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Super ! en fait c'était le "place" qui "fixé" les carré et empêchait le clignotement
.
Voici une version un peut plus esthétique pour le code
Code VB :
Super ! en fait c'était le "place" qui "fixé" les carré et empêchait le clignotement

Voici une version un peut plus esthétique pour le code

Code VB :
[endLEVEL] if p(perso1x,perso1y) = 1 then activationTEMP = 1 : return #main.map, "size 2" for y=int(0+valIniY) to int(valIniY+15) for x= int(0+valIniX) to int(valIniX+23) select case p(x,y) case 0 #main.map, "color WHITE ; backcolor WHITE" #main.map, "place ";valX;" ";valY #main.map, "boxfilled ";valX+25;" ";valY+25 #main.map, "color black; backcolor red ; place 550 350" #main.map, "boxfilled 575 375" valX = valX + 50 case 1 #main.map, "color BLACK ; backcolor darkgray" #main.map, "place ";valX;" ";valY #main.map, "boxfilled ";valX+25;" ";valY+25 valX = valX + 50 end select next valX = 0 : valY = valY + 50 next valX = 0 : valY = 0 return
Mais pourquoi tu déplace le fond à chaque action ?
Le fond ne doit se déplacer que lorsque le sujet tente de sortir de la fenêtre
Et c'est beaucoup plus efficace (et surtout plus agréable) de changer tout le fond (nouveau circuit) en remettant le sujet à gauche si il est sorti par la droite, ou en haut si il est sorti par le bas
Le fond ne doit se déplacer que lorsque le sujet tente de sortir de la fenêtre
Et c'est beaucoup plus efficace (et surtout plus agréable) de changer tout le fond (nouveau circuit) en remettant le sujet à gauche si il est sorti par la droite, ou en haut si il est sorti par le bas
____________________
Roro
Roro
c'est le sujet principal du sujet
le but est de faire un "open world" donc le fond doit se déplacer avec le personnage pour qu'il n'y ai pas de limite de fenêtre. C'est un style de vue différent et beaucoup plus difficile a gérer
. C'est donc plus amusant a coder XD !
Voici une maj du code. Optimisation, suppression de variable et efficacité du code augmenté
!
Code ASM :


Voici une maj du code. Optimisation, suppression de variable et efficacité du code augmenté

Code ASM :
nomainwin WindowWidth = 1107 : WindowHeight = 730 UpperLeftX=int((DisplayWidth-WindowWidth)/2) : UpperLeftY=int((DisplayHeight-WindowHeight)/2) x= 90 : y= 60 : dim p(x,y) : valIniX = 0 : valIniY = 0 : perso1x = 11 : perso1y = 7 graphicbox #main.map, 0, 0, WindowWidth, WindowHeight open "Open World RPG" for window_nf as #main #main, "trapclose [quit]" #main.map, "setfocus; down; fill white; when characterInput [case]" goto [level] [case] #main.map, "when characterInput [w]" timer 90, [case2] [w] wait [case2] timer 0 #main.map, "when characterInput [case]" select case case asc(right$(Inkey$,1))= _VK_LEFT : goto [GAUCHE] case asc(right$(Inkey$,1))= _VK_DOWN : goto [BAS] case asc(right$(Inkey$,1))= _VK_RIGHT : goto [DROITE] case asc(right$(Inkey$,1))= _VK_UP : goto [HAUT] case Inkey$ = "q" or Inkey$ = "Q" : goto [GAUCHE] case Inkey$ = "d" or Inkey$ = "D" : goto [DROITE] case Inkey$ = "z" or Inkey$ = "Z" : goto [HAUT] case Inkey$ = "s" or Inkey$ = "S" : goto [BAS] end select wait [HAUT] if int(0+valIniY) > 0 then valIniY = valIniY-1 : perso1y = perso1y -1 : activationTEMP = 0 gosub [endLEVEL] if activationTEMP = 1 then valIniY = valIniY+1 : perso1y = perso1y +1 wait [BAS] if int(0+valIniY) < 45 then valIniY = valIniY+1 : perso1y = perso1y +1 : activationTEMP = 0 gosub [endLEVEL] if activationTEMP = 1 then valIniY = valIniY-1 : perso1y = perso1y -1 wait [GAUCHE] if int(0+valIniX) > 0 then valIniX = valIniX -1 : perso1x = perso1x -1 : activationTEMP = 0 gosub [endLEVEL] if activationTEMP = 1 then valIniX = valIniX +1 : perso1x = perso1x +1 wait [DROITE] if int(0+valIniX) < 67 then valIniX = valIniX +1 : perso1x = perso1x +1 : activationTEMP = 0 gosub [endLEVEL] if activationTEMP = 1 then valIniX = valIniX -1 : perso1x = perso1x -1 wait [level] redim p(x,y) data 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 data 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select case p(x,y) case 0 #main.map, "color lightgray; backcolor lightgray; place ";valX;" ";valY;"; boxfilled ";valX+50;" ";valY+50 #main.map, "color black; backcolor green ; place 550 350; boxfilled 600 400" case 1 #main.map, "color black ; backcolor darkgray; place ";valX;" ";valY;"; boxfilled ";valX+50;" ";valY+50 end select valX = valX + 50 next valX = 0 : valY = valY + 50 next valX = 0 : valY = 0 return [quit] close #main end
Donc en fait, dans ton "open world" un personnage piétine sur place et c'est le décor qui bouge.
C'est quand même un peu bizarre.
Et quand on arrive au bord de la fenêtre, le fond n'apparait que case par case
C'est bizarre.
On peut très bien faire un "open world" en changeant tout le fond comme dit dans mon dernier msg
Mais il faut avoir ou générer une grande image (ou plusieurs si elles sont bien raccordées).
Ou à la limite faire par demi fond en recalant le personnage; pour garder l'intégrité de l'image
C'est quand même un peu bizarre.
Et quand on arrive au bord de la fenêtre, le fond n'apparait que case par case
C'est bizarre.
On peut très bien faire un "open world" en changeant tout le fond comme dit dans mon dernier msg
Mais il faut avoir ou générer une grande image (ou plusieurs si elles sont bien raccordées).
Ou à la limite faire par demi fond en recalant le personnage; pour garder l'intégrité de l'image
____________________
Roro
Roro
En ma qualité d'utilisateur, le personnage central ne me gêne pas, c'est une autre manière de faire et un autre rendu, et on aime ou on aime pas, c'est juste un style. Le personnage fixe permet de voir venir le décor, plutôt que d'être violemment projeté dans la nouvelle page.
Chez moi ça tourne bien, mais sur des machines lentes, l'animation deviendrait gênante. Je me souviens d'instructions PEEK et POKE qui permettaient sur un vieux basic d'insérer des routines en langage machine dans le programme. Je ne me souviens pas avoir vu l'équivalent sur notre Just/LibertyBasic.. Peut-être l'utilisation de DLL les remplacerait ?
Chez moi ça tourne bien, mais sur des machines lentes, l'animation deviendrait gênante. Je me souviens d'instructions PEEK et POKE qui permettaient sur un vieux basic d'insérer des routines en langage machine dans le programme. Je ne me souviens pas avoir vu l'équivalent sur notre Just/LibertyBasic.. Peut-être l'utilisation de DLL les remplacerait ?
____________________
Just BASIC v2.0 :
utilisation occasionnelle ou vérification/débugage difficile avec Windows XP sur un petit eeepc
Just BASIC v2.0 :
je suis pas encore au niveau des DLL je ne comprend même pas ce que c'est
.
D'ailleurs si l'un de vous veut se lancer dans un exemple avec des dll ca manque sur le forum

