I'm trying to load levels in a game with the include command, but you can't include a variable, apparently. Is the a way to declare as a constant each file within a folder?
including a variable
Blitz3D Forums/Blitz3D Beginners Area/including a variable Not quite sure what you mean. Do you mean:
Not sure why you'd need to do that :o) Can you explain further?
a$ = "playercontrol.bb" Include a$
Not sure why you'd need to do that :o) Can you explain further?
Do you mean something like ....
if LevelNumber = 1 include "Level1.bb"
if LevelNumber = 2 include "Level2.bb"
If so then you need to understand better how the include command works as it's not designed for this purpose.
if LevelNumber = 1 include "Level1.bb"
if LevelNumber = 2 include "Level2.bb"
If so then you need to understand better how the include command works as it's not designed for this purpose.
"Include" is a static thing done at compile time, not a dynamic change at run time. To load separate levels during the game, define all the setup information for your levels in some sort of data file (the simplest would be a text file that lists the level mesh and the locations of all the enemies) and have a function load that data file and place all the meshes and what not according to that data (lookup ReadLine.) Then pass a variable to that function to define exactly which level file to load.
Something like:
Something like:
LoadLevel("Level"+levelnum+".lvl") Function LoadLevel(filename$) ClearWorld file=OpenFile filename level$=ReadLine file LoadMesh(level+".b3d") ;repeat previous two lines for rest of data CloseFile file End Function
the maps are designed like so :
which is a real function in my game, could i read from a data file, and convert it into code?
or, does readline go to the next line every time it's called, so I could to do
and have each "brick" in the level file be written like so:
and so on? (there are multiple kinds of bricks, they would be written in a specific order, normal, metal, etc.)
CreateBrick(427, 588, 2, 255, 0, 0) CreateBrick(183, 588, 2, 255, 0, 0) CreateBrick(549, 588, 2, 255, 0, 0) CreateBrick(793, 588, 2, 255, 0, 0) CreateBrick(732, 588, 2, 255, 0, 0) ;....etc.
which is a real function in my game, could i read from a data file, and convert it into code?
or, does readline go to the next line every time it's called, so I could to do
repeat CreateBrick(int readline(level), int readline(level), float readline(level), int readline(level), int readline(level), int readline(level)) until readline$(level) = "METALBRICKS"
and have each "brick" in the level file be written like so:
732 588 2 255 0 0
and so on? (there are multiple kinds of bricks, they would be written in a specific order, normal, metal, etc.)
That second way is the right idea, although the way you have it written is cumbersome. Instead of putting ReadLine directly in the call to CreateBrick, I would read the numbers into variables and use those variables with CreateBrick.
excactly what i did, but it still doesnt work, here's the code:
the saving function
the loading function
the actual output of the saving function :
and finally, the CreateBrick function:
the problem is that when loading this, i get an error message in the function CreateBrick(). On the command "SetBuffer ImageBuffer(b\id)", I get the error message: "Image does not exhist!".
the function works fine when called with non-read variables.
the saving function
Function Save(filename$) file = WriteFile("maps"+filename$+".bb") file = OpenFile("maps"+filename$+".bb") For b.bricks = Each bricks WriteLine file, b\x WriteLine file, b\y WriteLine file, b\w / 30 WriteLine file, b\cr WriteLine file, b\cg WriteLine file, b\cb Next CloseFile file End Function
the loading function
Function Load(filename$) file = OpenFile("maps"+filename$+".bb") For n = 0 To Eof(file) Local x = Int ReadLine(file) Local y = Int ReadLine(file) Local s# = Float ReadLine(file) Local cr = Int ReadLine(file) Local cg = Int ReadLine(file) Local cb = Int ReadLine(file) CreateBrick(x, y, s, cr, cg, cb) Next CloseFile file End Function
the actual output of the saving function :
427 315 2 255 0 0
and finally, the CreateBrick function:
Function CreateBrick(x, y, s#, cr, cg, cb) b.bricks = New bricks b\x = x b\y = y b\w = s*30 b\h = s*10 b\cr = cr b\cg = cg b\cb = cb b\id = CreateImage(b\w, b\h) SetBuffer ImageBuffer(b\id) Color cr, cg, cb Rect 0, 0, b\w, b\h SetBuffer BackBuffer() End Function
the problem is that when loading this, i get an error message in the function CreateBrick(). On the command "SetBuffer ImageBuffer(b\id)", I get the error message: "Image does not exhist!".
