for(int i = 0; i < bodySize-1; i++)
{
coord[i].x = oldCoord[i+1].x;
coord[i].y = oldCoord[i+1].y;
}
}
else if(map[(coord[bodySize-1].x)][coord[bodySize-1].y+1] == APPLE_INDEX)
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDX)), NULL, SND_RESOURCE | SND_ASYNC);
map[coord[bodySize-1].x][coord[bodySize-1].y+1] = SNAKE_INDEX;
bodySize++;
coord[bodySize-1].x = coord[bodySize-2].x;
coord[bodySize-1].y = coord[bodySize-2].y + 1;
putApple(hWnd);
}
else
{
PlaySound((MAKEINTRESOURCE(IDR_SOUNDWALL)), NULL, SND_RESOURCE | SND_ASYNC);
gameOver(hWnd);
levelMap = 1;
}
}
}

void putApple(HWND hWnd)
{
points = points + 50;

if(points == 5000)
{
::MessageBox(hWnd, __T("OMG you have done it! Good Job!!"), __T("Snake"), MB_OK);
gameOver(hWnd);
}

if(points/level == 250 || (points-1000)/level == 250 || (points-2000)/level == 250 || (points-3000)/level == 250 || (points-4000)/level == 250)
{
level++;
}

if(points/levelMap == 1000)
{
levelMap++;
newLevel(hWnd);
}

srand((unsigned int)time(0));
pos rn;
rn.x = rand()%13;
rn.y = rand()%13;
while(map[rn.x][rn.y] != GRASS_INDEX)
{
rn.x = rand()%13;
rn.y = rand()%13;
}
map[rn.x][rn.y] = APPLE_INDEX;
}

void gameOver(HWND hWnd)
{

level = 1;
bodySize = 3;
coord[0].x = 2;
coord[0].y = 2;
coord[1].x = 2;
coord[1].y = 3;
coord[2].x = 2;
coord[2].y = 4;
oldCoord[0].x = 2;
oldCoord[0].y = 2;
oldCoord[1].x = 2;
oldCoord[1].y = 3;
oldCoord[2].x = 2;
oldCoord[2].y = 4;
headDirection = 5;
level = 1;

for(int x = 1; x < 12; x++)
{
for(int y = 1; y < 12; y++)
{
map[x][y] = GRASS_INDEX;
}
}
//putting snake
map[2][2] = SNAKE_INDEX;
map[2][3] = SNAKE_INDEX;
map[2][4] = SNAKE_INDEX;
putApple(hWnd);
points = 0;
level = 1;
}

void newLevel(HWND hWnd)
{

gameOver(hWnd);
points = ((levelMap * 1000) - 1000);


srand((unsigned int)time(0));
pos rn;
rn.x = rand()%13;
rn.y = rand()%13;

while(map[rn.x][rn.y] != APPLE_INDEX)
{
rn.x = rand()%13;
rn.y = rand()%13;
}

map[rn.x][rn.y] = GRASS_INDEX;

for(int i = 0; i < (3*(points/1000)); i++)
{
randomWall();
}
}

void randomWall()
{

srand((unsigned int)time(0));
pos rn;
rn.x = rand()%13;
rn.y = rand()%13;

while(map[rn.x][rn.y] != GRASS_INDEX)
{
rn.x = rand()%13;
rn.y = rand()%13;
}

map[rn.x][rn.y] = WALL_INDEX;
}
Wolfy
Die-hard Fan


Joined: 29 May 2010
Posts: 590
Location: Behind u
 Post Posted: Tue Jul 12, 2011 8:01 pm  

That's a lot o.o
Dr. Diggles
Very Active User


Joined: 05 Nov 2009
Posts: 221
Location: Philly, Dallas
 Post Posted: Tue Jul 12, 2011 8:06 pm  

lol sure is alot. and for such a simple game. and sam didn't even post the code from the "snake.h" file ;)
sam
Die-hard Fan


Joined: 19 Jun 2010
Posts: 982
Location: Far Far Away..
 Post Posted: Tue Jul 12, 2011 8:15 pm  

Dr. Diggles wrote:
lol sure is alot. and for such a simple game. and sam didn't even post the code from the "snake.h" file ;)



lol I wasn't going to post the lot lol this was just an example of a simple game with just one of the main folders for it.
sam
Die-hard Fan


Joined: 19 Jun 2010
Posts: 982
Location: Far Far Away..
 Post Posted: Wed Jul 13, 2011 12:12 am  

Cloud wrote:
Is it good if i can understand a majority of this? And btw san where dud you learn?



i am manly it my self but i have some teacher that know a bit or two about c++ and i didnt make this code my teacher gave me it to add on to it and make more maps and stuff


@wafreinc.com how was that spam im just showing everyone that even tho warfare inc is a small game but it does need alot of coding and that snakes game its the most simplest game but even that needs a heck of aload of coding so image just moving the snake it 1/2 of the coding now just think one rocket dude would be the same but more for the fireing weapon and dieing doing one rock dude would be like 1/2 this code and way more
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed Jul 13, 2011 12:38 pm  

Sam dont listen to him, yeah I understood that coding, its funny how long it takes to write such a simple game, a new code should be written thats simpler.
slimjimninja
Veteran Member


Joined: 30 Mar 2010
Posts: 1226
Location: away
 Post Posted: Wed Jul 13, 2011 2:29 pm  

sam wrote:
//printing out the score, size, level and map
wsprintf(text, __T("Score: %i"), points);
TextOut(hdc, 650, 50, text, 11);
wsprintf(text, __T("Size: %i"), bodySize);
TextOut(hdc, 650, 100, text, 8);
wsprintf(text, __T("Level: %i"), level);
TextOut(hdc, 650, 150, text, 8);
wsprintf(text, __T("Map: %i"), levelMap);
TextOut(hdc, 650, 200, text, 6);
EndPaint(hWnd, &ps);
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}


:?: Lol what's with the 8) faces :?:
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Wed Jul 13, 2011 8:19 pm  

Yeah this forum auto changes those two symbols into the face.
Sub-Zero
Clan Administrator


Joined: 11 Jan 2011
Posts: 170
Location: Greece (02FEB11-23NOV12)
 Post Posted: Fri Jul 15, 2011 10:49 am  

Some posts were deleted due to irrelevance to the topic. There were about 3 or 4 posts just about the faces. Galm explained it just fine. Faces are automatically inserted in place of the curse word if used.
warfareincorporated.com
Established Forum User
Joined: 02 Jul 2011
Posts: 60
Location: Interweb City
 Post Posted: Fri Jul 15, 2011 2:46 pm  

Sub-Zero wrote:
Some posts were deleted due to irrelevance to the topic. There were about 3 or 4 posts just about the faces. Galm explained it just fine. Feces is automatically inserted in place of the curse word if used.


Fece aint curse word. Its natural
Sub-Zero
Clan Administrator


Joined: 11 Jan 2011
Posts: 170
Location: Greece (02FEB11-23NOV12)
 Post Posted: Sat Jul 16, 2011 5:59 pm  

Correct. If you type "fece" instead of the curse word. See how this gets off topic though? You asked whens the next update. Lets stay on that topic.
galm
ForeRunner


Joined: 18 Oct 2009
Posts: 2382
Location: New York
 Post Posted: Sat Jul 16, 2011 8:24 pm  

Sub he just likes to spam and hyperpost everywhere feel free to delete his spams, additionally I believe Scott said there will be an update this year maybe during fall something like that.