D'ailleurs si l'un de vous veut se lancer dans un exemple avec des dll ca manque sur le forum

atomose:
Il y a de bons tutos sur le site américain, faut juste aller voir.
je suis pas encore au niveau des DLL je ne comprend même pas ce que c'est
.
D'ailleurs si l'un de vous veut se lancer dans un exemple avec des dll ca manque sur le forum

D'ailleurs si l'un de vous veut se lancer dans un exemple avec des dll ca manque sur le forum

Il y a de bons tutos sur le site américain, faut juste aller voir.
____________________
Roro
Roro
je reviens porter le savoir 
ce qui me choc dans ce type de code c'est le "délais" entre les touches... on a une latence bien **** qui ne rend pas le tout très fluide. Il faut appuyer 2 fois d'affilé pour relancer la bête sans qu'elle s'arrête et c'est pas pratique...
Je me suis donc lancer dans une quête du "no delay" pour rendre tout les jeux jouables
.
Après pamal de recherche (surtout coté anglophone (alyce)) je suis parvenu a faire un code compact, très simplifié et optimisé sur le déplacement. Comme vous pourrez le voir, il n'y a plus aucun délai :P !
Je vais maintenant essayé de l'ajouter au code d'avant pour avoir le déplacement en mode fluide.
(les touches sont les flèches ou ZQSD)
Code VB :
Edité par atomose Le 21/04/2021 à 21h36

ce qui me choc dans ce type de code c'est le "délais" entre les touches... on a une latence bien **** qui ne rend pas le tout très fluide. Il faut appuyer 2 fois d'affilé pour relancer la bête sans qu'elle s'arrête et c'est pas pratique...
Je me suis donc lancer dans une quête du "no delay" pour rendre tout les jeux jouables

Après pamal de recherche (surtout coté anglophone (alyce)) je suis parvenu a faire un code compact, très simplifié et optimisé sur le déplacement. Comme vous pourrez le voir, il n'y a plus aucun délai :P !
Je vais maintenant essayé de l'ajouter au code d'avant pour avoir le déplacement en mode fluide.
(les touches sont les flèches ou ZQSD)
Code VB :
nomainwin WindowWidth = 600 : WindowHeight = 400 UpperLeftX = int((DisplayWidth - WindowWidth)/2) : UpperLeftY = int((DisplayHeight - WindowHeight)/2) global dy, dx open "" for graphics_nsb_nf as #gr #gr, "trapclose [quit]; setfocus; down; size 20" x = 290 : y = 190 [boucle] #gr, "color black; set ";x;" ";y #gr, "place 10 20;\X : ";x;"\Y : ";y timer 50 , [next] wait [next] timer 0 #gr, "color white; size 20; set ";x;" ";y dy = 0 : dx = 0 call readJStick 1 if dx <> 0 then dy = 0 x = x+(5*dx) : y = y+(5*dy) goto [boucle] [quit] timer 0 : close #gr : end function GetAsyncKeyState(key) calldll #user32, "GetAsyncKeyState",key as long,GetAsyncKeyState as long if GetAsyncKeyState<>0 then GetAsyncKeyState=1 end function sub readJStick n if GetAsyncKeyState(asc("Z")) or GetAsyncKeyState(_VK_UP) then dy = -1 if GetAsyncKeyState(asc("S")) or GetAsyncKeyState(_VK_DOWN) then dy = 1 if GetAsyncKeyState(asc("Q")) or GetAsyncKeyState(_VK_LEFT) then dx = -1 if GetAsyncKeyState(asc("D")) or GetAsyncKeyState(_VK_RIGHT) then dx = 1 end sub
Edité par atomose Le 21/04/2021 à 21h36
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