the function works fine when called with non-read variables.
more on it, it actually works when using int readline, instead of readint (same with the writing function).
it works perfectly when using just one type of brick, but when I try loading different types of bricks, using the :
this causes a: IMAGE DOES NOT EXHIST
it works perfectly when using just one type of brick, but when I try loading different types of bricks, using the :
repeat ;load stuff until readline(file) = "SUPERBRICKS"
this causes a: IMAGE DOES NOT EXHIST
That pseudocode in your second post is not nearly enough for us to tell what is going on. Neither the saved data nor the function you posted before make any reference to "SUPERBRICKS" so we need to see exactly what both your save file and function look like now.
I can tell you this much: I am fairly certain the problem is that the data is getting mixed up while you are reading it (eg. line saved into wrong variable) and as a result "s" in CreateBrick is being set to 0.
Just work backwards from the error message: The error is that the image does not exist, but you called CreateImage on the previous line. Well, CreateImage won't work if the dimensions are 0. The dimensions are 0 if s is set to 0. s could be set to 0 if the data is loaded in wrong.
I can tell you this much: I am fairly certain the problem is that the data is getting mixed up while you are reading it (eg. line saved into wrong variable) and as a result "s" in CreateBrick is being set to 0.
Just work backwards from the error message: The error is that the image does not exist, but you called CreateImage on the previous line. Well, CreateImage won't work if the dimensions are 0. The dimensions are 0 if s is set to 0. s could be set to 0 if the data is loaded in wrong.
i realize that, and am looking into it atm :)
here's the entire file, butcher it. I can't think of anything :(
Graphics3D 1024, 768, 32, 2 SetBuffer BackBuffer() AutoMidHandle 1 Global size#=2 Global black = ReadPixelFast (1, 1) Type bricks Field x Field y Field id Field w Field h Field cr Field cg Field cb End Type Type BombBrick Field x Field y Field w Field h Field id Field r Field cr Field cg Field cb End Type Type metalbrick Field x Field y Field id Field w Field h End Type Type superbrick Field x Field y Field w Field h Field id Field phase Field cr Field cg Field cb End Type Type powerbrick Field x Field y Field w Field h Field cr Field cg Field cb Field id Field kind End Type Type powerup Field x Field y Field kind End Type Global ColorR = 255 Global ColorG Global ColorB Global BrickType$ = "normal" Global bomb = LoadImage("images\bomb.bmp") MaskImage bomb, 255, 255, 255 Color 255, 255, 255 Repeat Text 0, 0, "WELCOME TO THE LEVEL CREATOR" Text 0, 14, "TO PROCEED, PRESS THE SPACEBAR" Until KeyHit(57) Cls load("testingfile") Repeat RenderWorld() If MouseDown(1) And (Round(MouseY(), (size*10)+1))+((size*10)/2) < 600 Then For b.bricks = Each bricks If b\x = Round(MouseX(), (size*30)+1) And b\y = Round(MouseY(), (size*10)+1) Then Delete b Exit EndIf Next For bb.BombBrick = Each BombBrick If bb\x = Round(MouseX(), (size*30)+1) And