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thesandrobrito
PicoMap: Large game worlds made easy
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Hello everyone.

As I strive to become better at programming, theres one thing that is annoyingly very recurrent in my code which are counters.

I have counters for playing a sound effect only when changing scene, or when a collision first happens.

I have counters to manage the speed of swapping animation frames

I also have counters just to tell the passage of time or trigger elements or behaviours after a while.

My general approach is: Create a global time variable with the name for the thing it's timing

animationcounter = 0

Then on update or draw I have some sort of

if animationcounter <= 20 then
   sp +=1
   animationcounter = 0
else
   animationcounter +=1
end

Is there a better way to do this that can be used for all counters necessary? With a function? or maybe an object where we instantiate counters or something?

1
7 comments



Hello everyone

I want to add an item for pick up on my procedural generated levels.
I have a pick up quantity and a table to hold them, and an individual table for each object.

I want items to be placed on tiles with the flag 5 because it's a busy street where my character can't get to a lot of the places.

Seemingly my only option is to use a while loop to iterate through x and y positions until it finds a flag 5 and then discount 1 from the pickup quantity until it's 0.

Unfortunately this results in the game not loading.

while crateamt > 0 do
        local x = rnd(map_end)
        local y = rnd(map_endy)
        if fget(mget(x*8,y*8),5) then
            add(crates, crate:new({
                x=x,
                y=y
            }))
            crateamt -=1
        else
            x = rnd(map_end)
            y = rnd(map_endy)
        end

end

What other options do I have?

2 comments



Cart #romihisoki-0 | 2024-10-07 | Code ▽ | Embed ▽ | No License


Hello everyone.
First of all, I apologise if my code is a mess. I am learning to code and although stuff sometimes work, I don't fully understand why.

I am doing a game with a procedural map where there are buildings, and each building might or might not be a level. When generating the buildings I attach a level object to it if it is a level and I am printing underneath the ones that are levels, as well as the x and y coordinates and what level number it is.

The game is meant to have the following objects and relationships
Player (obvious)
A Building object > a level object > a combos object > multiple combos objects

[ Continue Reading.. ]

2 comments