On 4 Jul 2005, at 15:37, Nicolas Cueto wrote:

Derek Bump offered:


That's a lot of script to process. Say 1 ship, 1 to 50 shots, 10 Alien
Crafts and don't
forget the powerups, upgrades and scrolling background.


Oh, I'm not aiming to make a space invaders game. What
I'm after is a space invaders-like feature, namely, multiple
shots. And only 1 to 10 shots, 5 Alien crafts (actually,
phonemes falling from the sky), and no powerups, upgrades
nor scrolling background. That'd be way over my meager
scripting abilities!

Hi Nicolas

I've seen this done, and in fact I've converted an old Hyprcard stack to Rev with exactly this kind of activity. It was a lot of fun. Unfortunately, it was in a commercial product so I can't just pass over the stack.

But here's the gist of one way to do it. (Very simple example) In this case, there were 5 falling targets, each with a letter. A word was spoken, and the user tries to hit the target with the corresponding letter by moving left and right controls, and pressing the "fire" button when aligned with the target. In this activity, if the wrong target was hit, the missile just passed through the target. (This may not be exciting enough, but I'll leave that to you.) Also, there is no stream of missiles, just one at a time.

Naturally, the most important thing is the coolness of the sound when you fire the missile. (Something like "pshwooooo")


on fireMissile
  ## the "target" image is determined elsewhere
  put the cTargetImage of this card into tTarget

  ##  first work out the left and right edges of the target
  put the left of image tTarget into tL
  put the right of image tTarget into tR

  ##play your cool sound
  ## it's good if it plays as soon as the button is clicked
  play audioclip "missile"

  ## set the starting position of the missile
  set the loc of image "missile" to the loc of image "spaceShip"
  show image "missile"

 ##determine whether it's a hit or not before you even move the missile
## and determine where you want your missile to disappear if it's a miss
  put item 1 of the loc of image "missile" into Xloc

  if xLoc >= tL and xLoc <= tR then ##hit
    put true into tHit
    put the loc of image tTarget into tDestLoc
    put xLoc into item 1 of tDestLoc
  else
    put false into tHit
    put xLoc & ",20" into tDestLoc
  end if

  set the moveSpeed to 600
  move image "missile" to tDestLoc
  hide image "missile"

  if tHit then
    hide image tTarget

    play audioclip "destruct"
    wait until the sound is done

  end if

end fireMissile

Cheers
Dave

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