bb\y = Round(MouseY(), (size*10)+1) Then Delete bb Exit EndIf Next For mb.metalbrick = Each metalbrick If mb\x = Round(MouseX(), (size*30)+1) And mb\y = Round(MouseY(), (size*10)+1) Then Delete mb Exit EndIf Next For sb.superbrick = Each superbrick If sb\x = Round(MouseX(), (size*30)+1) And sb\y = Round(MouseY(), (size*10)+1) Then Delete sb Exit EndIf Next For pb.powerbrick = Each powerbrick If pb\x = Round(MouseX(), (size*30)+1) And pb\y = Round(MouseY(), (size*10)+1) Then Delete pb Exit EndIf Next If Instr (BrickType, "normal") Then CreateBrick(Round(MouseX(), (size*30)+1), Round(MouseY(), (size*10)+1), size, ColorR, ColorG, ColorB) If Instr (BrickType, "metal") Then CreateMetalBrick(Round(MouseX(), (size*30)+1), Round(MouseY(), (size*10)+1), size) If Instr(BrickType, "ghost") Then CreateGhostBrick(Round(MouseX(), (size*30)+1), Round(MouseY(), (size*10)+1), size) If Instr(BrickType, "bomb") Then BrickType$ = Replace$ (BrickType$, "bomb ", "") CreateBombBrick(Round(MouseX(), (size*30)+1), Round(MouseY(), (size*10)+1), size, ColorR, ColorG, ColorB, Int BrickType) BrickType$ = "bomb " + BrickType$ EndIf If Instr(BrickType, "super ") Then BrickType$ = Replace$ (BrickType$, "super ", "") CreateSuperBrick(Round(MouseX(), (size*30)+1), Round(MouseY(), (size*10)+1), size, Int BrickType, ColorR, ColorG, ColorB) BrickType$ = "super " + BrickType$ EndIf EndIf If MouseDown(2) Then For b.bricks = Each bricks If b\x = Round(MouseX(), (size*30)+1) And b\y = Round(MouseY(), (size*10)+1) Then Delete b Exit EndIf Next For bb.BombBrick = Each BombBrick If bb\x = Round(MouseX(), (size*30)+1) And bb\y = Round(MouseY(), (size*10)+1) Then Delete bb Exit EndIf Next For mb.metalbrick = Each metalbrick If mb\x = Round(MouseX(), (size*30)+1) And mb\y = Round(MouseY(), (size*10)+1) Then Delete mb Exit EndIf Next For sb.superbrick = Each superbrick If sb\x = Round(MouseX(), (size*30)+1) And sb\y = Round(MouseY(), (size*10)+1) Then Delete sb Exit EndIf Next For pb.powerbrick = Each powerbrick If pb\x = Round(MouseX(), (size*30)+1) And pb\y = Round(MouseY(), (size*10)+1) Then Delete pb Exit EndIf Next EndIf If KeyHit(46) Then FlushKeys() Print "Input the color (RGB) values" ColorR = Input$("RED : ") ColorG = Input$("GREEN : ") ColorB = Input$("BLUE : ") Cls EndIf If KeyHit(31) Then FlushKeys() Print "Input the brick size, current size is " + size + "." Print "SUGGESTION : do not make size under 0.2 or over 4" Print "as the size is how many times the orginal dimensions (30 x 10)" size# = Float Input$("SIZE : ") Cls EndIf If KeyHit(20) Or (Instr(BrickType$, "normal") = False And Instr(BrickType$, "metal") = False And Instr(BrickType$, "ghost") = False And Instr(BrickType$, "super") = False And Instr(BrickType$, "bomb") = False) Then FlushKeys() Print "Enter the new kind of brick" Print "'normal' for regular bricks" Print "'metal' for metal bricks" Print "'ghost' for ghost bricks" Print "for bomb bricks, type 'bomb ' (with the space) then the explosion radius" Print "for super bricks, type 'super ' (with the space) then the number of phases" BrickType$ = Input$("Brick Type : ") BrickType$ = Lower$(BrickType$) Cls