Hi Thomas,

You said;
"If memory serves me correctly all you have to do is create a new bas file in Visual 
Basic 6,"
Yeah, however I do not know how to do that, never have done it and have never 
seen anywhere how to do it.  I have just seen .bas files in projects from other 
people.

As far as modules, I just have 3 starter.frm files.  All use DirectX to play 
sounds, 1 uses VB6 key input, 1 uses DirectX key input and the third uses 
DirectX key and joystick input.  Then I just make a copy of the .frm, vbp and 
vbw files with the name of my new game.  All three have all of the subs that I 
use in all my games.  You know like change voice, adjust rate of speech, play 
wave files etc etc.  And of course one can very easily copy and paste code 
straight anywhere into the VB6 frm while in the VB6 IDE.  And I do also have 
public and private variables, functions etc.

Guess like we were saying, just all kinds of different ways of writing code to 
do the same things.  I mean all of my Windows games were written this way.

BFN

----- Original Message -----
Hi Jim,

I bet. It sounds to me like you just put all your code directly into
the main form, the frm file, instead of breaking your games up into
reusable modules. Its actually quite easy to create reusable bas
files. If memory serves me correctly all you have to do is create a
new bas file in Visual Basic 6, and as long as your subs and functions
are set to public then the rest of your program can access them. For
example, here is a sample function.

Public Function AddNumbers(num1 As Integer, num2 As Integer) As Integer
        result as Integer = num1 + num2
        return result
End Function

Because this function is specifically set to public access your entire
Visual Basic application can access this function in any form or bas
module.The advantage of putting your code in bas modules is if you
have x number of programs that require access to the AddNumbers()
function  you can simply copy the correct bas file into your new
project and add it to your project in the VB 6 IDE.

To give you a better idea how a trained Visual Basic developer would
design a game we basically split each component of the game up into
modules that handle a specific area of the game. One might handle just
audio, another just keyboard input, another joystick input,another one
contains common functions, etc. In this way we aren't cramming the
entire program into the main form. In fact, the main form simply is
there to draw the window, and call sub Main() wherever it is placed in
the program. The rest of the code for the game is split up among
several bas modules. You can have both internal functions that only
are visible to the current module by setting them to private, and
public functions visible to your entire program simply by specifying
they are public.

VB.net handles things a bit differently. Since VB.net is more object
oriented you have to create a class module, and then use the import
statement to import a class module in your code. However, since you
aren't familiar with VB.net I won't bore you with all the differences
between VB 6 and VB.net.

Cheers!


    Jim

BASIC programmers never die, they GOSUB and don't RETURN.

[email protected]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
---
Gamers mailing list __ [email protected]
If you want to leave the list, send E-mail to [email protected].
You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/[email protected].
If you have any questions or concerns regarding the management of the list,
please send E-mail to [email protected].

Reply via email to