FlushKeys() EndIf drawbricks() Color 255, 255, 255 Text 512 - (StringWidth("PRESS T TO CHANGE BRICK TYPE")/2), 640, "PRESS T TO CHANGE BRICK TYPE" Text 512 - (StringWidth("PRESS S TO CHANGE SIZE")/2), 660, "PRESS S TO CHANGE SIZE" Text 512 - (StringWidth("PRESS C TO CHANGE COLOR")/2), 680, "PRESS C TO CHANGE COLOR" Text 512 - (StringWidth("PRESS ESCAPE TO SAVE AND QUIT")/2), 700, "PRESS ESCAPE TO SAVE AND QUIT" Line 0, 600, 1024, 600 Flip Cls Until KeyHit(1) name$ = Input$("Filename (enter nothing to not save) : ") If name <> "" Then Save(name$) End Function Round( Number , N ) If ( Number Mod N ) >= ( N *.5 ) Number = ( Ceil( Number / N ) + 1 ) * N Else Number = Floor( Number / N ) * N EndIf Return Number End Function Function CreateSuperBrick(x, y, s#, phases, cr, cg, cb) SB.superbrick = New superbrick sb\x = x sb\y = y sb\w = s*30 sb\h = s*10 sb\cr = cr sb\cg = cg sb\cb = cb sb\phase = phases If sb\phase > 5 Then sb\phase = 5 sb\id = CreateImage(sb\w, sb\h) SetBuffer ImageBuffer(sb\id) Color cr, cg, cb Rect 0, 0, sb\w, sb\h SetBuffer BackBuffer() End Function Function CreateBrick(x, y, s#, cr, cg, cb) b.bricks = New bricks b\x = x b\y = y b\w = s*30 b\h = s*10 b\cr = cr b\cg = cg b\cb = cb b\id = CreateImage(b\w, b\h) SetBuffer ImageBuffer(b\id) Color cr, cg, cb Rect 0, 0, b\w, b\h SetBuffer BackBuffer() End Function Function CreateGhostBrick(x, y, s) b.bricks = New bricks b\x = x b\y = y b\w = s*30 b\h = s*10 b\cr = 4 b\cg = 4 b\cb = 4 b\id = CreateImage(b\w, b\h) SetBuffer ImageBuffer(b\id) Color 4, 4, 4 Rect 0, 0, b\w, b\h Color 200, 200, 200 Rect 0, 0, b\w, b\h, 0 SetBuffer BackBuffer() End Function Function CreatePowerBrick(x, y, s#, cr, cg, cb, kind=0) If kind = 0 Then pb.bricks = New bricks pb\x = x pb\y = y pb\w = s*30 pb\h = s*10 pb\id = CreateImage(pb\w, pb\h) SetBuffer ImageBuffer(pb\id) Color cr, cg, cb Rect 0, 0, pb\w, pb\h If cr < 255 And cg < 255 And cb < 255 Then Color 255, 255, 255 Else Color 0, 0, 0 EndIf Text 2, 2, "SUPERBALL" SetBuffer BackBuffer() EndIf Color 255, 255, 255 End Function Function CreateMetalBrick(x, y, s#) mb.metalbrick = New metalbrick mb\x = x mb\y = y mb\w = s*30 mb\h = s*10 mb\id = CreateImage(mb\w, mb\h) SetBuffer ImageBuffer(mb\id) Color 100,100,100 Rect 0, 0, mb\w, mb\h SetBuffer BackBuffer() End Function Function CreateBombBrick(x, y, s, cr, cg, cb, r) bb.BombBrick = New BombBrick bb\x = x bb\y = y bb\w = s*30 bb\h = s*10 bb\r = r bb\cr = cr bb\cg = cg bb\cb = cb ResizeImage bomb, bb\w, bb\h bb\id = CreateImage(bb\w, bb\h) SetBuffer ImageBuffer(bb\id) Color cr, cg, cb Rect 0, 0, bb\w, bb\h DrawImage bomb, bb\w / 2, bb\h / 2 SetBuffer BackBuffer() End Function Function DrawBricks() For b.bricks = Each bricks DrawImage b\id, b\x, b\y Next For mb.metalbrick = Each metalbrick DrawImage mb\id, mb\x, mb\y Next For sb.superbrick = Each superbrick DrawImage sb\id, sb\x, sb\y Next For bb.bombbrick = Each bombbrick DrawImage bb\id, bb\x, bb\y Next For pb.powerbrick = Each powerbrick DrawImage pb\id, pb\x, pb\y Next End Function Function Load(filename$) file = OpenFile("maps\testingfile.bb") brickcount = Int ReadLine(file) If brickcount > 0 Then For n = 0 To brickcount Local x = Int ReadLine(file) Local y = Int ReadLine(file) Local s# = Float ReadLine(file) Local cr = Int ReadLine(file) Local cg = Int ReadLine(file) Local cb = Int ReadLine(file) CreateBrick(x, y, s, cr, cg, cb) Next EndIf brickcount = Int ReadLine(file) If brickcount > 0 Then For n = 0 To brickcount - 1 x = Int ReadLine(file) y = Int ReadLine(file) s# = Float ReadLine(file) Local phase = Int ReadLine(file) cr = Int ReadLine(file) cg = Int ReadLine(file) cb = Int ReadLine(file) If s > 0.0 Then CreateSuperBrick(x, y, s, phase, cr, cg, cb) Next EndIf CloseFile file End Function Function countbricks() For b.bricks = Each bricks count = count + 1 Next Return count End Function Function Save(filename$) file = WriteFile("maps"+filename$+".bb") file = OpenFile("maps"+filename$+".bb") WriteLine file, countbricks() For b.bricks = Each bricks WriteLine file, b\x WriteLine file, b\y WriteLine file, b\w / 30 WriteLine file, b\cr WriteLine file, b\cg WriteLine file, b\cb Next For sb.superbrick = Each superbrick count = count + 1 Next WriteLine file, count For sb.superbrick = Each superbrick WriteInt file, sb\x WriteInt file, sb\y WriteFloat file, sb\w / 30 WriteInt file, sb\phase WriteInt file, sb\cr WriteInt file, sb\cg WriteInt file, sb\cb Next ; WriteLine file, "METALBRICKS" For mb.metalbrick = Each metalbrick WriteLine file, mb\x WriteLine file, mb\y WriteLine file, mb\w / 30 Next ; WriteLine file, "POWERBRICKS" For pb.powerbrick = Each powerbrick WriteLine file, pb\x WriteLine file, pb\y WriteLine file, pb\w / 30 WriteLine file, pb\cr WriteLine file, pb\cg WriteLine file, pb\cb WriteLine file, pb\kind Next ; WriteLine file, "BOMBBRICKS" For bb.BombBrick = Each BombBrick WriteLine file, bb\x WriteLine file, bb\y WriteLine file, bb\w / 30 WriteLine file, bb\cr WriteLine file, bb\cg WriteLine file, bb\cb WriteLine file, bb\r Next CloseFile file End Function
Well it looks like the number of times you loop is different from the number of bricks counted. Maybe try counting from 1 in your load function (For n=1 To brickcount)
If that doesn't work, I would suggest throwing a Break into your load function and run in debug mode so that you can see what the variables are being set to.
If that doesn't work, I would suggest throwing a Break into your load function and run in debug mode so that you can see what the variables are being set to.
Your save function looks dodgy, not sure how much an effect it would have but ...
Rather than ...
file = WriteFile("maps\"+filename$+".bb")
file = OpenFile("maps\"+filename$+".bb")
Just use ..
file = WriteFile("maps\"+filename$+".bb")
How is the data arranged in your .bb files? Can you show us an example?
Stevie
Rather than ...
file = WriteFile("maps\"+filename$+".bb")
file = OpenFile("maps\"+filename$+".bb")
Just use ..
file = WriteFile("maps\"+filename$+".bb")
How is the data arranged in your .bb files? Can you show us an example?
Stevie
as it turns out, like 90% of my bugs, it was a typo, if you noticed I was using writeint into a txt file, giving all these random symbols of nonsense.
thanks for the help :)
thanks for the help :)